I added 2 sounds, 1 for left click and one for right click and I got it to work by adding another function but I was wondering if I could add both sounds to work into the 1 function that was originally there in the tutorial that I found?
How would I let the player start with the weapon instead of having to spawn it in using the spawn menu. I tried ply:Give(“name”) in various place but it didn’t work
local ShootSound = Sound( "Metal.SawbladeStick" ) local ShootSound2 = Sound("Weapon_Gauss.ChargeLoop") -- -- Called when the left mouse button is pressed -- function SWEP:PrimaryAttack() -- This weapon is 'automatic'. This function call below defines -- the rate of fire. Here we set it to shoot every 0.5 seconds. self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 ) -- Call 'ThrowChair' on self with this model self:ThrowChair( "models/props/cs_office/Chair_office.mdl" ) end -- -- Called when the rightmouse button is pressed -- function SWEP:SecondaryAttack() -- Note we don't call SetNextSecondaryFire here because it's not -- automatic and so we let them fire as fast as they can click. -- Call 'ThrowChair' on self with this model self:ThrowChair2( "models/props_c17/FurnitureChair001a.mdl" ) end -- -- A custom function we added. When you call this the player will fire a chair! -- function SWEP:ThrowChair( model_file ) -- -- Play the shoot sound we precached earlier! -- self:EmitSound( ShootSound ) -- -- If we're the client ) then this is as much as we want to do. -- We play the sound above on the client due to prediction. -- ( if ( we didn't they would feel a ping delay during multiplayer ) -- if ( CLIENT ) then return end -- -- Create a prop_physics entity -- local ent = ents.Create( "prop_physics" ) -- -- Always make sure that created entities are actually created! -- if ( !IsValid( ent ) ) then return end -- -- Set the entity's model to the passed in model -- ent:SetModel( model_file ) -- -- Set the position to the player's eye position plus 16 units forward. -- Set the angles to the player'e eye angles. Then spawn it. -- ent:SetPos( self.Owner:EyePos() + ( self.Owner:GetAimVector() * 20 ) ) ent:SetAngles( self.Owner:EyeAngles() ) ent:Spawn() -- -- Now get the physics object. Whenever we get a physics object -- we need to test to make sure its valid before using it. -- If it isn't ) then we'll remove the entity. -- local phys = ent:GetPhysicsObject() if ( !IsValid( phys ) ) then ent:Remove() return end -- -- Now we apply the force - so the chair actually throws instead -- of just falling to the ground. You can play with this value here -- to adjust how fast we throw it. -- local velocity = self.Owner:GetAimVector() velocity = velocity * 100 velocity = velocity + ( VectorRand() * 10 ) -- a random element phys:ApplyForceCenter( velocity ) -- -- Assuming we're playing in Sandbox mode we want to add this -- entity to the cleanup and undo lists. This is done like so. -- cleanup.Add( self.Owner, "props", ent ) undo.Create( "Thrown_Chair" ) undo.AddEntity( ent ) undo.SetPlayer( self.Owner ) undo.Finish() end