TTT lua codeing help please

Hello i need help with my lua codeing (im not good at codeing nor do i know what im doing) with lots of things D:
Frist my Aug and T sniper dose not have scopes idk what to do :frowning:
and how do i add image’s to the pointshop weapons
and icons on t stuff

AUG

if SERVER then

AddCSLuaFile( “shared.lua” )
end

SWEP.HoldType = “ar2”

if CLIENT then

SWEP.PrintName = “Aug”
SWEP.Slot = 2

SWEP.Icon = “VGUI/ttt/”
end

SWEP.Base = “weapon_tttbase”
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Kind = WEAPON_HEAVY
SWEP.WeaponID = AMMO_M16

SWEP.Primary.Delay = 0.190000000000
SWEP.Primary.Recoil = 2.6
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = “Pistol”
SWEP.Primary.Damage = 23
SWEP.Primary.Cone = 0.018
SWEP.Primary.ClipSize = 20
SWEP.Primary.ClipMax = 60
SWEP.Primary.DefaultClip = 20
SWEP.AutoSpawnable = true
SWEP.AmmoEnt = “item_ammo_pistol_ttt”

SWEP.UseHands = true
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 64
SWEP.ViewModel = “models/weapons/cstrike/c_rif_aug.mdl”
SWEP.WorldModel = “models/weapons/w_rif_aug.mdl”

SWEP.Primary.Sound = Sound( “Weapon_aug.Single” )

SWEP.IronSightsPos = Vector(-7.58, -9.2, 0.55)
SWEP.IronSightsAng = Vector(2.599, -1.3, -3.6)

function SWEP:SetZoom(state)
if CLIENT then return end
if not (IsValid(self.Owner) and self.Owner:IsPlayer()) then return end
if state then
self.Owner:SetFOV(35, 0.5)
else
self.Owner:SetFOV(0, 0.2)
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)
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

Sniper
[T]
---- Example TTT custom weapon

– First some standard GMod stuff
if SERVER then
AddCSLuaFile( “shared.lua” )
end

if CLIENT then
SWEP.PrintName = “1 hit K.O”
SWEP.Slot = 6 – add 1 to get the slot number key

SWEP.ViewModelFOV = 72
SWEP.ViewModelFlip = true
end

– Always derive from weapon_tttbase.
SWEP.Base = “weapon_tttbase”

— Standard GMod values

SWEP.HoldType = “ar2”

SWEP.Primary.Delay = 1
SWEP.Primary.Recoil = 8
SWEP.Primary.Automatic = true
SWEP.Primary.Damage = 1000000000
SWEP.Primary.Cone = 0.025
SWEP.Primary.Ammo = “”
SWEP.Primary.ClipSize = 2
SWEP.Primary.ClipMax = 2
SWEP.Primary.DefaultClip = 2
SWEP.Primary.Sound = Sound( “Weapon_.Single” )

SWEP.IronSightsPos = Vector( 6.05, -5, 2.4 )
SWEP.IronSightsAng = Vector( 2.2, -0.1, 0 )

SWEP.ViewModel = “models/weapons/v_snip_sg550.mdl”
SWEP.WorldModel = “models/weapons/w_snip_sg550.mdl”

— TTT config values

– Kind specifies the category this weapon is in. Players can only carry one of
– each. Can be: WEAPON_… MELEE, PISTOL, HEAVY, NADE, CARRY, EQUIP1, EQUIP2 or ROLE.
– Matching SWEP.Slot values: 0 1 2 3 4 6 7 8
SWEP.Kind = WEAPON_EQUIP1

– If AutoSpawnable is true and SWEP.Kind is not WEAPON_EQUIP1/2, then this gun can
– be spawned as a random weapon. Of course this AK is special equipment so it won’t,
– but for the sake of example this is explicitly set to false anyway.
SWEP.AutoSpawnable = false

– The AmmoEnt is the ammo entity that can be picked up when carrying this gun.
SWEP.AmmoEnt = “item_ammo_ttt”

– CanBuy is a table of ROLE_* entries like ROLE_TRAITOR and ROLE_DETECTIVE. If
– a role is in this table, those players can buy this.
SWEP.CanBuy = { ROLE_TRAITOR }

– InLoadoutFor is a table of ROLE_* entries that specifies which roles should
– receive this weapon as soon as the round starts. In this case, none.
SWEP.InLoadoutFor = nil

– If LimitedStock is true, you can only buy one per round.
SWEP.LimitedStock = true

– If AllowDrop is false, players can’t manually drop the gun with Q
SWEP.AllowDrop = true

– If IsSilent is true, victims will not scream upon death.
SWEP.IsSilent = true

– If NoSights is true, the weapon won’t have ironsights
SWEP.NoSights = false

– Equipment menu information is only needed on the client
if CLIENT then
– Path to the icon material
SWEP.Icon = “VGUI/ttt/Instant_kill_hitsplat.png”

– Text shown in the equip menu
SWEP.EquipMenuData = {
type = “Weapon”,
desc = “TTT’s Lovey gun.”
};
end

– Tell the server that it should download our icon to clients.
if SERVER then
– It’s important to give your icon a unique name. GMod does NOT check for
– file differences, it only looks at the name. This means that if you have
– an icon_ak47, and another server also has one, then players might see the
– other server’s dumb icon. Avoid this by using a unique name.
resource.AddFile(“materials/VGUI/ttt/Instant_kill_hitsplat.png”)
end

[\T]

[editline]20th July 2013[/editline]

Lol i forgot is was copying off a example :smiley:

I’d suggest using [lua] tags to wrap code. Next, Alter the Secondary Attack function, change FOV will “zoom”, for the “scope” you’ll need to overlay an image using the HUD aspect of SWEP to draw the overlay when the user is zoomed with a scope. Make sure to reverse FOV when right click again and leave zoom.

How do I attach the image of the scope? Im not the best to understand anyway is it something like this
[lua]
if CLIENT then
SWEP.PrintName = “1 hit K.O”
SWEP.Slot = 6

SWEP.ViewModelFOV = zoom
SWEP.ViewModelFlip = true
SWEP.OverlayModel =
end
[lua]

clueless you need a [/lua] at the end. for the scope I suggest you look at how weapon_zm_rifle does it.

sorry new to forms :stuck_out_tongue:

I used the weapon_zm_rifle for the lua but now the weapon cant be bought

Edit your post, click the edit button and put [/LUA] at the end, instead of [LUA] :slight_smile:

This is a guide on how to make a weapon.

Look specifically at this section “Special equipment fields”

I suggested looking at the weapon_zm_rifle because near the bottom is has a secondary click function that brings up a scope.