holdtype fix?

okay, i may sound a little bit old but i still have the problem with the holdtype on my server, im using madcow’s weapons and i have tried the holdtypefix addon but it didnt work.

this is a example of my sniper.

function SWEP:Initialize()  
self:SetWeaponHoldType("ar2")  
end  

SWEP.Base 				= "weapon_mad_dod_base_sniper"

SWEP.ViewModelFOV			= 45
SWEP.ViewModelFlip		= false
SWEP.ViewModel			= "models/weapons/v_springfield.mdl"
SWEP.WorldModel			= "models/weapons/w_spring.mdl"

SWEP.Spawnable			= true
SWEP.AdminSpawnable		= false

SWEP.Primary.Sound 		= Sound("Weapon_Springfield.Shoot")
SWEP.Primary.Recoil		= 7
SWEP.Primary.Damage		= 185
SWEP.Primary.NumShots		= 1
SWEP.Primary.Cone			= 0.0005
SWEP.Primary.Delay 		= 1.5

SWEP.Primary.ClipSize		= 5					// Size of a clip
SWEP.Primary.DefaultClip	= 5					// Default number of bullets in a clip
SWEP.Primary.Automatic		= false				// Automatic/Semi Auto
SWEP.Primary.Ammo			= "smg1"

SWEP.Secondary.ClipSize		= -1					// Size of a clip
SWEP.Secondary.DefaultClip	= -1					// Default number of bullets in a clip
SWEP.Secondary.Automatic	= false				// Automatic/Semi Auto
SWEP.Secondary.Ammo		= "none"

SWEP.DeployDelay			= 1

SWEP.ShellEffect			= "effect_mad_shell_rifle"	// "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun"
SWEP.ShellDelay			= 0.65

SWEP.IronSightsPos 		= Vector (-5.3461, -11.2364, 1.0614)
SWEP.IronSightsAng 		= Vector (0, 0, 0)
SWEP.RunArmOffset 		= Vector (4.5794, -2.4396, 3.4595)
SWEP.RunArmAngle 			= Vector (-14.0819, 19.8924, 0)

SWEP.ScopeZooms			= {8}
SWEP.BoltActionSniper		= true

/*---------------------------------------------------------
   Name: SWEP:Precache()
   Desc: Use this function to precache stuff.
---------------------------------------------------------*/
function SWEP:Precache()

    	util.PrecacheSound("weapons/spring_shoot.wav")
end

/*---------------------------------------------------------
   Name: SWEP:ReloadAnimation()
---------------------------------------------------------*/
function SWEP:ReloadAnimation()

	self.ShellEffect = "effect_mad_shell_rifle"

	self.Weapon:SendWeaponAnim(ACT_VM_IDLE)
	local Animation = self.Owner:GetViewModel()
	Animation:SetSequence(Animation:LookupSequence("reload"))

	// Shell eject
	timer.Simple(0.5, function()
		if not IsFirstTimePredicted() then return end
		if not self.Owner:IsNPC() and not self.Owner:Alive() then return end

		local effectdata = EffectData()
			effectdata:SetEntity(self.Weapon)
			effectdata:SetNormal(self.Owner:GetAimVector())
			effectdata:SetAttachment(2)
		util.Effect(self.ShellEffect, effectdata)
	end)
end

/*---------------------------------------------------------
   Name: SWEP:SecondThink()
   Desc: Called every frame. Use this function if you don't 
	   want to copy/past the think function everytime you 
	   create a new weapon with this base...
---------------------------------------------------------*/
function SWEP:SecondThink()
end

/*---------------------------------------------------------
   Name: SWEP:DeployAnimation()
---------------------------------------------------------*/
function SWEP:DeployAnimation()

	self.Weapon:SendWeaponAnim(ACT_VM_IDLE)
	local Animation = self.Owner:GetViewModel()
	Animation:SetSequence(Animation:LookupSequence("draw"))
end

/*---------------------------------------------------------
   Name: SWEP:ShootAnimation()
---------------------------------------------------------*/
function SWEP:ShootAnimation()

	if (self.Weapon:Clip1() < 1) then
		self.Weapon:SendWeaponAnim(ACT_VM_IDLE)
		local Animation = self.Owner:GetViewModel()
		Animation:SetSequence(Animation:LookupSequence("shoot_empty"))
		self.ShellEffect = "none"
	else
		self.Weapon:SendWeaponAnim(ACT_VM_IDLE)
		local Animation = self.Owner:GetViewModel()
		Animation:SetSequence(Animation:LookupSequence("shoot"))
		self.ShellEffect = "effect_mad_shell_rifle"
	end
end


i really need help :confused:

maybe " SWEP.Base = “weapon_mad_dod_base_sniper” " sets an another holdtype?

im going to check

[editline]05:07PM[/editline]

im giving up, i have tried everything now :(, nothing works, why did garry even do this? what was the point of the update

put the initalize function at the bottom

will that make any difference?

Probbably not

[editline]08:00PM[/editline]

I cant see anything wrong with it

I’m pretty sure the update will help with a lot of things, besides breaking a few things.

I * think * that you take SWEP:Holdtype out of the Initialize and it works. I remember hearing that somewhere, probably not though.

Yeah it worked for my shotgun (Crappy, uses default base etc) might work for you