Howdy, sorry to bother you. But this is bothering me. Here's the code and the error below.
[CODE]Failed to load sound "weapons\mccree\nooner.wav", file probably missing from disk/repository
[/CODE]
[CODE]
AddCSLuaFile()
if ( SERVER ) then resource.AddWorkshop( "123277559" ) end
SWEP.PrintName = "McCree's Mistake"
SWEP.Author = "Crafty_"
SWEP.Contact = "http://steamcommunity.com/id/Crafty_/"
SWEP.Purpose = "Praise be to Gandalf"
SWEP.Instructions = "Right-Click, Left-Click, R"
SWEP.Category = "memes"
SWEP.Spawnable= true
SWEP.AdminSpawnable= true
SWEP.AdminOnly = true
--if CLIENT then
--killicon.Add( "ar1_ak", "entities/ar1killicon", Color( 255, 80, 0, 255 ) )
--SWEP.WepSelectIcon = surface.GetTextureID( "hud/ar1hudicon.vtf" )
--end
SWEP.ViewModelFOV = 75
SWEP.ViewModel = "models/weapons/c_357.mdl"
SWEP.WorldModel = "models/weapons/w_357.mdl"
SWEP.ViewModelFlip = false
SWEP.AutoSwitchTo = true
SWEP.AutoSwitchFrom = false
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = true
SWEP.ViewModelBoneMods = {}
SWEP.Slot = 1
SWEP.SlotPos = 1
SWEP.UseHands = true
SWEP.HoldType = "357"
SWEP.FiresUnderwater = true
SWEP.DrawCrosshair = true
SWEP.DrawAmmo = true
SWEP.ReloadSound = "weapons/357/357_reload4.wav"
SWEP.Base = "weapon_base"
SWEP.Primary.Sound = Sound("weapons/357_fire2.wav")
SWEP.Primary.Damage = 1000
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.ClipSize = 6
SWEP.Primary.Ammo = "357"
SWEP.Primary.DefaultClip = 6
SWEP.Primary.Spread = 10
SWEP.Primary.NumberofShots = 100
SWEP.Primary.Automatic = true
SWEP.Primary.Recoil = .6
SWEP.Primary.Delay = 0.145
SWEP.Primary.Force = 1000
SWEP.Primary.Empty = Sound("weapons/357/357_spin1.wav")
SWEP.Secondary.Sound = Sound("npc/strider/fire.wav")
SWEP.Secondary.Damage = 17
SWEP.Secondary.TakeAmmo = 10
SWEP.Secondary.ClipSize = 0
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Spread = 0.1
SWEP.Secondary.NumberofShots = 10
SWEP.Secondary.Automatic = true
SWEP.Secondary.Recoil = 5
SWEP.Secondary.Delay = 1
SWEP.Secondary.Force = 170
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.Empty = Sound("weapons\nooner.wav")
SWEP.CSMuzzleFlashes = true
SWEP.IronSightsPos = Vector(0, 0, 0)
SWEP.IronSightsAng = Vector(0, 0, 0)
--function SWEP:Initialize()
--util.PrecacheSound(self.Primary.Sound)
--util.PrecacheSound(self.ReloadSound)
--self:SetWeaponHoldType( self.HoldType )
--end
function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then self:EmitSound(Sound(self.Primary.Empty)) return end
local bullet = {}
bullet.Num = self.Primary.NumberofShots
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
bullet.Tracer = 1
bullet.Force = self.Primary.Force
bullet.Damage = self.Primary.Damage
bullet.AmmoType = self.Primary.Ammo
bullet.TracerName = "Tracer"
local rnda = self.Primary.Recoil * -1
local rndb = self.Primary.Recoil * math.random(-1, 1)
self:ShootEffects()
self.Owner:FireBullets( bullet )
self:EmitSound(Sound(self.Primary.Sound))
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end
function SWEP:SecondaryAttack()
self:EmitSound( "weapons/mccree/nooner.wav", 75, 100, 1, CHAN_AUTO )
end
function SWEP:Reload()
self:EmitSound(Sound(self.ReloadSound))
self.Weapon:DefaultReload( ACT_VM_RELOAD );
end
--ocal a = "weapons/mccree/nooner.wav"
function SWEP:Initialize()
util.PrecacheSound(self.Primary.Sound)
util.PrecacheSound(self.ReloadSound)
self:SetWeaponHoldType( self.HoldType )
if CLIENT then
// Create a new table for every weapon instance
self.VElements = table.FullCopy( self.VElements )
self.WElements = table.FullCopy( self.WElements )
self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
self:CreateModels(self.VElements) // create viewmodels
self:CreateModels(self.WElements) // create worldmodels
// init view model bone build function
if IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)
// Init viewmodel visibility
if (self.ShowViewModel == nil or self.ShowViewModel) then
vm:SetColor(Color(255,255,255,255))
else
// we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
vm:SetColor(Color(255,255,255,1))
// ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
// however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
vm:SetMaterial("Debug/hsv")
end
end
end
end
end
function SWEP:Holster()
if CLIENT and IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)
end
end
return true
end
function SWEP:OnRemove()
self:Holster()
end
if CLIENT then
SWEP.vRenderOrder = nil
function SWEP:ViewModelDrawn()
local vm = self.Owner:GetViewModel()
if !IsValid(vm) then return end
if (!self.VElements) then return end
self:UpdateBonePositions(vm)
if (!self.vRenderOrder) then
// we build a render order because sprites need to be drawn after models
self.vRenderOrder = {}
for k, v in pairs( self.VElements ) do
if (v.type == "Model") then
table.insert(self.vRenderOrder, 1, k)
elseif (v.type == "Sprite" or v.type == "Quad") then
table.insert(self.vRenderOrder, k)
end
end
end
for k, name in ipairs( self.vRenderOrder ) do
local v = self.VElements[name]
if (!v) then self.vRenderOrder = nil break end
if (v.hide) then continue end
local model = v.modelEnt
local sprite = v.spriteMaterial
if (!v.bone) then continue end
local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
if (!pos) then continue end
if (v.type == "Model" and IsValid(model)) then
model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
model:SetAngles(ang)
//model:SetModelScale(v.size)
local matrix = Matrix()
matrix:Scale(v.size)
model:EnableMatrix( "RenderMultiply", matrix )
if (v.material == "") then
model:SetMaterial("")
elseif (model:GetMaterial() != v.material) then
model:SetMaterial( v.material )
end
if (v.skin and v.skin != model:GetSkin()) then
model:SetSkin(v.skin)
end
if (v.bodygroup) then
for k, v in pairs( v.bodygroup ) do
if (model:GetBodygroup(k) != v) then
model:SetBodygroup(k, v)
end
end
end
if (v.surpresslightning) then
render.SuppressEngineLighting(true)
end
render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
render.SetBlend(v.color.a/255)
model:DrawModel()
render.SetBlend(1)
render.SetColorModulation(1, 1, 1)
if (v.surpresslightning) then
render.SuppressEngineLighting(false)
end
elseif (v.type == "Sprite" and sprite) then
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
render.SetMaterial(sprite)
render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
elseif (v.type == "Quad" and v.draw_func) then
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
The sound is missing from your client.
How do I fix that? :V
Download it. If it's on a server, add it to the FastDL.
Well I have the sound in it's sound file with a string going to it, but it still says it's missing. So how would I work around that?
Make sure the sound type and file is completely correct. Otherwise, the sound could be a bitrate that GMod can't support.
I had the file name "example.wav" by accident so would that have mean the proper string would have been "example.wav.wav" ?
[QUOTE=Crafty_;50968115]I had the file name "example.wav" by accident so would that have mean the proper string would have been "example.wav.wav" ?[/QUOTE]
If that's the file name. Make sure you have file types enabled in windows explorer to see the full name.
Alright, I got the entire addon completed (including custom sound) but for whatever reason it did not like the name of some of file names. I accidently named it something on the whitelist, so I had to go change the names of everything with that name, aaaaand it broke the custom sound.
Here's the error: [CODE]Failed to load sound "weapons\nyan\hoinoon.wav", file probably missing from disk/repository
[/CODE]
And here's the now busted code (again): [CODE]AddCSLuaFile()
if ( SERVER ) then resource.AddWorkshop( "123277559" ) end
SWEP.PrintName = "McCree's Mistake"
SWEP.Author = "Crafty_"
SWEP.Contact = "http://steamcommunity.com/id/Crafty_/"
SWEP.Purpose = "Praise be to Gandalf"
SWEP.Instructions = "Right-Click, Left-Click, R"
SWEP.Category = "Crafty_'s O.W. SWeps"
SWEP.Spawnable= true
SWEP.AdminSpawnable= true
SWEP.AdminOnly = false
if CLIENT then
killicon.Add( "sswep_highnoon", "hud/noonhud", Color( 255, 80, 0, 255 ) )
SWEP.WepSelectIcon = surface.GetTextureID( "hud/noonhud.vtf" )
end
SWEP.ViewModelFOV = 75
SWEP.ViewModel = "models/weapons/c_357.mdl"
SWEP.WorldModel = "models/weapons/w_357.mdl"
SWEP.ViewModelFlip = false
SWEP.AutoSwitchTo = true
SWEP.AutoSwitchFrom = false
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = true
SWEP.ViewModelBoneMods = {}
SWEP.Slot = 1
SWEP.SlotPos = 1
SWEP.UseHands = true
SWEP.HoldType = "revolver"
SWEP.FiresUnderwater = true
SWEP.DrawCrosshair = true
SWEP.DrawAmmo = true
SWEP.ReloadSound = "weapons/357/357_reload4.wav"
SWEP.Base = "weapon_base"
SWEP.Primary.Sound = Sound("weapons/357_fire2.wav")
SWEP.Primary.Damage = 1000
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.ClipSize = 6
SWEP.Primary.Ammo = "357"
SWEP.Primary.DefaultClip = 6
SWEP.Primary.Spread = 10
SWEP.Primary.NumberofShots = 100
SWEP.Primary.Automatic = true
SWEP.Primary.Recoil = .6
SWEP.Primary.Delay = 0.145
SWEP.Primary.Force = 1000
SWEP.Primary.Empty = Sound("weapons/357/357_spin1.wav")
SWEP.Secondary.Sound = Sound("npc/strider/fire.wav")
SWEP.Secondary.Damage = 17
SWEP.Secondary.TakeAmmo = 10
SWEP.Secondary.ClipSize = 0
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Spread = 0.1
SWEP.Secondary.NumberofShots = 10
SWEP.Secondary.Automatic = true
SWEP.Secondary.Recoil = 5
SWEP.Secondary.Delay = 1
SWEP.Secondary.Force = 170
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.Empty = Sound("weapons/nyan/hoinoon.wav")
SWEP.CSMuzzleFlashes = true
SWEP.IronSightsPos = Vector(0, 0, 0)
SWEP.IronSightsAng = Vector(0, 0, 0)
function SWEP:Deploy()
self:SendWeaponAnim( ACT_VM_DRAW )
self:SetNextPrimaryFire( CurTime() + self:SequenceDuration() )
if ( CLIENT ) then return true end
--self:Idle()
self.BeatSound = CreateSound( self.Owner, Sound( "weapons/nyan/hoinoon.wav" ) )
if ( self.BeatSound ) then self.BeatSound:Play() end
return true
end
--function SWEP:Initialize()
--util.PrecacheSound(self.Primary.Sound)
--util.PrecacheSound(self.ReloadSound)
--self:SetWeaponHoldType( self.HoldType )
--end
function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then self:EmitSound(Sound(self.Primary.Empty)) return end
local bullet = {}
bullet.Num = self.Primary.NumberofShots
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
bullet.Tracer = 1
bullet.Force = self.Primary.Force
bullet.Damage = self.Primary.Damage
bullet.AmmoType = self.Primary.Ammo
bullet.TracerName = "Tracer"
local rnda = self.Primary.Recoil * -1
local rndb = self.Primary.Recoil * math.random(-1, 1)
self:ShootEffects()
self.Owner:FireBullets( bullet )
self:EmitSound(Sound(self.Primary.Sound))
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end
function SWEP:SecondaryAttack()
self:EmitSound( "weapons/nyan/hoinoon.wav" )
end
function SWEP:Reload()
self:EmitSound(Sound(self.ReloadSound))
self.Weapon:DefaultReload( ACT_VM_RELOAD );
end[/CODE]
The EXACT location of the sound file: sounds -> weapons -> nyan -> hoinoon (hoinoon is a .wav but it is not named hoinoon.wav)
Please help me because it took forever to get the custom sound to work and now it's broke again thanks to me naming poorly.
If you're using the Nyan gun resources, you should credit Robotboy655 as well.
Try running this in the server console and post the result.
[code]lua_run print(file.Exists("sound/weapons/nyan/hoinoon.wav","GAME"))[/code]
And in your client console with sv_cheats enabled.
[code]lua_run_cl print(file.Exists("sound/weapons/nyan/hoinoon.wav","GAME"))[/code]
[CODE]] lua_run print(file.Exists("sound/weapons/nyan/hoinoon","GAME"))
> print(file.Exists("sound/weapons/nyan/hoinoon","GAME"))...
false
[/CODE] What you told me to do
[CODE]] lua_run print(file.Exists("addons/highnnonswep/sounds/weapons/nyan/hoinoon.wav","GAME"))
> print(file.Exists("addons/highnnonswep/sounds/weapons/nyan/hoinoon.wav","GAME"))...
true
[/CODE] What I also did.
So should this be the actual file location in the code? : highnnonswep/sounds/weapons/nyan/hoinoon.wav
EDIT: Is the file supposed to be named sound or sounds?
[editline]29th August 2016[/editline]
Finally fixed the problem, thank you so much for your help!
It's supposed to be in sound. sounds is not a directory.
I wish people would stop editing my work and completely removing my authorship and ignoring the things I asked you not to do.
[img]http://i.imgur.com/QvkYxRZ.png[/img]
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