how do i make custom effects for sweps

hey i was just wondering how i can do this ive done it before with this i just forgot howto im using this http://www.garrysmod.org/downloads/?a=view&id=87542 thanks for the help in the mean time i have to deal with no bullets just bulletholes :frowning:

ok heres code from request [lua] resource.AddFile( “sound/weapons/fire_DC_15.wav” )

//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_dc-15.mdl” // The viewModel, the model you se when you are holding it-.-
SWEP.WorldModel = “models/weapons/w_dc-15.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 = 2 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
SWEP.HoldType = “ar2” // How the swep is hold Pistol smg greanade melee
SWEP.PrintName = “DC-15A” // your sweps name
SWEP.Author = “Jangofett890” // 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 = “Star Wars” // 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_ar2.Reload” // Reload sound, you can use the default ones, or you can use your one; Example; “sound/myswepreload.waw”
SWEP.Instructions = “left click shoot right Zoom” // How do pepole use your swep ?
SWEP.Contact = “Jangofett890@gmail.com” // How Pepole chould contact you if they find bugs, errors, etc
SWEP.Purpose = “Just have fun With this star wars weapon” // What is the purpose with this swep ?
SWEP.base = “weapon_base”
//General settings\

//PrimaryFire Settings\
SWEP.Primary.Sound = Sound(“weapons/fire_DC_15.wav”) // The sound that plays when you shoot :]
SWEP.Primary.Damage = 15 // How much damage the swep is doing
SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ?
SWEP.Primary.ClipSize = 50 // The clipsize
SWEP.Primary.Ammo = “ar2” // ammmo type pistol/ smg1
SWEP.Primary.DefaultClip = 300 // 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 = true // Is the swep automatic ?
SWEP.Primary.Recoil = 1 // How much we should punch the view
SWEP.Primary.Delay = 0.2 // How long time before you can fire again
SWEP.Primary.Force = 60 // The force of the shot
//PrimaryFire settings\

//Secondary Fire Variables\
SWEP.Secondary.NumberofShots = 0 // How many explosions for each shot
SWEP.Secondary.Force = 0 // Explosions Force
SWEP.Secondary.Spread = 0 // How much the explosion does spread
SWEP.Secondary.Sound = “Weapon_RPG.Single” // Fire sound
SWEP.Secondary.DefaultClip = 0 // How much ammo the secoindary swep comes with
SWEP.Secondary.Automatic = false // Is it automactic ?
SWEP.Secondary.Ammo = “none” // Leave as Pistol !
SWEP.Secondary.Recoil = 0 // How uch we should punch the view
SWEP.Secondary.Delay = 100 // How long you have to wait before fire a new shot
SWEP.Secondary.TakeAmmo = 100 // How much ammo Does it take ?
SWEP.Secondary.ClipSize = 0 // ClipSize
SWEP.Secondary.Damage = 0 – The damage the explosion does.
SWEP.Secondary.Magnitude = “0” – 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(“ar2”)
end
end
//SWEP:Initialize()\

//SWEP:PrimaryFire()\
function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
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 = 1
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()\

//---------- NPC Weapon
list.Set( “NPCWeapons”, “weapon_dc-15A”, “DC-15A” );
[/lua]

help???

ok i got the sound to work now how about this?

You’re not showing any code or what you actually want to do, it’s hard to help you.

uhh ok ill update to show my code

[editline]22nd May 2011[/editline]

i want it to be able to emit lights like the star wars sweps blue perferibly for primary. oh also how can i use ironsight for secondary thanks for the help in advanced.

Emit lights? as in ambient light when a laser blast occurs? or what? That’s simple dlight,

If you mean “laser” beams then you could take a look at many examples on garrysmod, there’s also a pretty good example on Zoey’s Firearms: Source weapon base, used for bullet tracers.

uhh i mean like uhhh this http://www.youtube.com/watch?v=XQvRzul51GU
and i want it to be blue

Well i did find a backup of that download
http://www.megaupload.com/?d=XIWC5Z5R

Maybe you can check that out