SWEP Construction Kit Issues

So I’ve been trying to make some view models using the SWEP construction kit, and it’s bee working well, except for one thing. Only the bones of the viewmodel I made are manipulated, the models/sprites/quads that I add do not draw.

Here is my code:


SWEP.HoldType = "slam"
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = false
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_slam.mdl"
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = false
SWEP.ViewModelBoneMods = {
	["ValveBiped.Bip01_R_Forearm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-3.333, -5.557, 7.777) },
	["ValveBiped.Bip01_L_Finger1"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 10, 0) },
	["ValveBiped.Bip01_L_Finger01"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -30, 0) },
	["ValveBiped.Bip01_L_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -5.557, -85.556) },
	["ValveBiped.Bip01_Spine4"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(1.11, 0, 0) },
	["ValveBiped.Bip01_L_Finger0"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(36.666, -12.223, 0) },
	["ValveBiped.Bip01_L_Forearm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(14.444, 7.777, -12.223) },
	["Detonator"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
	["ValveBiped.Bip01_R_Finger0"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-7.778, -7.778, 0) },
	["ValveBiped.Bip01_L_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(14.444, -12.223, 0) },
	["Slam_base"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
	["ValveBiped.Bip01_R_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(23.333, 5.556, -21.112) }
}

SWEP.VElements = {
	["skull"] = { type = "Model", model = "models/Gibs/HGIBS.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.675, 3.635, 0), angle = Angle(19.87, -132.079, -180), size = Vector(0.755, 0.755, 0.755), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
	["eye_sprite2"] = { type = "Sprite", sprite = "lasersights/laserglow1", bone = "ValveBiped.Bip01_Spine4", rel = "skull", pos = Vector(5.714, -0.301, 7.699), size = { x = 3.805, y = 3.805 }, color = Color(255, 255, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false},
	["eye_sprite1"] = { type = "Sprite", sprite = "lasersights/laserglow1", bone = "Slam_base", rel = "skull", pos = Vector(4.699, 1.1, 5.699), size = { x = 3.805, y = 3.805 }, color = Color(255, 255, 255, 255), nocull = true, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false}
}
SWEP.WElements = {
	["skull"] = { type = "Model", model = "models/Gibs/HGIBS.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.596, 4, -0.519), angle = Angle(143.766, 78.311, -19.871), size = Vector(0.755, 0.755, 0.755), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}

I don’t know why it’s not appearing. These are all stored in the shared lua file, the base has been installed properly, everything should be working. Any help is appreciated!

Correct me if I’m wrong, but are you trying to manipulate the bones of the world model?

Nope. Just the view model.

Pics for reference:

How it should look:

How it looks:

On a semi related note (same swep), I’m trying to make particles spawn randomly in a circle, but it comes out like this:
Imgur

Code:



local pPos = self.origin + Vector( sinr( math.random( 1,360) ), cosr( math.random( 1,360) ), 0 )*65
			local particle = self.em:Add( "effects/blood", pPos )

			particle:SetVelocity( Vector( 0, 0, 5 ) )
			particle:SetDieTime( 2 )
			particle:SetStartAlpha(230)
			particle:SetStartSize( 6 )
			particle:SetEndSize( 5 )
			particle:SetRoll( math.Rand( 360, 480 ) )
			particle:SetGravity( Vector( 0, 0, -1 ) )
			particle:SetColor( 255, 0, 0 )