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: