First SWEP...Help please?

I’m trying to make a SWEP for the first time and I used a tutorial.
I’m pretty sure i did everything correctly, but whenever I start GMOD up I can’t find my SWEP.
Any suggestions?

[editline]04:32AM[/editline]

Here is my SWEP.

SWEP.Base = “weapon_base”
– Effect settings
SWEP.PrintName = “The Magic Finger”
SWEP.Slot = 3
SWEP.SlotPos = 11
SWEP.DrawAmmo = true
SWEP.DrawCrosshair = true
SWEP.ViewModel = “models/weapons/v_pfinger.mdl”
SWEP.WorldModel = “models/weapons/w_pistol.mdl”
SWEP.ReloadSound = “weapons/pistol/pistol_reload1.wav”
SWEP.HoldType = “pistol”
– Other settings
SWEP.Weight = 500
SWEP.AutoSwitchTo = true
SWEP.AutoSwitchFrom = false
SWEP.Spawnable = true
SWEP.AdminSpawnable = true

– Weapon info
SWEP.Author = “PsychoChild”
SWEP.Contact = “PsychoChild99@Gmial.com
SWEP.Purpose = “To rid your servers of mingebags…a funny way.”
SWEP.Instructions = “Look at the mingebag,fire,then laugh.”

– Primary fire settings
SWEP.Primary.Sound = “weapons/pistol/pistol_fire2.wav”
SWEP.Primary.Damage = 10000
SWEP.Primary.NumShots = 1
SWEP.Primary.Recoil = 0
SWEP.Primary.Cone = 0
SWEP.Primary.Delay = 0.02
SWEP.Primary.ClipSize = 1000
SWEP.Primary.DefaultClip = 10000
SWEP.Primary.Tracer = 1
SWEP.Primary.Force = 50
SWEP.Primary.TakeAmmoPerBullet = false
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = “pistol”

– Secondary fire settings
SWEP.Secondary.Sound = “weapons/shotgun/shotgun_fire2.wav”
SWEP.Secondary.Damage = 10000
SWEP.Secondary.NumShots = 2
SWEP.Secondary.Recoil = 1
SWEP.Secondary.Cone = 5
SWEP.Secondary.Delay = 2
SWEP.Secondary.ClipSize = 30
SWEP.Secondary.DefaultClip = 10000
SWEP.Secondary.Tracer = 2
SWEP.Secondary.Force = 4
SWEP.Secondary.TakeAmmoPerBullet = false
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “shotgun”

function SWEP:Initialize()
end

function SWEP:PrimaryAttack()
self.Weapon:EmitSound(“weapons/pistol/pistol_fire2.wav”)
self.Weapon:SetNextPrimaryFire(CurTime() + 0.1)
self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
if SERVER then
local bar = ents.Create(“prop_physics”)
bar:SetModel(“models/props_junk/sawblade001a.mdl”)
bar:SetAngles(self.Owner:EyeAngles())-- Angle(0,90,0))
bar:SetPos(self.Owner:GetShootPos())
bar:SetOwner(self.Owner)
bar:SetPhysicsAttacker(self.Owner)
bar:Spawn()
local phys = bar:GetPhysicsObject()
phys:ApplyForceCenter(self.Owner:GetAimVector() * 1999999999)
phys:AddAngleVelocity(Vector(0,5000000,0))
bar:Fire(“kill”, “”, 5)
end
end

function SWEP:SecondaryAttack()
if ( !self:CanSecondaryAttack() ) then return end
local bullet = {}
bullet.Num = self.Secondary.NumShots
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( self.Secondary.Cone / 90, self.Secondary.Cone / 90, 0 )
bullet.Tracer = self.Secondary.Tracer
bullet.Force = self.Secondary.Force
bullet.Damage = self.Secondary.Damage
bullet.AmmoType = self.Secondary.Ammo
self.Owner:FireBullets( bullet )
self.Weapon:SendWeaponAnim( ACT_VM_SECONDARYATTACK )
self.Owner:MuzzleFlash()
self.Owner:SetAnimation( PLAYER_ATTACK2 )
self.Weapon:EmitSound(“weapons/shotgun/shotgun_fire2.wav”)
self.Owner:ViewPunch(Angle( -self.Secondary.Recoil, 0, 0 ))
if (self.Secondary.TakeAmmoPerBullet) then
self:TakeSecondaryAmmo(self.Secondary.NumShots)
else
self:TakeSecondaryAmmo(1)
end
self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
end

function SWEP:Think()
end

function SWEP:Reload()
self:DefaultReload(ACT_VM_RELOAD)
return true
end

function SWEP:Deploy()
return true
end

function SWEP:Holster()
return true
end

function SWEP:OnRemove()
end

function SWEP:OnRestore()
end

function SWEP:Precache()
end

function SWEP:OwnerChanged()
end

If it doesn’t show it’s because your script has syntax errors. The first one I can see is the lone / by your secondary fire function. Also please post code within either


 or [lua] tags.

Yes, if your weapon mysteriously doesn’t show up, check the WHOLE console text for any errors.

Always in lua tags!