Old Jihad Script

I really want to get a Jihad working, but I cant find one that is ready to use. I have this script of a Jihad that would be ideal for my server, but its not working and I’m assuming its because it was posted on the old Garrysmod.org addons site. THIS IS NOT MY WORK, I’m just wondering why I cant get these scripts to work on my server. (Maybe its just even a small formatting error or something)
Yes, the addon came with all the content it want to download and I put everything in my Fastdl webserver folder. (But im still a noob)

Original Jihad Download:

http://www.garrysmod.org/downloads/?a=view&id=33601

Script I’m having Issues with:

[autorun/jihad_resources.lua]


--AutoDL the jihad shtuff :3

--snds
resource.AddFile( "sound/siege/jihad.wav" );
resource.AddFile( "sound/siege/big_explosion.wav" );

--icon
resource.AddFile( "materials/vgui/entities/weapon_jihadbomb.vtf" );
resource.AddFile( "materials/vgui/entities/weapon_jihadbomb.vmt" );

--model
resource.AddFile( "models/weapons/v_jb.mdl" );
resource.AddFile( "models/weapons/v_jb.dx80" );
resource.AddFile( "models/weapons/v_jb.dx90" );
resource.AddFile( "models/weapons/v_jb.sw.vtx" );
resource.AddFile( "models/weapons/v_jb.vvd" );
resource.AddFile( "models/weapons/w_jb.mdl" );
resource.AddFile( "models/weapons/w_jb.dx80" );
resource.AddFile( "models/weapons/w_jb.dx90" );
resource.AddFile( "models/weapons/w_jb.sw.vtx" );
resource.AddFile( "models/weapons/w_jb.vvd" );
resource.AddFile( "models/weapons/w_jb.phy" );

--materials

--vmodel
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1_planted.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1_ref.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb2.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb2.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb3b.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb3b.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/and.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/hand.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_04.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_04.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_45.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_45.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_active.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_active.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_off.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_off.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_off_ref.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_on.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_on.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_on_ref.vtf" );

--wmodel

resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/bomb1.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1_planted.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/bomb2.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/bomb3b.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/hand.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_04.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_45.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_active.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_on.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_off.vmt" );

--Das all.

and [weapon_jihadbomb/cl_init.lua


include('shared.lua')

SWEP.PrintName			= "Jihad Bomb"			
SWEP.Slot				= 3
SWEP.SlotPos			= 1
SWEP.DrawAmmo			= false
SWEP.DrawCrosshair		= false


--Bewm
function SWEP:WorldBoom()
	
	surface.EmitSound( "siege/big_explosion.wav" )

end

and [weapon_jihadbomb/init.lua



AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')


SWEP.Weight				= 5
SWEP.AutoSwitchTo		= false
SWEP.AutoSwitchFrom		= false

and, finally [weapon_jihadbomb/shared.lua]



// Variables that are used on both client and server

SWEP.Author			= "Stingwraith"
SWEP.Contact		= "stingwraith123@yahoo.com"
SWEP.Purpose		= "Sacrifice yourself for Allah."
SWEP.Instructions	= "Left Click to make yourself EXPLODE. Right click to taunt."
SWEP.DrawCrosshair		= false

SWEP.Spawnable			= true
SWEP.AdminSpawnable		= true		// Spawnable in singleplayer or by server admins

SWEP.ViewModel			= "models/weapons/v_jb.mdl"
SWEP.WorldModel			= "models/weapons/w_jb.mdl"

SWEP.Primary.ClipSize		= -1
SWEP.Primary.DefaultClip	= -1
SWEP.Primary.Automatic		= false
SWEP.Primary.Ammo			= "none"
SWEP.Primary.Delay			= 3

SWEP.Secondary.ClipSize		= -1
SWEP.Secondary.DefaultClip	= -1
SWEP.Secondary.Automatic	= false
SWEP.Secondary.Ammo			= "none"

/*---------------------------------------------------------
	Reload does nothing
---------------------------------------------------------*/
function SWEP:Reload()
end   

function SWEP:Initialize()
    util.PrecacheSound("siege/big_explosion.wav")
    util.PrecacheSound("siege/jihad.wav")
end


/*---------------------------------------------------------
   Think does nothing
---------------------------------------------------------*/
function SWEP:Think()	
end


/*---------------------------------------------------------
	PrimaryAttack
---------------------------------------------------------*/
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + 3)

	
	local effectdata = EffectData()
		effectdata:SetOrigin( self.Owner:GetPos() )
		effectdata:SetNormal( self.Owner:GetPos() )
		effectdata:SetMagnitude( 8 )
		effectdata:SetScale( 1 )
		effectdata:SetRadius( 16 )
	util.Effect( "Sparks", effectdata )
	
	self.BaseClass.ShootEffects( self )
	
	
	// The rest is only done on the server
	if (SERVER) then
		timer.Simple(2, function() self:Asplode() end )
		self.Owner:EmitSound( "siege/jihad.wav" )
	end

end

--The asplode function
function SWEP:Asplode()
local k, v
	
	// Make an explosion at your position
	local ent = ents.Create( "env_explosion" )
		ent:SetPos( self.Owner:GetPos() )
		ent:SetOwner( self.Owner )
		ent:Spawn()
		ent:SetKeyValue( "iMagnitude", "250" )
		ent:Fire( "Explode", 0, 0 )
		ent:EmitSound( "siege/big_explosion.wav", 500, 500 )
		
		self.Owner:Kill( )
		self.Owner:AddFrags( -1 )
 
		for k, v in pairs( player.GetAll( ) ) do
		  v:ConCommand( "play siege/big_explosion.wav
" )
		end

end


/*---------------------------------------------------------
	SecondaryAttack
---------------------------------------------------------*/
function SWEP:SecondaryAttack()	
	
	self.Weapon:SetNextSecondaryFire( CurTime() + 1 )
	
	local TauntSound = Sound( "vo/npc/male01/overhere01.wav" )

	self.Weapon:EmitSound( TauntSound )
	
	// The rest is only done on the server
	if (!SERVER) then return end
	
	self.Weapon:EmitSound( TauntSound )


end

Thanks in advance to anyone who can help me out :slight_smile:

Too lazy to check here: http://forum.facepunch.com/showthread.php?t=1254727
Not too lazy to post whole code thought ?