• SWEP Fire Sound Volume
    6 replies, posted
Trying to turn an M9K weapon into a T sniper that instas, already got it all working, I just want to make the primary fire sound louder so the whole server knows what's going down.
Can you paste the source code of the PrimaryAttack method?
M9K PSG-1 adapted to TTT [CODE]if SERVER then resource.AddFile("materials/vgui/ttt/psg1.png") end SWEP.EquipMenuData = { type = "item_weapon", desc = "A very loud, very lethal addition\nto any traitor's arsenal." }; SWEP.Gun = ("m9k_psg1") SWEP.Category = "M9K Sniper Rifles" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.MuzzleAttachment = "1" SWEP.ShellEjectAttachment = "2" SWEP.PrintName = "PSG-1" SWEP.Slot = 6 SWEP.SlotPos = 3 SWEP.DrawAmmo = true SWEP.DrawWeaponInfoBox = false SWEP.BounceWeaponIcon = false SWEP.DrawCrosshair = false SWEP.XHair = false SWEP.Weight = 50 SWEP.AutoSwitchTo = true SWEP.AutoSwitchFrom = true SWEP.BoltAction = false SWEP.HoldType = "rpg" SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = true SWEP.ViewModel = "models/weapons/v_psg1_snipe.mdl" SWEP.WorldModel = "models/weapons/w_hk_psg1.mdl" SWEP.Icon = "materials/vgui/ttt/psg1.png" SWEP.Base = "weapon_tttbase" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.AutoSpawnable = true SWEP.Kind = WEAPON_EQUIP SWEP.CanBuy = {ROLE_TRAITOR} SWEP.LimitedStock = true SWEP.Secondary.Sound = Sound("Default.Zoom") SWEP.Primary.Sound = Sound("Weapon_psg_1.Single") SWEP.Primary.RPM = 500 SWEP.Primary.ClipSize = 3 SWEP.Primary.DefaultClip = 3 SWEP.Primary.Delay = 2 SWEP.Primary.Cone = 0.002 SWEP.Primary.KickUp = 5 SWEP.Primary.KickDown = 5 SWEP.Primary.KickHorizontal = 5 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "none" SWEP.AmmoEnt = "none" SWEP.Primary.Recoil = 10 SWEP.FiresUnderwater = true SWEP.Secondary.ScopeZoom = 9 SWEP.Secondary.UseACOG = false SWEP.Secondary.UseMilDot = true SWEP.Secondary.UseSVD = false SWEP.Secondary.UseParabolic = false SWEP.Secondary.UseElcan = false SWEP.Secondary.UseGreenDuplex = false SWEP.Secondary.UseAimpoint = false SWEP.Secondary.UseMatador = false SWEP.data = {} SWEP.data.ironsights = 1 SWEP.ScopeScale = 0.7 SWEP.ReticleScale = 0.6 SWEP.HeadshotMultiplier = 4 SWEP.Primary.NumShots = 1 SWEP.Primary.Damage = 200 SWEP.Primary.Spread = .003 SWEP.Primary.IronAccuracy = .0001 SWEP.IronSightsPos = Vector( 5, -15, -2 ) SWEP.IronSightsAng = Vector( 2.6, 1.37, 3.5 ) --SWEP.IronSightsPos = Vector(5.2, 0, -3) --SWEP.IronSightsAng = Vector(0, 0, 0) --SWEP.SightsPos = Vector(5.2, 0, 1.16) --SWEP.SightsAng = Vector(0, 0, 0) --SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965) --SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10) function SWEP:SetZoom(state) if CLIENT then return elseif IsValid(self.Owner) and self.Owner:IsPlayer() then if state then self.Owner:SetFOV(20, 0.3) else self.Owner:SetFOV(0, 0.2) end end end function SWEP:SecondaryAttack() if not self.IronSightsPos then return end if self.Weapon:GetNextSecondaryFire() > CurTime() then return end bIronsights = not self:GetIronsights() self:SetIronsights( bIronsights ) if SERVER then self:SetZoom(bIronsights) else self:EmitSound(self.Secondary.Sound) end self.Weapon:SetNextSecondaryFire( CurTime() + 0.3) end function SWEP:PreDrop() self:SetZoom(false) self:SetIronsights(false) return self.BaseClass.PreDrop(self) end function SWEP:Reload() self.Weapon:DefaultReload( ACT_VM_RELOAD ); self:SetIronsights( false ) self:SetZoom(false) end function SWEP:Holster() self:SetIronsights(false) self:SetZoom(false) return true end if CLIENT then local scope = surface.GetTextureID("sprites/scope") function SWEP:DrawHUD() if self:GetIronsights() then surface.SetDrawColor( 0, 0, 0, 255 ) local x = ScrW() / 2.0 local y = ScrH() / 2.0 local scope_size = ScrH() local gap = 80 local length = scope_size surface.DrawLine( x - length, y, x - gap, y ) surface.DrawLine( x + length, y, x + gap, y ) surface.DrawLine( x, y - length, x, y - gap ) surface.DrawLine( x, y + length, x, y + gap ) gap = 0 length = 50 surface.DrawLine( x - length, y, x - gap, y ) surface.DrawLine( x + length, y, x + gap, y ) surface.DrawLine( x, y - length, x, y - gap ) surface.DrawLine( x, y + length, x, y + gap ) local sh = scope_size / 2 local w = (x - sh) + 2 surface.DrawRect(0, 0, w, scope_size) surface.DrawRect(x + sh - 2, 0, w, scope_size) surface.SetDrawColor(255, 0, 0, 255) surface.DrawLine(x, y, x + 1, y + 1) surface.SetTexture(scope) surface.SetDrawColor(255, 255, 255, 255) surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0) else return self.BaseClass.DrawHUD(self) end end function SWEP:AdjustMouseSensitivity() return (self:GetIronsights() and 0.2) or nil end end[/CODE]
That doesn't contain the PrimaryAttack method. Post it from the base file.
[URL="https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/terrortown/entities/weapons/weapon_tttbase.lua"]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/terrortown/entities/weapons/weapon_tttbase.lua[/URL]
Change SWEP.Primary.SoundLevel
Thanks so much :D
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