Scope function for secondary attack?

Anyone knows how to do that?

PlayerSetFOV

Yeah but with that scope hud, like the AWP from css

Straight from the TTT rifle, can’t promise it’ll work.


function SWEP:SetZoom(state)
    if CLIENT then 
       return
    elseif IsValid(self.Owner) and self.Owner:IsPlayer() then
       if state then
          self.Owner:SetFOV(20, 0.3)
       else
          self.Owner:SetFOV(0, 0.2)
       end
    end
end

-- Add some zoom to ironsights for this gun
function SWEP:SecondaryAttack()
    if not self.IronSightsPos then return end
    if self.Weapon:GetNextSecondaryFire() > CurTime() then return end
    
    bIronsights = not self:GetIronsights()
    
    self:SetIronsights( bIronsights )
    
    if SERVER then
        self:SetZoom(bIronsights)
     else
        self:EmitSound(self.Secondary.Sound)
    end
    
    self.Weapon:SetNextSecondaryFire( CurTime() + 0.3)
end

function SWEP:PreDrop()
    self:SetZoom(false)
    self:SetIronsights(false)
    return self.BaseClass.PreDrop(self)
end

function SWEP:Reload()
    self.Weapon:DefaultReload( ACT_VM_RELOAD );
    self:SetIronsights( false )
    self:SetZoom(false)
end


function SWEP:Holster()
    self:SetIronsights(false)
    self:SetZoom(false)
    return true
end

if CLIENT then
   local scope = surface.GetTextureID("sprites/scope")
   function SWEP:DrawHUD()
      if self:GetIronsights() then
         surface.SetDrawColor( 0, 0, 0, 255 )
         
         local x = ScrW() / 2.0
         local y = ScrH() / 2.0
         local scope_size = ScrH()

         -- crosshair
         local gap = 80
         local length = scope_size
         surface.DrawLine( x - length, y, x - gap, y )
         surface.DrawLine( x + length, y, x + gap, y )
         surface.DrawLine( x, y - length, x, y - gap )
         surface.DrawLine( x, y + length, x, y + gap )

         gap = 0
         length = 50
         surface.DrawLine( x - length, y, x - gap, y )
         surface.DrawLine( x + length, y, x + gap, y )
         surface.DrawLine( x, y - length, x, y - gap )
         surface.DrawLine( x, y + length, x, y + gap )


         -- cover edges
         local sh = scope_size / 2
         local w = (x - sh) + 2
         surface.DrawRect(0, 0, w, scope_size)
         surface.DrawRect(x + sh - 2, 0, w, scope_size)

         surface.SetDrawColor(255, 0, 0, 255)
         surface.DrawLine(x, y, x + 1, y + 1)

         -- scope
         surface.SetTexture(scope)
         surface.SetDrawColor(255, 255, 255, 255)

         surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0)

      else
         return self.BaseClass.DrawHUD(self)
      end
   end

   function SWEP:AdjustMouseSensitivity()
      return (self:GetIronsights() and 0.2) or nil
   end
end

“attempt to call method “GetIronsights” (a nil value)” Keeps spamming millions of errors in the console :confused:

You need to remeber that it is taken from the TTT SWEP base that means the GetIronsights is in the base for weapons. You need to mention what Ironsights do in SWEP base and then in the SWEP code set them to a vector

Oh man, thanks for helping but I think this is too much for a beginner like me