Two Weapon Bases

I was wondering if it was possible to have 2 weapon bases for a single weapon. Would i have to use every hook from each base?

I think you can derive a base from another base?

Well i want to use the TTT base for the weapon pack i downloaded but they have their own custom base, is there anyway i could make it work?

Yes, you can make those weapons work with TTT. This is the portion of the TTT base that you need to get the weapons fully functional in the game. Place it in the base for your new weapon pack and then place the parts you want to modify in each weapon’s file at the top and set them up accordingly. If you read all of the comments on this it’s pretty self-explanatory.


---- TTT SPECIAL EQUIPMENT FIELDS

-- This must be set to one of the WEAPON_ types in TTT weapons for weapon
-- carrying limits to work properly. See /gamemode/shared.lua for all possible
-- weapon categories.
SWEP.Kind = WEAPON_NONE

-- If CanBuy is a table that contains ROLE_TRAITOR and/or ROLE_DETECTIVE, those
-- players are allowed to purchase it and it will appear in their Equipment Menu
-- for that purpose. If CanBuy is nil this weapon cannot be bought.
--   Example: SWEP.CanBuy = { ROLE_TRAITOR }
-- (just setting to nil here to document its existence, don't make this buyable)
SWEP.CanBuy = nil

if CLIENT then
   -- If this is a buyable weapon (ie. CanBuy is not nil) EquipMenuData must be
   -- a table containing some information to show in the Equipment Menu. See
   -- default equipment weapons for real-world examples.
   SWEP.EquipMenuData = nil

   -- Example data:
   -- SWEP.EquipMenuData = {
   --
   ---- Type tells players if it's a weapon or item
   --     type = "Weapon",
   --
   ---- Desc is the description in the menu. Needs manual linebreaks (via 
).
   --     desc = "Text."
   -- };

   -- This sets the icon shown for the weapon in the DNA sampler, search window,
   -- equipment menu (if buyable), etc.
   SWEP.Icon = "VGUI/ttt/icon_nades" -- most generic icon I guess

   -- You can make your own weapon icon using the template in:
   --   /garrysmod/gamemodes/terrortown/template/

   -- Open one of TTT's icons with VTFEdit to see what kind of settings to use
   -- when exporting to VTF. Once you have a VTF and VMT, you can
   -- resource.AddFile("materials/VGUI/...") them here. GIVE YOUR ICON A UNIQUE
   -- FILENAME, or it WILL be overwritten by other servers! Gmod does not check
   -- if the files are different, it only looks at the name. I recommend you
   -- create your own directory so that this does not happen,
   -- eg. /materials/VGUI/ttt/mycoolserver/mygun.vmt
end

---- MISC TTT-SPECIFIC BEHAVIOUR CONFIGURATION

-- ALL weapons in TTT must have weapon_tttbase as their SWEP.Base. It provides
-- some functions that TTT expects, and you will get errors without them.
-- Of course this is weapon_tttbase itself, so I comment this out here.
--  SWEP.Base = "weapon_tttbase"

-- If true AND SWEP.Kind is not WEAPON_EQUIP, then this gun can be spawned as
-- random weapon by a ttt_random_weapon entity.
SWEP.AutoSpawnable = false

-- Set to true if weapon can be manually dropped by players (with Q)
SWEP.AllowDrop = true

-- Set to true if weapon kills silently (no death scream)
SWEP.IsSilent = false

-- If this weapon should be given to players upon spawning, set a table of the
-- roles this should happen for here
--  SWEP.InLoadoutFor = { ROLE_TRAITOR, ROLE_DETECTIVE, ROLE_INNOCENT }

-- DO NOT set SWEP.WeaponID. Only the standard TTT weapons can have it. Custom
-- SWEPs do not need it for anything.
--  SWEP.WeaponID = nil