My swep does not come up ingame

i recent’ly made a swep using this addon

And i spent couple of hour’s fiddling with the setting’s i didn’t change anything that i was’nt suppose to change (Does not include gun stuff) i put in Garrysmod/garrysmod/Lua/weapons which he said to do i loaded up gmod and it did not show in weapons tab here is the lua script
BTW im Dyslexic
######### = Swep Creater
######### = Version 1.0
######### = Most Code’s Written By Crap-Head (ILG)

SWEP.Base = “weapon_base” –
– Effect settings
SWEP.PrintName = “Kyle’s 1st Swep” – The name of the swep
SWEP.Slot = 1 – How many players can have this at same time
SWEP.SlotPos = 4 – The position in the slot this weapon belongs in (0-infinity, DO NOT COVER UP EXISTING WEAPONS)
SWEP.DrawAmmo = true – Show Ammo
SWEP.DrawCrosshair = true – Show Crosshair
SWEP.ViewModel = “models/weapons/v_emptool.mdl”-- First person model
SWEP.WorldModel = “models/weapons/w_pistol.mdl” – Third person model
SWEP.ReloadSound = “weapons/pistol/pistol_reload1.wav” – Reload Sound
SWEP.HoldType = “pistol” – How do you wwant to hold your swep ect. Pistol = pistol and smg = smg1 or the rifle = ar2 think you got it :smiley:
– Other settings
SWEP.Weight = 5 – How powerful is this weapon?
SWEP.AutoSwitchTo = false – Automatically switch to this weapon if it’s more powerful than what we’re already holding (I recommend = false)
SWEP.AutoSwitchFrom = false – Automatically switch from this weapon if what we pick up is more powerful than this weapon (I recommend = false)
SWEP.Spawnable = true – Can clients spawn this weapon?
SWEP.AdminSpawnable = true – Can admins spawn this weapon?
SWEP.Category = “Crap-Heads Swep Pack V1.0”; – What category shuld this weapon comes whit ect. Other, Counter-Strike, Crap-Heads Swep Pack V1.0

SWEP.FiresUnderwater = false; – Can this shoot’s from under water ?

– Some EXTRA
SWEP.Object = “The opject” – What opject is explodeing ?
SWEP.ObjectExplode = true – Chosse true if it shuld explode or false if not
SWEP.ObjectForce = 2500 – Just have it on 2500

– Weapon info
SWEP.Author = “Change this to your name” – Who made this ?
SWEP.Contact = “contact here” – Your E-Mail or something
SWEP.Purpose = “insert purpose” – Why didt you made this ?
SWEP.Instructions = “instructions here” – How to use this swep ?

– Primary fire settings
SWEP.Primary.Sound = “weapons/pistol_fire” – Fire sounds here
SWEP.Primary.Damage = 15 – How much damage per bullet
SWEP.Primary.NumShots = 1 – How many bullets does this swep shoot eath time (If shotgun then i recommend 5-10)
SWEP.Primary.Recoil = 5 –
SWEP.Primary.Cone = 15 – How mutch degrees the bullets can spread (90 max)
SWEP.Primary.Delay = 0.5 – How many seconds between each shot (0.1 is normal)(If not a sniper)
SWEP.Primary.ClipSize = 45 – How big the clip is
SWEP.Primary.DefaultClip = 250 – How much ammo the swep got ?
SWEP.Primary.Tracer = 0 – Fire a tracer round every so many bullets
SWEP.Primary.Force = 50 – How much power the bullets have when they hit physics objects
SWEP.Primary.TakeAmmoPerBullet = true – Take 1 ammo for each bullet (Take = true or = false)
SWEP.Primary.Automatic = true – Is this swep automatic?
SWEP.Primary.Ammo = “smg1” – Primary ammo type

– Secondary fire settings
SWEP.Secondary.Sound = “weapons/shotgun/Shotgun_fire1” – Fire sounds here
SWEP.Secondary.Damage = 100 – How much damage per bullet
SWEP.Secondary.NumShots = 3 – How many bullets does this swep shoot eath time (If shotgun then i recommend 5-10)
SWEP.Secondary.Recoil = 0.5 –
SWEP.Secondary.Cone = 0.4 – How many degrees the bullets can spread (90 max)
SWEP.Secondary.Delay = 0.8 – How many seconds between each shot (0.1 is normal)(If not a sniper)
SWEP.Secondary.ClipSize = 8 – How big the clip is
SWEP.Secondary.DefaultClip = 25 – How much ammo the swep got ?
SWEP.Secondary.Tracer = 0 – Fire a tracer round every so many bullets
SWEP.Secondary.Force = 0 – How much power the bullets have when they hit physics objects
SWEP.Secondary.TakeAmmoPerBullet = true – Take 1 ammo for each bullet (Take = true or = false)
SWEP.Secondary.Automatic = false – Is this weapon automatic?
SWEP.Secondary.Ammo = “Buckshot” – Secondary ammo type

– Functions that we can use to run certain code at certain times
– I don’t suggest you play around with this stuff unless you know what you’re doing

function SWEP:Initialize() – Called when this script is run
end

function SWEP:PrimaryAttack() – Called when we press primary fire
if ( !self:CanPrimaryAttack() ) then return end – If we shouldn’t be shooting, don’t shoot
local bullet = {} – Set up the shot
bullet.Num = self.Primary.NumShots – How many bullets we’ll fire at once
bullet.Src = self.Owner:GetShootPos() – Where the bullets are coming from
bullet.Dir = self.Owner:GetAimVector() – Where the bullets are headed
bullet.Spread = Vector( self.Primary.Cone / 90, self.Primary.Cone / 90, 0 ) – Bullet spread
bullet.Tracer = self.Primary.Tracer – Set up tracer rounds
bullet.Force = self.Primary.Force – Set the bullet’s force
bullet.Damage = self.Primary.Damage – Define how much damage each bullet does
bullet.AmmoType = self.Primary.Ammo – Define what kind of ammo we’re using
self.Owner:FireBullets( bullet ) – Shoot!
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) – View model animation
self.Owner:MuzzleFlash() – Crappy muzzle light
self.Owner:SetAnimation( PLAYER_ATTACK1 ) – 3rd Person Animation
self.Weapon:EmitSound(Sound(self.Primary.Sound)) – Make shooty noises
self.Owner:ViewPunch(Angle( -self.Primary.Recoil, 0, 0 ))
if (self.Primary.TakeAmmoPerBullet) then – Set up ammo loss
self:TakePrimaryAmmo(self.Primary.NumShots)
else
self:TakePrimaryAmmo(1)
end
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) – Don’t shoot again until the delay has expired
end

function SWEP:SecondaryAttack() – Called when we press secondary fire
if ( !self:CanSecondaryAttack() ) then return end – If we shouldn’t be shooting, don’t shoot
local bullet = {} – Set up the shot
bullet.Num = self.Secondary.NumShots – How many bullets we’ll fire at once
bullet.Src = self.Owner:GetShootPos() – Where the bullets are coming from
bullet.Dir = self.Owner:GetAimVector() – Where the bullets are headed
bullet.Spread = Vector( self.Secondary.Cone / 90, self.Secondary.Cone / 90, 0 ) – Bullet spread
bullet.Tracer = self.Secondary.Tracer – Set up tracer rounds
bullet.Force = self.Secondary.Force – Set the bullet’s force
bullet.Damage = self.Secondary.Damage – Define how much damage each bullet does
bullet.AmmoType = self.Secondary.Ammo – Define what kind of ammo we’re using
self.Owner:FireBullets( bullet ) – Shoot!
self.Weapon:SendWeaponAnim( ACT_VM_SECONDARYATTACK ) – View model animation
self.Owner:MuzzleFlash() – Crappy muzzle light
self.Owner:SetAnimation( PLAYER_ATTACK2 ) – 3rd Person Animation
self.Weapon:EmitSound(Sound(self.Secondary.Sound)) – Make shooty noises
self.Owner:ViewPunch(Angle( -self.Secondary.Recoil, 0, 0 ))
if (self.Secondary.TakeAmmoPerBullet) then – Set up ammo loss
self:TakeSecondaryAmmo(self.Secondary.NumShots)
else
self:TakeSecondaryAmmo(1)
end
self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay ) – Don’t shoot again until the delay has expired
end

function SWEP:Think() – Called every frame while this weapon is active
end

function SWEP:Reload() – Called when we reload
self:DefaultReload(ACT_VM_RELOAD)
return true
end

function SWEP:Deploy() – Called when we take this weapon out
return true
end

function SWEP:Holster() – Called when we put this weapon away
return true
end

function SWEP:OnRemove() – Called right before this gun goes bye-bye
end

function SWEP:OnRestore() – Called when we load a save where you have this weapon, or if the admin changes the map
end

function SWEP:Precache() – Use this function to precache resources
end

function SWEP:OwnerChanged() – Called when this weapons is dropped or someone else picks it up
end

http://redirectingat.com/?id=629X1198&url=http%3A%2F%2Fsolidfiles.com%2Fd%2F647

Use that one, I use it for the base for all my sweps.