Another autorun error :I

Welp pls. I have this error here :



[ERROR] addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:303: invalid escape sequence near '"weapons'
  1. unknown - addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:0


Autorun file :


if GetConVar("M9KWeaponStrip") == nil then
	CreateConVar("M9KWeaponStrip", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Allow empty weapon stripping? 1 for true, 0 for false")
	print("Weapon Strip con var created")
end
	
if GetConVar("M9KDisablePenetration") == nil then
	CreateConVar("M9KDisablePenetration", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable Penetration and Ricochets? 1 for true, 0 for false")
	print("Penetration/ricochet con var created")
end
	
if GetConVar("M9KDynamicRecoil") == nil then
	CreateConVar("M9KDynamicRecoil", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Use Aim-modifying recoil? 1 for true, 0 for false")
	print("Recoil con var created")
end
	
if GetConVar("M9KUniqueSlots") == nil then
	CreateConVar("M9KUniqueSlots", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Give M9K Weapons unique slots? 1 for true, 2 for false. A map change may be required.")
	print("Unique Slots con var created")
end
	
if GetConVar("M9KDisableHolster") == nil then
	CreateConVar("M9KDisableHolster", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable my totally worthless and broken holster system? Won't hurt my feelings any. 1 for true, 2 for false. A map change may be required.")
	print("Holster Disable con var created")
end
	
if GetConVar("M9KAmmoDetonation") == nil then
	CreateConVar("M9KAmmoDetonation", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Enable detonatable M9K Ammo crates? 1 for true, 0 for false.")
	print("Ammo crate detonation con var created")
end

if GetConVar("DebugM9K") == nil then
	CreateConVar("DebugM9K", "0", { FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Debugging for some m9k stuff, turning it on won't change much.")
end

if !game.SinglePlayer() then

	if CLIENT then
		if GetConVar("M9KGasEffect") == nil then
			CreateClientConVar("M9KGasEffect", "1", true, true)
			print("Client-side Gas Effect Con Var created")
		end
	end

else
	if GetConVar("M9KGasEffect") == nil then
		CreateConVar("M9KGasEffect", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Use gas effect when shooting? 1 for true, 0 for false")
		print("Gas effect con var created")
	end
end

//I always leave a note reminding me which weapon these sounds are for
//weapon name

sound.Add({
	name = 			"gunshot_sg_552",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg552/sg552-1.wav"
})

sound.Add({
	name = 			"improv_SG552.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg552/sg552_clipout.wav"
})

sound.Add({
	name = 			"improv_SG552.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg552/sg552_clipin.wav"
})

sound.Add({
	name = 			"improv_SG552.Boltpull",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg552/sg552_boltpull.wav"
})

sound.Add({
	name = 			"gunshot_sg_550",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg550/sg550-1.wav"
})

sound.Add({
	name = 			"improv_SG550.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg550/sg550_clipout.wav"
})

sound.Add({
	name = 			"improv_SG550.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg550/sg550_clipin.wav"
})

sound.Add({
	name = 			"improv_SG550.Boltpull",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg550/sg550_boltpull.wav"
})

sound.Add({
	name = 			"improv_SG550.stock",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_sg550/sg550_boltpull.wav"
})

sound.Add({
	name = 			"gunshot_benli_m3",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/gunshot_m3/m3-1.wav"
})

sound.Add({
	name = 			"improv_M3.Insertshell",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_m3/m3_insertshell.wav"
})

sound.Add({
	name = 			"improv_M3.Pump",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_m3/m3_pump.wav"
})

sound.Add({
	name = 			"gunshot_anic_a3000",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/gunshot_tact_glock/glock18-1.wav"
})

sound.Add({
	name = 			"improv_Glock.Sliderelease",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_tact_glock/glock_sliderelease.wav"
})

sound.Add({
	name = 			"improv_Glock.Slideback",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_tact_glock/glock_glock_slideback.wav"
})

sound.Add({
	name = 			"improv_Glock.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_tact_glock/glock18_clipout.wav"
})

sound.Add({
	name = 			"improv_Glock.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_tact_glock/glock18_clipin.wav"
})

sound.Add({
	name = 			"gunshot_p228",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/gunshot_p228/P228-1.wav"
})

sound.Add({
	name = 			"improv_p228.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_p228/clipout.wav"
})

sound.Add({
	name = 			"improv_p228.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_p228/clipin.wav"
})

sound.Add({
	name = 			"improv_p228.Sliderelease",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_p228/sliderelease.wav"
})

sound.Add({
	name = 			"improv_p228.Slideback",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_p228/slideback.wav"
})

sound.Add({
	name = 			"gunshot_pp_bizon",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/gunshot_pp_bizon/p90-1.wav"
})

sound.Add({
	name = 			"improv_PBB.Cliprelease",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_pp_bizon/p90_cliprelease.wav"
})

sound.Add({
	name = 			"improv_PBB.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_pp_bizon/p90_clipout.wav"
})

sound.Add({
	name = 			"improv_PBB.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_pp_bizon/p90_clipin.wav"
})

sound.Add({
	name = 			"improv_PBB.Boltpull",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_pp_bizon/p90_boltpull.wav"
})

sound.Add({
	name = 			"gunshot_ris_m4a1",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/gunshot_m4a1/m4a1_unsil-1.wav"
})

sound.Add({
	name = 			"gunshot_ris_m4a1_silenced",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons/gunshot_m4a1/m4a1-1.wav"
})

sound.Add({
	name = 			"improv_M4A1.Clipout",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_m4a1/m4a1_clipout.wav"
})

sound.Add({
	name = 			"improv_M4A1.Clipin",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_m4a1/m4a1_clipin.wav"
})

sound.Add({
	name = 			"improv_M4A1.Deploy",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_m4a1/m4a1_deploy.wav"
})

sound.Add({
	name = 			"improv_M4A1.Boltrelease1",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_m4a1/m4a1_boltpull.wav"
})

sound.Add({
	name = 			"improv_M4A1.Silencer_On",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_m4a1/m4a1_silencer_on.wav"
})

sound.Add({
	name = 			"improv_M4A1.Silencer_Off",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons/gunshot_m4a1/m4a1_silencer_off.wav"
})

sound.Add({
	name = 			"gunshot_hk_416",
	channel = 		CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
	volume = 		1.0,
	sound = 			"weapons\gunshot_416\aug-1.wav"
})

sound.Add({
	name = 			"416_cloth_fast",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons\gunshot_416\clothfast.wav"
})

sound.Add({
	name = 			"416_mag_out",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons\gunshot_416\magout.wav"
})

sound.Add({
	name = 			"416_mag_in",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons\gunshot_416\magin.wav"
})

sound.Add({
	name = 			"416_magin_fail",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons\gunshot_416\magfail.wav"
})

sound.Add({
	name = 			"416_mag_slap",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons\gunshot_416\magslap.wav"
})

sound.Add({
	name = 			"416_bolt_release",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons\gunshot_416\boltrelease.wav"
})

sound.Add({
	name = 			"416_draw",
	channel = 		CHAN_ITEM,
	volume = 		1.0,
	sound = 			"weapons\gunshot_416\draw.wav"
})

It can load the weapon but makes no sound at all. Other sweps can work tho. Please help as soon as possible. Thanks c:

To really be able to help you, I need an exact error log that went along with this weapon. Also, this is M9K isn’t it? Last time I checked, they guy who made them had all soundscripts working.

Fine. I’ll give it to you in another 6-8 hours since I’m going somewhere atm.

Okay, Another question, Is this a gun you manually added to M9K? Or is it a specific gun in the pack.

Yea it’s M9k. A few days ago, the sounds were all working all fine. Not sure why this happened today tho :s

[editline]7th February 2014[/editline]

I’m making my own sweps on the m9k base.

Once you post the error, we’ll be able to help you.

If the gun doesn’t make sounds, I suspect you haven’t added soundscripts so the gun know’s what sounds to call when it reloads and shoots.

Edit: Didn’t realize you mentioned that the guns were working fine before.

Alrite. I’m back. Here is the code :



[ERROR] addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:303: invalid escape sequence near '"weapons'
  1. unknown - addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:0


[editline]7th February 2014[/editline]

Bump? Welp? :'c