Custom Sound and Model

When Ever I Fire i cant Hear my Gun Shots but in Mad Cow FoF i can Hear and im using Real CSS base by worshipper
:
[lua]
– Read the weapon_real_base if you really want to know what each action does

if (SERVER) then
AddCSLuaFile(“shared.lua”)
SWEP.HoldType = “ar2”
end

if (CLIENT) then
SWEP.PrintName = “Colt M16A2”
SWEP.Slot = 3
SWEP.SlotPos = 1
SWEP.ViewModelFlip = false
SWEP.IconLetter = “t”

killicon.AddFont("weapon_real_cs_famas", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ))

end

SWEP.Instructions = ,“Aim Wite Right Click Shot Wite Left Click Change Firemodes wite E+Right Click”

SWEP.Base = “weapon_real_base_rifle”

SWEP.Spawnable = true
SWEP.AdminSpawnable = true

SWEP.ViewModel = “models/weapons/V_COR_M16A2.mdl”
SWEP.WorldModel = “models/weapons/W_COR_M16A2.mdl”

SWEP.Primary.Sound = Sound(“weapons wink_m16a4\m16a4-1.wav”)
SWEP.Primary.Recoil = 0.4
SWEP.Primary.Damage = 17
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.015
SWEP.Primary.ClipSize = 25
SWEP.Primary.Delay = 0.075
SWEP.Primary.DefaultClip = 30
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = “smg1”

SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “none”

SWEP.IronSightsPos = Vector (-3.1053, -5.4546, 2.973)
SWEP.IronSightsAng = Vector (0, 0, 0)

SWEP.data = {}
SWEP.mode = “semi”

SWEP.data.semi = {}

SWEP.data.burst = {}
SWEP.data.burst.Delay = 0.08
SWEP.data.burst.Cone = 0.015
SWEP.data.burst.BurstDelay = 0.07
SWEP.data.burst.Shots = 3
SWEP.data.burst.Counter = 0
SWEP.data.burst.Timer = 0

/---------------------------------------------------------
PrimaryAttack
---------------------------------------------------------
/
function SWEP:PrimaryAttack()

if not self:CanPrimaryAttack() or self.Owner:WaterLevel() > 2 then return end
-- If your gun have a problem or if you are under water, you'll not be able to fire

self.Weapon:SetNextSecondaryFire(CurTime() + self.Primary.Delay)
-- Set next secondary fire after your fire delay

self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
-- Set next primary fire after your fire delay

self.Reloadaftershoot = CurTime() + self.Primary.Delay
-- Set the reload after shoot to be not able to reload when firering

if self.mode == "burst" then
	self.data.burst.Timer = CurTime()
	self.Weapon:SetNextPrimaryFire(CurTime() + 0.5)
	self.data.burst.Counter = self.data.burst.Shots - 1
end

-- Play shoot sound
self.Weapon:EmitSound(self.Primary.Sound)

self:RecoilPower()

-- Remove 1 bullet from our clip
self:TakePrimaryAmmo(1)

if ((SinglePlayer() and SERVER) or CLIENT) then
	self.Weapon:SetNetworkedFloat("LastShootTime", CurTime())
end

end

/---------------------------------------------------------
SecondaryAttack
---------------------------------------------------------
/
function SWEP:SecondaryAttack()

if self.Owner:KeyDown(IN_USE) then
	if self.mode == "semi" then
		self.mode = "burst"
		self.Weapon:SetNextSecondaryFire(CurTime() + 0.5)
	elseif self.mode == "burst" then
		self.mode = "semi"
		self.Weapon:SetNextSecondaryFire(CurTime() + 0.5)
	else
		self.mode = "semi"
		self.Weapon:SetNextSecondaryFire(CurTime() + 0.5)
	end
	self.data[self.mode].Init(self)

elseif SERVER then
end

end

/---------------------------------------------------------
Think
---------------------------------------------------------
/
function SWEP:Think()

if self.data.init then		
	self.data.init = nil
end

if self.mode == "burst" then
	if self.data.burst.Timer + self.data.burst.BurstDelay < CurTime() then
		if self.data.burst.Counter > 0 then
			self.data.burst.Counter = self.data.burst.Counter - 1
			self.data.burst.Timer = CurTime()
			
			if self:CanPrimaryAttack() then
				self.Weapon:EmitSound(self.Primary.Sound)
				if self.Owner:GetFOV() == 0 then
					self:RecoilPower()
				else
					self:RecoilPower()
				end
				self:TakePrimaryAmmo( 1 )
			end
		end
	end
end

if (self:GetIronsights() == true) then
		self.DrawCrosshair = true
else
		self.DrawCrosshair = false
end

self:IronSight()

end

/---------------------------------------------------------
RecoilPower
---------------------------------------------------------
/
function SWEP:RecoilPower()

if not self.Owner:IsOnGround() then
	if (self:GetIronsights() == true) then
		self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.data[self.mode].Cone)
		-- Put normal recoil when you're in ironsight mod

		self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil), math.Rand(-1,1) * (self.Primary.Recoil), 0))
		-- Punch the screen 1x less hard when you're in ironsigh mod
	else
		self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil * 2.5, self.Primary.NumShots, self.data[self.mode].Cone)
		-- Recoil * 2.5

		self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil * 2.5), math.Rand(-1,1) * (self.Primary.Recoil * 2.5), 0))
		-- Punch the screen * 2.5
	end

elseif self.Owner:KeyDown(IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT) then
	if (self:GetIronsights() == true) then
		self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil / 2, self.Primary.NumShots, self.data[self.mode].Cone)
		-- Put recoil / 2 when you're in ironsight mod

		self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil / 1.5), math.Rand(-1,1) * (self.Primary.Recoil / 1.5), 0))
		-- Punch the screen 1.5x less hard when you're in ironsigh mod
	else
		self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil * 1.5, self.Primary.NumShots, self.data[self.mode].Cone)
		-- Recoil * 1.5

		self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil * 1.5), math.Rand(-1,1) * (self.Primary.Recoil * 1.5), 0))
		-- Punch the screen * 1.5
	end

elseif self.Owner:Crouching() then
	if (self:GetIronsights() == true) then
		self:CSShootBullet(self.Primary.Damage, 0, self.Primary.NumShots, self.data[self.mode].Cone)
		-- Put 0 recoil when you're in ironsight mod

		self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil / 3), math.Rand(-1,1) * (self.Primary.Recoil / 3), 0))
		-- Punch the screen 3x less hard when you're in ironsigh mod
	else
		self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil / 2, self.Primary.NumShots, self.data[self.mode].Cone)
		-- Recoil / 2

		self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil / 2), math.Rand(-1,1) * (self.Primary.Recoil / 2), 0))
		-- Punch the screen / 2
	end
else
	if (self:GetIronsights() == true) then
		self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil / 6, self.Primary.NumShots, self.data[self.mode].Cone)
		-- Put recoil / 4 when you're in ironsight mod

		self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil / 2), math.Rand(-1,1) * (self.Primary.Recoil / 2), 0))
		-- Punch the screen 2x less hard when you're in ironsigh mod
	else
		self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.data[self.mode].Cone)
		-- Put normal recoil when you're not in ironsight mod

		self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * self.Primary.Recoil, math.Rand(-1,1) *self.Primary.Recoil, 0))
		-- Punch the screen
	end
end

end[/lua]

tell me what the Problom

Try putting the code in [noparse][lua]<here>[/lua][/noparse] tags so we can read it properly.

Done

bump nobody help ):

:frowning:

try to change “SWEP.Primary.Sound = Sound(“weapons wink_m16a4\m16a4-1.wav”)” to SWEP.Primary.Sound = Sound(“weapons/twink_m16a4/m16a4-1.wav”)

Dont Work :open_mouth:

bump anyone?

Bump again i still need help ):

Make sure the file is in the garrysmod folder and

[lua]
Sound(“weapons wink_m16a4\m16a4-1.wav”)[/lua]
to
[lua]
Sound(“weapons/twink_m16a4/m16a4-1.wav”)[/lua]