Adding M9K AR to TTT Server Error

I want to add M9K AR’s to my TTT server but my coding seems to fail. Randomly when people are shooting the bullets get stuck in mid air and don’t shoot people. Also, when I press c to look in the traitor menu theres nothing in it it’s just blank. I think that I am just coding it wrong, I am only a beginner to lua coding. I put the pack in addons.

Here is an example of the coding layout I use for 1 weapon, it is similar to all the weapons i coded for.-


-- Variables that are used on both client and server
SWEP.Gun = ("m9k_acr") -- must be the name of your swep but NO CAPITALS!
SWEP.Category				= "M9K Assault Rifles"
SWEP.Author				= ""
SWEP.Contact				= ""
SWEP.Purpose				= ""
SWEP.Instructions				= ""
SWEP.MuzzleAttachment			= "1" 	-- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment			= "2" 	-- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName				= "ACR"		-- Weapon name (Shown on HUD)	
SWEP.Slot				= 2				-- Slot in the weapon selection menu
SWEP.SlotPos				= 25			-- Position in the slot
SWEP.DrawAmmo				= true		-- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox			= false		-- Should draw the weapon info box
SWEP.BounceWeaponIcon   		= 	false	-- Should the weapon icon bounce?
SWEP.DrawCrosshair			= false		-- set false if you want no crosshair
SWEP.Weight				= 30			-- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo			= true		-- Auto switch to if we pick it up
SWEP.AutoSwitchFrom			= true		-- Auto switch from if you pick up a better weapon
SWEP.HoldType 				= "ar2"		-- how others view you carrying the weapon
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive 
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles

SWEP.SelectiveFire		= true

SWEP.ViewModelFOV			= 70
SWEP.ViewModelFlip			= true
SWEP.ViewModel				= "models/weapons/v_rif_msda.mdl"	-- Weapon view model
SWEP.WorldModel				= "models/weapons/w_masada_acr.mdl"	-- Weapon world model
SWEP.Base				= "bobs_gun_base"
SWEP.Spawnable				= true
SWEP.AdminSpawnable			= true
SWEP.FiresUnderwater = false

SWEP.Primary.Sound			= Sound("Masada.Single")		-- Script that calls the primary fire sound
SWEP.Primary.RPM			= 825			-- This is in Rounds Per Minute
SWEP.Primary.ClipSize			= 30		-- Size of a clip
SWEP.Primary.DefaultClip		= 60		-- Bullets you start with
SWEP.Primary.KickUp				= 0.3		-- Maximum up recoil (rise)
SWEP.Primary.KickDown			= 0.3		-- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal		= 0.3		-- Maximum up recoil (stock)
SWEP.Primary.Automatic			= true		-- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo			= "smg1"			-- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets

SWEP.Secondary.IronFOV			= 55		-- How much you 'zoom' in. Less is more! 	

SWEP.data 				= {}				--The starting firemode
SWEP.data.ironsights			= 1

SWEP.Primary.NumShots	= 1		-- How many bullets to shoot per trigger pull
SWEP.Primary.Damage		= 30	-- Base damage per bullet
SWEP.Primary.Spread		= .025	-- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns

-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector(2.668, 0, 0.675)
SWEP.IronSightsAng = Vector(0, 0, 0)
SWEP.SightsPos = Vector(2.668, 0, 0.675)
SWEP.SightsAng = Vector(0, 0, 0)
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)




///TTT Convertion Code \\


SWEP.Kind = WEAPON_HEAVY
SWEP.AutoSpawnable = true
SWEP.AmmoEnt = "item_ammo_smg1_ttt"
SWEP.InLoadoutFor = nil
SWEP.AllowDrop = true
SWEP.IsSilent = false
SWEP.NoSights = false

//TTT Convertion Code \\


All I touch is the stuff that I add on the bottom, the primaryammo of the gun, and I leave the swep.base alone. One time I changed swep.base to weapon_tttbase but it only removed the bullet ricochet effect and still the bullets were stuck in mid air.

It would be great if someone could find what I did wrong, or even just tell me how to code it the right way starting from scratch. Thanks.

Bump.

The best thing to do is this.

  1. Copy weapon_ttt_m16.lua into a new lua file named weapon_ttt_gunname.lua.
  2. Change the view and world model to the new gun’s model
  3. Change the sounds
  4. Change the damages, recoil, etc
    Done

[editline]24th June 2014[/editline]

Do that for each weapon so like
weapon_ttt_acr.lua
weapon_ttt_m4a1.lua
weapon_ttt_famas.lua

I just did something where I copied my m9k ttt folder into addons, copied all the luas into terrortown/entities/weapons, and deleted the luas out of the m9k ttt folder and it seems to be working fine so far. I’ll post back if anything goes wrong.