How do I change RPM in TTT?

Ok so I finally managed to get some SWEPs to work in TTT, but I’m now faced with a problem, I can’t change the rate of fire of any of them.

I added 3 guns:
M9k Glock 18
M9k M4A1
M9k Uzi

Uzi:



-- Variables that are used on both client and server
SWEP.Gun 						= ("m9k_uzi") -- must be the name of your swep but NO CAPITALS!
SWEP.Category					= "M9K Submachine Guns"
SWEP.Author						= ""
SWEP.Contact					= ""
SWEP.Purpose					= ""
SWEP.Instructions				= ""
SWEP.MuzzleAttachment			= "1" 	-- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment		= "2" 	-- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName					= "UZI"		-- Weapon name (Shown on HUD)	
SWEP.Slot						= 2				-- Slot in the weapon selection menu
SWEP.SlotPos					= 39			-- Position in the slot
SWEP.DrawAmmo					= true		-- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox			= false		-- Should draw the weapon info box
SWEP.BounceWeaponIcon   		= 	false	-- Should the weapon icon bounce?
SWEP.DrawCrosshair				= false		-- set false if you want no crosshair
SWEP.Weight						= 30			-- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo				= true		-- Auto switch to if we pick it up
SWEP.AutoSwitchFrom				= true		-- Auto switch from if you pick up a better weapon
SWEP.HoldType 					= "ar2"		-- how others view you carrying the weapon
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive 
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles

// TTT Convertion Code \\

SWEP.Base 						= "weapon_tttbase"
SWEP.Kind 						= WEAPON_HEAVY
SWEP.AutoSpawnable 				= true
SWEP.AmmoEnt 					= "item_ammo_smg1_ttt"
SWEP.InLoadoutFor 				= nil
SWEP.AllowDrop 					= true
SWEP.IsSilent 					= false
SWEP.NoSights 					= true

// TTT Convertion Code \\

SWEP.ViewModelFOV				= 70
SWEP.ViewModelFlip				= false
SWEP.ViewModel					= "models/weapons/v_imi_uzi01.mdl"	-- Weapon view model
SWEP.WorldModel					= "models/weapons/w_uzi_imi.mdl"	-- Weapon world model 
SWEP.Spawnable					= true
SWEP.AdminSpawnable				= true
SWEP.FiresUnderwater			= false

SWEP.Primary.Sound				= Sound("Weapon_uzi.single")		-- Script that calls the primary fire sound
SWEP.Primary.RateofFire			= 900			-- This is in Rounds Per Minute
SWEP.Primary.ClipSize			= 30		-- Size of a clip
SWEP.Primary.DefaultClip		= 30		-- Bullets you start with
SWEP.Primary.ClipMax			= 90
SWEP.Primary.KickUp				= 0.3		-- Maximum up recoil (rise)
SWEP.Primary.KickDown			= 0.3		-- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal		= 0.3		-- Maximum up recoil (stock)
SWEP.Primary.Automatic			= true		-- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo				= "smg1"			-- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets

SWEP.SelectiveFire				= true

SWEP.Secondary.IronFOV			= 65		-- How much you 'zoom' in. Less is more! 	

SWEP.data 						= {}				--The starting firemode
SWEP.data.ironsights			= 1

SWEP.Primary.NumShots			= 1		-- How many bullets to shoot per trigger pull
SWEP.Primary.Damage				= 12	-- Base damage per bullet
SWEP.Primary.Spread				= .028	-- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy 		= .018 -- Ironsight accuracy, should be the same for shotguns

-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos 				= Vector(-2.951, -2.629, 1.633)
SWEP.IronSightsAng 				= Vector(0.109, -0.772, 1.725)
SWEP.SightsPos 					= Vector(-2.951, -2.629, 1.633)
SWEP.SightsAng 					= Vector(0.109, -0.772, 1.725)
SWEP.RunSightsPos 				= Vector(3.858, -2.945, 0.057)
SWEP.RunSightsAng 				= Vector(-5.237, 40.471, 0)

if (gmod.GetGamemode().Name == "Murderthon 9000") then

	SWEP.Slot					= 1				-- Slot in the weapon selection menu
	SWEP.Weight					= 3			-- rank relative to other weapons. bigger is better

end


M4A1:



-- Variables that are used on both client and server
SWEP.Gun 					= ("m9k_m4a1") -- must be the name of your swep but NO CAPITALS!
SWEP.Category				= "M9K Assault Rifles"
SWEP.Author					= "iron angles and models hexed and converted to gmod my Mr Fokkusu"
SWEP.Contact				= ""
SWEP.Purpose				= ""
SWEP.Instructions			= ""
SWEP.Icon 					= "VGUI/ttt/icon_m16"  	-- Icon
SWEP.MuzzleAttachment		= "1" 					-- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment	= "2" 					-- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName				= "M4A1"				-- Weapon name (Shown on HUD)	
SWEP.Slot					= 2						-- Slot in the weapon selection menu
SWEP.SlotPos				= 34					-- Position in the slot
SWEP.DrawAmmo				= true					-- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox		= false					-- Should draw the weapon info box
SWEP.BounceWeaponIcon   	= 	false				-- Should the weapon icon bounce?
SWEP.DrawCrosshair			= false					-- set false if you want no crosshair
SWEP.Weight					= 30					-- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo			= true					-- Auto switch to if we pick it up
SWEP.AutoSwitchFrom			= true					-- Auto switch from if you pick up a better weapon
SWEP.HoldType 				= "ar2"					-- how others view you carrying the weapon
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive 
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles

// TTT Convertion Code \\

SWEP.Base 					= "weapon_tttbase"
SWEP.Kind 					= WEAPON_HEAVY
SWEP.AutoSpawnable			= true
SWEP.AmmoEnt 				= "item_ammo_pistol_ttt"
SWEP.InLoadoutFor 			= nil
SWEP.AllowDrop 				= true
SWEP.IsSilent 				= false
SWEP.NoSights 				= false

// TTT Convertion Code \\

SWEP.ViewModelFOV			= 70
SWEP.ViewModelFlip			= true
SWEP.ViewModel				= "models/weapons/v_m4a1_iron.mdl"	-- Weapon view model
SWEP.WorldModel				= "models/weapons/w_m4a1_iron.mdl"	-- Weapon world model
SWEP.Spawnable				= true
SWEP.AdminSpawnable			= true
SWEP.FiresUnderwater 		= false

SWEP.HeadshotMultiplier		=1.75

SWEP.Primary.Sound			= Sound("Dmgfok_M4A1.Single")		-- Script that calls the primary fire sound
SWEP.Primary.RPM			= 650			-- This is in Rounds Per Minute
SWEP.Primary.ClipSize		= 20		-- Size of a clip
SWEP.Primary.ClipMax		= 60
SWEP.Primary.DefaultClip	= 20		-- Bullets you start with
SWEP.Primary.KickUp			= 0.26		-- Maximum up recoil (rise)
SWEP.Primary.KickDown		= 0.4		-- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal	= 0.6		-- Maximum up recoil (stock)
SWEP.Primary.Automatic		= true		-- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo			= "pistol"			-- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets

SWEP.SelectiveFire			= true

SWEP.Secondary.IronFOV		= 60		-- How much you 'zoom' in. Less is more! 	

SWEP.data 					= {}				--The starting firemode
SWEP.data.ironsights		= 1

SWEP.Primary.NumShots		= 1		-- How many bullets to shoot per trigger pull
SWEP.Primary.Damage			= 20	-- Base damage per bullet
SWEP.Primary.Spread			= .04	-- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy 	= .01 -- Ironsight accuracy, should be the same for shotguns

-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos 			= Vector (2.4537, 1.0923, 0.2696)
SWEP.IronSightsAng			= Vector (-0.0105, -0.0061, 0)
SWEP.SightsPos 				= Vector (2.4537, 1.0923, 0.2696)
SWEP.SightsAng 				= Vector (-0.0105, -0.0061, 0)
SWEP.RunSightsPos 			= Vector (-3.0328, 0, 1.888)
SWEP.RunSightsAng 			= Vector (-24.2146, -36.522, 10)


Glock:



-- Variables that are used on both client and server
SWEP.Gun 						= ("m9k_glock") -- must be the name of your swep but NO CAPITALS!
SWEP.Category					= "M9K Pistols"
SWEP.Author						= "iron angles and models hexed and converted to gmod my Mr Fokkusu"
SWEP.Contact					= ""
SWEP.Purpose					= ""
SWEP.Instructions				= ""
SWEP.MuzzleAttachment			= "1" 	-- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment		= "2" 	-- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName					= "Glock"		-- Weapon name (Shown on HUD)	
SWEP.Slot						= 1				-- Slot in the weapon selection menu
SWEP.SlotPos					= 47			-- Position in the slot
SWEP.DrawAmmo					= true		-- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox			= false		-- Should draw the weapon info box
SWEP.BounceWeaponIcon   		= 	false	-- Should the weapon icon bounce?
SWEP.DrawCrosshair				= false		-- set false if you want no crosshair
SWEP.Weight						= 3			-- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo				= true		-- Auto switch to if we pick it up
SWEP.AutoSwitchFrom				= true		-- Auto switch from if you pick up a better weapon
SWEP.HoldType 					= "pistol"		-- how others view you carrying the weapon
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive 
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles

// TTT Convertion Code \\

SWEP.Base 						= "weapon_tttbase"
SWEP.Kind 						= WEAPON_PISTOL
SWEP.AutoSpawnable 				= true
SWEP.AmmoEnt 					= "item_ammo_pistol_ttt"
SWEP.InLoadoutFor 				= nil
SWEP.AllowDrop 					= true
SWEP.IsSilent 					= false
SWEP.NoSights 					= true

// TTT Convertion Code \\



SWEP.ViewModelFOV				= 70
SWEP.ViewModelFlip				= true
SWEP.ViewModel					= "models/weapons/v_dmg_glock.mdl"	-- Weapon view model
SWEP.WorldModel					= "models/weapons/w_dmg_glock.mdl"	-- Weapon world model
SWEP.Spawnable					= true
SWEP.AdminSpawnable				= true
SWEP.FiresUnderwater 			= false


SWEP.Primary.Sound				= Sound("Dmgfok_glock.Single")		-- Script that calls the primary fire sound
SWEP.Primary.RPM				= 900			-- This is in Rounds Per Minute
SWEP.Primary.ClipSize			= 20		-- Size of a clip
SWEP.Primary.DefaultClip		= 20		-- Bullets you start with
SWEP.Primary.ClipMax			= 60
SWEP.Primary.KickUp				= 0.4		-- Maximum up recoil (rise)
SWEP.Primary.KickDown			= 0.3		-- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal		= 0.3		-- Maximum up recoil (stock)
SWEP.Primary.Automatic			= true		-- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo				= "pistol"			-- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets

SWEP.SelectiveFire				= true

SWEP.Secondary.IronFOV			= 60		-- How much you 'zoom' in. Less is more! 	

SWEP.data 						= {}				--The starting firemode
SWEP.data.ironsights			= 1

SWEP.Primary.NumShots			= 1		-- How many bullets to shoot per trigger pull
SWEP.Primary.Damage				= 12	-- Base damage per bullet
SWEP.Primary.Spread				= .03	-- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy 		= .02 -- Ironsight accuracy, should be the same for shotguns

-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos 				= Vector (2.2042, 0, 1.7661)
SWEP.IronSightsAng 				= Vector (0, 0, 0)
SWEP.SightsPos 					= Vector (2.2042, 0, 1.7661)
SWEP.SightsAng 					= Vector (0, 0, 0)
SWEP.RunSightsPos 				= Vector (0.4751, 0, 1.8442)
SWEP.RunSightsAng 				= Vector (-17.6945, -1.4012, 0)


I have SWEP.Primary.RPM set to a value in all 3 of them but it has no effect in game.
I’m stumped now :frowning:

SWEP.Primary.Delay


SWEP.Primary.RateofFire			="keyword operator">="keyword operator">= 900

What the hell does keyword operator mean

From what I know it occurs when there’s an issue with the forum, I’ve seen it in many posts due to some bug.

I don’t remember typing that O.O

[editline]24th February 2014[/editline]

Thanks, it worked :smiley: