SWEP 3rd person world model !! how do I fix it !! coders please read !!


I made swep finished the coding and stuff, tested it on my gmod 10, looked at myself in a camera, EPIC FAIL !!. I got a crotch-cannon :open_mouth:

Please can somebody show me how to make the 3rd person world model work !!

Thanks People !! :smiley:


Thanks to a very helpful reply on a previous post I need somebody to help me either;

  • Simulate the world model through lua.
  • Change the world model completely.

Please , Please , Please leave your comments :smiley:

You’re probably looking for [SWEP.SetWeaponHoldType -


Oh a copycat. <3

I doubt that’s the problem since if it’s not defined it will default to whatever is in the base swep. There is no crotch holdtype. :smile:

That aint the problem I have , Its the actual model fitting into the player model’s hands.

Bt thanks anyways :smiley:


I made my own base file I used the CS base for a template :smiley:

"-- Read the weapon_real_base if you really want to know what each action does

if (SERVER) then
SWEP.HoldType = “pistol”

if (CLIENT) then
SWEP.DrawAmmo = true
SWEP.DrawCrosshair = false
SWEP.ViewModelFOV = 60
SWEP.ViewModelFlip = true

Muzzle Effect + Shell Effect
SWEP.MuzzleEffect = “rg_muzzle_pistol” – This is an extra muzzleflash effect
– Available muzzle effects: rg_muzzle_grenade, rg_muzzle_highcal, rg_muzzle_hmg, rg_muzzle_pistol, rg_muzzle_rifle, rg_muzzle_silenced, none

SWEP.ShellEffect = “rg_shelleject” – This is a shell ejection effect
– Available shell eject effects: rg_shelleject, rg_shelleject_rifle, rg_shelleject_shotgun, none

SWEP.MuzzleAttachment = “1” – Should be “1” for CSS models or “muzzle” for hl2 models
SWEP.ShellEjectAttachment = “2” – Should be “2” for CSS models or “1” for hl2 models

SWEP.Base = “dragon_base”

SWEP.Spawnable = false
SWEP.AdminSpawnable = false

SWEP.Primary.Sound = Sound(“Weapon_AK47.Single”)
SWEP.Primary.Recoil = 0
SWEP.Primary.Damage = 0
SWEP.Primary.NumShots = 0
SWEP.Primary.Cone = 0
SWEP.Primary.ClipSize = 0
SWEP.Primary.Delay = 0
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = “pistol”

SWEP.Secondary.ClipSize = 0
SWEP.Secondary.DefaultClip = 0
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “none”
SWEP.data = {}
SWEP.mode = “semi”

function SWEP:SecondaryAttack()
if !self.Owner:KeyDown(IN_USE) then

bIronsights = !self.Weapon:GetNetworkedBool( "Ironsights", false )

self:SetIronsights( bIronsights )

self.NextSecondaryAttack = CurTime() + 0.3

if self.Owner:KeyDown(IN_USE) then
– When you’re pressing E + Right click, then

	if self.mode == "semi" then
		self.mode = "semi"
		self.Weapon:SetNextSecondaryFire(CurTime() + 0.5)
		self.mode = "semi"
		self.Weapon:SetNextSecondaryFire(CurTime() + 0.5)


Magic Eightball knows all.

It’s the only way aside from editing the model to have the proper bone.

Yeah, you’ll need to ask about this in the modeling section if you really, really want to fix it. EDIT: Ninja’d

I was just too lazy to go find that post by myself, thanks. :3:

You know, fixing the weapon’s bones isn’t actually that hard. Once you get the hang of it, it can takes less than 5 minutes. If you’d like (I hate to put in a plug for a thread I made but…) you could read this.