How to make an swep?

I have a code and script and stuff from the swep maker but I don’t know how to make an actual weapon. Can you show me how?

[editline]20th December 2012[/editline]

Note that I am trying to make a simple melee weapon.

[editline]20th December 2012[/editline]

Can somemone just make this into one for me?

/********************************************************
SWEP Construction Kit base code
Created by Clavus
Available for public use, thread at:
facepunch.com/threads/1032378

DESCRIPTION:
	This script is meant for experienced scripters 
	that KNOW WHAT THEY ARE DOING. Don't come to me 
	with basic Lua questions.
	
	Just copy into your SWEP or SWEP base of choice
	and merge with your own code.
	
	The SWEP.VElements, SWEP.WElements and
	SWEP.ViewModelBoneMods tables are all optional
	and only have to be visible to the client.

********************************************************/

function SWEP:Initialize()

// other initialize code goes here

if CLIENT then

	// Create a new table for every weapon instance
	self.VElements = table.FullCopy( self.VElements )
	self.WElements = table.FullCopy( self.WElements )
	self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )

	self:CreateModels(self.VElements) // create viewmodels
	self:CreateModels(self.WElements) // create worldmodels
	
	// init view model bone build function
	if IsValid(self.Owner) then
		local vm = self.Owner:GetViewModel()
		if IsValid(vm) then
			self:ResetBonePositions(vm)
			
			// Init viewmodel visibility
			if (self.ShowViewModel == nil or self.ShowViewModel) then
				vm:SetColor(Color(255,255,255,255))
			else
				// we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
				vm:SetColor(Color(255,255,255,1))
				// ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
				// however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
				vm:SetMaterial("Debug/hsv")			
			end
		end
	end
	
end

end

function SWEP:Holster()

if CLIENT and IsValid(self.Owner) then
	local vm = self.Owner:GetViewModel()
	if IsValid(vm) then
		self:ResetBonePositions(vm)
	end
end

return true

end

function SWEP:OnRemove()
self:Holster()
end

if CLIENT then

SWEP.vRenderOrder = nil
function SWEP:ViewModelDrawn()
	
	local vm = self.Owner:GetViewModel()
	if !IsValid(vm) then return end
	
	if (!self.VElements) then return end
	
	self:UpdateBonePositions(vm)

	if (!self.vRenderOrder) then
		
		// we build a render order because sprites need to be drawn after models
		self.vRenderOrder = {}

		for k, v in pairs( self.VElements ) do
			if (v.type == "Model") then
				table.insert(self.vRenderOrder, 1, k)
			elseif (v.type == "Sprite" or v.type == "Quad") then
				table.insert(self.vRenderOrder, k)
			end
		end
		
	end

	for k, name in ipairs( self.vRenderOrder ) do
	
		local v = self.VElements[name]
		if (!v) then self.vRenderOrder = nil break end
		if (v.hide) then continue end
		
		local model = v.modelEnt
		local sprite = v.spriteMaterial
		
		if (!v.bone) then continue end
		
		local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
		
		if (!pos) then continue end
		
		if (v.type == "Model" and IsValid(model)) then

			model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
			ang:RotateAroundAxis(ang:Up(), v.angle.y)
			ang:RotateAroundAxis(ang:Right(), v.angle.p)
			ang:RotateAroundAxis(ang:Forward(), v.angle.r)

			model:SetAngles(ang)
			//model:SetModelScale(v.size)
			local matrix = Matrix()
			matrix:Scale(v.size)
			model:EnableMatrix( "RenderMultiply", matrix )
			
			if (v.material == "") then
				model:SetMaterial("")
			elseif (model:GetMaterial() != v.material) then
				model:SetMaterial( v.material )
			end
			
			if (v.skin and v.skin != model:GetSkin()) then
				model:SetSkin(v.skin)
			end
			
			if (v.bodygroup) then
				for k, v in pairs( v.bodygroup ) do
					if (model:GetBodygroup(k) != v) then
						model:SetBodygroup(k, v)
					end
				end
			end
			
			if (v.surpresslightning) then
				render.SuppressEngineLighting(true)
			end
			
			render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
			render.SetBlend(v.color.a/255)
			model:DrawModel()
			render.SetBlend(1)
			render.SetColorModulation(1, 1, 1)
			
			if (v.surpresslightning) then
				render.SuppressEngineLighting(false)
			end
			
		elseif (v.type == "Sprite" and sprite) then
			
			local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
			render.SetMaterial(sprite)
			render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
			
		elseif (v.type == "Quad" and v.draw_func) then
			
			local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
			ang:RotateAroundAxis(ang:Up(), v.angle.y)
			ang:RotateAroundAxis(ang:Right(), v.angle.p)
			ang:RotateAroundAxis(ang:Forward(), v.angle.r)
			
			cam.Start3D2D(drawpos, ang, v.size)
				v.draw_func( self )
			cam.End3D2D()

		end
		
	end
	
end

SWEP.wRenderOrder = nil
function SWEP:DrawWorldModel()
	
	if (self.ShowWorldModel == nil or self.ShowWorldModel) then
		self:DrawModel()
	end
	
	if (!self.WElements) then return end
	
	if (!self.wRenderOrder) then

		self.wRenderOrder = {}

		for k, v in pairs( self.WElements ) do
			if (v.type == "Model") then
				table.insert(self.wRenderOrder, 1, k)
			elseif (v.type == "Sprite" or v.type == "Quad") then
				table.insert(self.wRenderOrder, k)
			end
		end

	end
	
	if (IsValid(self.Owner)) then
		bone_ent = self.Owner
	else
		// when the weapon is dropped
		bone_ent = self
	end
	
	for k, name in pairs( self.wRenderOrder ) do
	
		local v = self.WElements[name]
		if (!v) then self.wRenderOrder = nil break end
		if (v.hide) then continue end
		
		local pos, ang
		
		if (v.bone) then
			pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
		else
			pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
		end
		
		if (!pos) then continue end
		
		local model = v.modelEnt
		local sprite = v.spriteMaterial
		
		if (v.type == "Model" and IsValid(model)) then

			model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
			ang:RotateAroundAxis(ang:Up(), v.angle.y)
			ang:RotateAroundAxis(ang:Right(), v.angle.p)
			ang:RotateAroundAxis(ang:Forward(), v.angle.r)

			model:SetAngles(ang)
			//model:SetModelScale(v.size)
			local matrix = Matrix()
			matrix:Scale(v.size)
			model:EnableMatrix( "RenderMultiply", matrix )
			
			if (v.material == "") then
				model:SetMaterial("")
			elseif (model:GetMaterial() != v.material) then
				model:SetMaterial( v.material )
			end
			
			if (v.skin and v.skin != model:GetSkin()) then
				model:SetSkin(v.skin)
			end
			
			if (v.bodygroup) then
				for k, v in pairs( v.bodygroup ) do
					if (model:GetBodygroup(k) != v) then
						model:SetBodygroup(k, v)
					end
				end
			end
			
			if (v.surpresslightning) then
				render.SuppressEngineLighting(true)
			end
			
			render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
			render.SetBlend(v.color.a/255)
			model:DrawModel()
			render.SetBlend(1)
			render.SetColorModulation(1, 1, 1)
			
			if (v.surpresslightning) then
				render.SuppressEngineLighting(false)
			end
			
		elseif (v.type == "Sprite" and sprite) then
			
			local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
			render.SetMaterial(sprite)
			render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
			
		elseif (v.type == "Quad" and v.draw_func) then
			
			local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
			ang:RotateAroundAxis(ang:Up(), v.angle.y)
			ang:RotateAroundAxis(ang:Right(), v.angle.p)
			ang:RotateAroundAxis(ang:Forward(), v.angle.r)
			
			cam.Start3D2D(drawpos, ang, v.size)
				v.draw_func( self )
			cam.End3D2D()

		end
		
	end
	
end

function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
	
	local bone, pos, ang
	if (tab.rel and tab.rel != "") then
		
		local v = basetab[tab.rel]
		
		if (!v) then return end
		
		// Technically, if there exists an element with the same name as a bone
		// you can get in an infinite loop. Let's just hope nobody's that stupid.
		pos, ang = self:GetBoneOrientation( basetab, v, ent )
		
		if (!pos) then return end
		
		pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
		ang:RotateAroundAxis(ang:Up(), v.angle.y)
		ang:RotateAroundAxis(ang:Right(), v.angle.p)
		ang:RotateAroundAxis(ang:Forward(), v.angle.r)
			
	else
	
		bone = ent:LookupBone(bone_override or tab.bone)

		if (!bone) then return end
		
		pos, ang = Vector(0,0,0), Angle(0,0,0)
		local m = ent:GetBoneMatrix(bone)
		if (m) then
			pos, ang = m:GetTranslation(), m:GetAngles()
		end
		
		if (IsValid(self.Owner) and self.Owner:IsPlayer() and 
			ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
			ang.r = -ang.r // Fixes mirrored models
		end
	
	end
	
	return pos, ang
end

function SWEP:CreateModels( tab )

	if (!tab) then return end

	// Create the clientside models here because Garry says we can't do it in the render hook
	for k, v in pairs( tab ) do
		if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and 
				string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
			
			v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
			if (IsValid(v.modelEnt)) then
				v.modelEnt:SetPos(self:GetPos())
				v.modelEnt:SetAngles(self:GetAngles())
				v.modelEnt:SetParent(self)
				v.modelEnt:SetNoDraw(true)
				v.createdModel = v.model
			else
				v.modelEnt = nil
			end
			
		elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite) 
			and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
			
			local name = v.sprite.."-"
			local params = { ["$basetexture"] = v.sprite }
			// make sure we create a unique name based on the selected options
			local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
			for i, j in pairs( tocheck ) do
				if (v[j]) then
					params["$"..j] = 1
					name = name.."1"
				else
					name = name.."0"
				end
			end

			v.createdSprite = v.sprite
			v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
			
		end
	end
	
end

local allbones
local hasGarryFixedBoneScalingYet = false

function SWEP:UpdateBonePositions(vm)
	
	if self.ViewModelBoneMods then
		
		if (!vm:GetBoneCount()) then return end
		
		// !! WORKAROUND !! //
		// We need to check all model names :/
		local loopthrough = self.ViewModelBoneMods
		if (!hasGarryFixedBoneScalingYet) then
			allbones = {}
			for i=0, vm:GetBoneCount() do
				local bonename = vm:GetBoneName(i)
				if (self.ViewModelBoneMods[bonename]) then 
					allbones[bonename] = self.ViewModelBoneMods[bonename]
				else
					allbones[bonename] = { 
						scale = Vector(1,1,1),
						pos = Vector(0,0,0),
						angle = Angle(0,0,0)
					}
				end
			end
			
			loopthrough = allbones
		end
		// !! ----------- !! //
		
		for k, v in pairs( loopthrough ) do
			local bone = vm:LookupBone(k)
			if (!bone) then continue end
			
			// !! WORKAROUND !! //
			local s = Vector(v.scale.x,v.scale.y,v.scale.z)
			local p = Vector(v.pos.x,v.pos.y,v.pos.z)
			local ms = Vector(1,1,1)
			if (!hasGarryFixedBoneScalingYet) then
				local cur = vm:GetBoneParent(bone)
				while(cur >= 0) do
					local pscale = loopthrough[vm:GetBoneName(cur)].scale
					ms = ms * pscale
					cur = vm:GetBoneParent(cur)
				end
			end
			
			s = s * ms
			// !! ----------- !! //
			
			if vm:GetManipulateBoneScale(bone) != s then
				vm:ManipulateBoneScale( bone, s )
			end
			if vm:GetManipulateBoneAngles(bone) != v.angle then
				vm:ManipulateBoneAngles( bone, v.angle )
			end
			if vm:GetManipulateBonePosition(bone) != p then
				vm:ManipulateBonePosition( bone, p )
			end
		end
	else
		self:ResetBonePositions(vm)
	end
	   
end
 
function SWEP:ResetBonePositions(vm)
	
	if (!vm:GetBoneCount()) then return end
	for i=0, vm:GetBoneCount() do
		vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
		vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
		vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
	end
	
end

/**************************
	Global utility code
**************************/

// Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
// Does not copy entities of course, only copies their reference.
// WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
function table.FullCopy( tab )

	if (!tab) then return nil end
	
	local res = {}
	for k, v in pairs( tab ) do
		if (type(v) == "table") then
			res[k] = table.FullCopy(v) // recursion ho!
		elseif (type(v) == "Vector") then
			res[k] = Vector(v.x, v.y, v.z)
		elseif (type(v) == "Angle") then
			res[k] = Angle(v.p, v.y, v.r)
		else
			res[k] = v
		end
	end
	
	return res
	
end

end

Use the code tags, and no one will just “make” you one, go to lua scripter hire thread.

by the sounds of it, can probably just download a swep from garrysmod.org and paste over it; as it suggests

what is special about this weapon? I’ve made a melee weapon swep before and it wasn’t half as painful looking, sorry i’ve never used swep maker before so i’m getting the impression your somewhat new to lua

Ya I have a little experience with Lua but not in this area, mostly just in making stuff fall from the sky in roblox, haha, so I have a lot to learn.