EDIT: Problem solved, the server just needed the models too.
Hi FP. I’ve been puzzling over this glitch for quite some time and can’t think of a solution. What happens is peculiar, when using this model (I apologise to whomever’s pack it is from) reload animations play fine in singleplayer, but not at all on a server. This does not occur for any other models e.g. CS:S or HL2 weapon models, they function fine online and singleplayer.
Here is the test code I am using:
if ( SERVER ) then AddCSLuaFile( "shared.lua" ) end SWEP.PrintCycle = true //Shows up in console the current cycle when reloading for timing reload noises SWEP.ViewModelFlip = true SWEP.HoldType = "ar2" SWEP.PrintName ="anim tests" SWEP.ViewModel = "models/weapons/v_adv__ar.mdl" SWEP.WorldModel = "models/weapons/w_586.mdl" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false //SWEP.ZoomLevel = nil //Reduce FOV to this when zoomed SWEP.Primary.Sound = Sound( "newsstrp/MORITANEW.wav" ) //Firing sound SWEP.Primary.Recoil = 2 //Upward recoil SWEP.KickMax = 0.3 //How much we are allowed to kick SWEP.KickMult = 5 //How fast we get to max kick SWEP.Primary.Damage = 20 SWEP.Primary.NumShots = 1 SWEP.Primary.DefaultCone = 0.013 //Sighted cone SWEP.Primary.ConeUnsighted = 0.2 //Hipfired cone SWEP.Primary.ConeRunning = 0.5 //Sprinting cone SWEP.Primary.Delay = 0.11 //Delay between shots SWEP.Primary.Automatic = false function SWEP:SecondaryAttack() self.Owner:SetAnimation(PLAYER_ATTACK1) self:SendWeaponAnim(ACT_VM_PRIMARYATTACK) end function SWEP:Reload() self.Owner:SetAnimation(PLAYER_RELOAD) self:SendWeaponAnim(ACT_VM_RELOAD) end
This is for a friend and I’m trying to push these guns out as quickly as possible, please help fp!
edit: this actually happens with all weapon models now it seems