Hello, Bit of a problem here

Ok, So the people on the IRC told me to come here instead, so, I did.
I have a problem with my swep code, my v_model appears to be invisible. i modeled a quick crappy looking pistol, slapped the original pistol skin on it (it looks really stupid :P), and exported as a smd. the qc file is right because i tested in the hl2 model viewer, and the model came up. i further tested in-game and found my model in the browser, and its spawnable, it will give me the weapon with the hands holding it.
So, its got to be something with this code.
I’ve tried multiple 5 second swep things, and they all make me shoot, just no model. this is the current one
[lua]-- Swep Creator - Bullets N Explosions
// Made By BummieHead
– Have Fun !
– Ver 1.0.0

//General Settings \
SWEP.AdminSpawnable = true // Is the swep spawnable for admin
SWEP.ViewModelFOV = 64 // How much of the weapon do u see ?
SWEP.ViewModel = “models/weapons/v_FailPistol.mdl” // The viewModel, the model you se when you are holding it-.-
SWEP.WorldModel = “models/weapons/w_pistol.mdl” // The worlmodel, The model yu when it’s down on the ground
SWEP.AutoSwitchTo = false // when someone walks over the swep, chould i automatectly change to your swep ?
SWEP.Slot = 0 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
SWEP.HoldType = “Pistol” // How the swep is hold Pistol smg greanade melee
SWEP.PrintName = “WORKDAMNIT” // your sweps name
SWEP.Author = “YourName” // Your name
SWEP.Spawnable = true // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true.
SWEP.AutoSwitchFrom = false // Does the weapon get changed by other sweps if you pick them up ?
SWEP.FiresUnderwater = false // Does your swep fire under water ?
SWEP.Weight = 5 // Chose the weight of the Swep
SWEP.DrawCrosshair = true // Do you want it to have a crosshair ?
SWEP.Category = “SwepCatogory” // Make your own catogory for the swep
SWEP.SlotPos = 0 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False
SWEP.ReloadSound = “Weapon_Pistol.Reload” // Reload sound, you can use the default ones, or you can use your one; Example; “sound/myswepreload.waw”
SWEP.Instructions = “SwepInstructions” // How do pepole use your swep ?
SWEP.Contact = “YourMailAdress” // How Pepole chould contact you if they find bugs, errors, etc
SWEP.Purpose = “WhatsThePurposeOfThisSwep” // What is the purpose with this swep ?
SWEP.base = “weapon_base”
//General settings\

//PrimaryFire Settings\
SWEP.Primary.Sound = “Weapon_Pistol.Single” // The sound that plays when you shoot :]
SWEP.Primary.Damage = 10 // How much damage the swep is doing
SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ?
SWEP.Primary.ClipSize = 16 // The clipsize
SWEP.Primary.Ammo = “Pistol” // ammmo type pistol/ smg1
SWEP.Primary.DefaultClip = 32 // How much ammo does the swep come with `?
SWEP.Primary.Spread = 0.1 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1
SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot.
SWEP.Primary.Automatic = false // Is the swep automatic ?
SWEP.Primary.Recoil = 1 // How much we should punch the view
SWEP.Primary.Delay = 0.1 // How long time before you can fire again
SWEP.Primary.Force = 10 // The force of the shot
//PrimaryFire settings\

//Secondary Fire Variables\
SWEP.Secondary.NumberofShots = 1 // How many explosions for each shot
SWEP.Secondary.Force = 10 // Explosions Force
SWEP.Secondary.Spread = 0.1 // How much the explosion does spread
SWEP.Secondary.Sound = “Weapon_RPG.Single” // Fire sound
SWEP.Secondary.DefaultClip = 32 // How much ammo the secoindary swep comes with
SWEP.Secondary.Automatic = false // Is it automactic ?
SWEP.Secondary.Ammo = “Pistol” // Leave as Pistol !
SWEP.Secondary.Recoil = 1 // How uch we should punch the view
SWEP.Secondary.Delay = 0.2 // How long you have to wait before fire a new shot
SWEP.Secondary.TakeAmmo = 1 // How much ammo Does it take ?
SWEP.Secondary.ClipSize = 16 // ClipSize
SWEP.Secondary.Damage = 10 – The damage the explosion does.
SWEP.Secondary.Magnitude = “175” – How big its the explosion ?
//Secondary Fire Variables\

//SWEP:Initialize()\
function SWEP:Initialize()
util.PrecacheSound(self.Primary.Sound)
util.PrecacheSound(self.Secondary.Sound)
if ( SERVER ) then
self:SetWeaponHoldType( self.HoldType )
end
end
//SWEP:Initialize()\

//SWEP:PrimaryFire()\
function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
local bullet = {}
bullet.Num = self.Primary.NumberofShots
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
bullet.Tracer = 0
bullet.Force = self.Primary.Force
bullet.Damage = self.Primary.Damage
bullet.AmmoType = self.Primary.Ammo
local rnda = self.Primary.Recoil * -1
local rndb = self.Primary.Recoil * math.random(-1, 1)
self:ShootEffects()
self.Owner:FireBullets( bullet )
self.Weapon:EmitSound(Sound(self.Primary.Sound))
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
self:TakePrimaryAmmo(self.Primary.TakeAmmo)
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
end
//SWEP:PrimaryFire()\

//SWEP:SecondaryFire()\
function SWEP:SecondaryAttack()
if ( !self:CanSecondaryAttack() ) then return end
local rnda = -self.Secondary.Recoil
local rndb = self.Secondary.Recoil * math.random(-1, 1)
self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
local eyetrace = self.Owner:GetEyeTrace()
self.Weapon:EmitSound ( self.Secondary.Sound )
self:ShootEffects()
local explode = ents.Create(“env_explosion”)
explode:SetPos( eyetrace.HitPos )
explode:SetOwner( self.Owner )
explode:Spawn()
explode:SetKeyValue(“iMagnitude”,“175”)
explode:Fire(“Explode”, 0, 0 )
explode:EmitSound(“weapon_AWP.Single”, 400, 400 )
self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
self:TakePrimaryAmmo(self.Secondary.TakeAmmo)
end
//SWEP:SecondaryFire()\

[/lua]

also it apparently fires explosions for secondary. idk why the 5 second swep thing did that. this was just a test for my viewmodel that went to hell.

So does the model not show up on the spawn menu or when you actually equip it.(Hit E on it.)

when you equip it, seeing as i can shoot and all.
edit: Whoops, fixed it, apparently my model was floating above my head XD
sorry for the topic :stuck_out_tongue: