• M1 Garand Primary Attack Empty
    2 replies, posted
  • Avatar of gamergg
  • Alright, so I'm trying to make an M1 Garand SWEP, which turned out to be successful, but the only thing I need to implement is the little "ching" sound when you fire your last shot, along with the clip that flies out. Now, I have compiled the Primary Empty animation already, which includes the flying clip, but the problem now is that I don't know what to put in the shared.lua to make this work. Here is my code: [lua] if (SERVER) then AddCSLuaFile("shared.lua") SWEP.HoldType = "ar2" end if (CLIENT) then SWEP.PrintName = "M1 Garand" SWEP.Slot = 3 SWEP.SlotPos = 1 SWEP.IconLetter = "b" killicon.AddFont("weapon_real_cs_ak47", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) ) end SWEP.EjectDelay = 0.05 SWEP.Instructions = "Left click shoot, right click zoom in." SWEP.Base = "weapon_ava_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.ViewModel = "models/ava/v_ava_m1garand.mdl" SWEP.WorldModel = "" SWEP.Primary.Sound = Sound("ava/m1garand/fire.wav") SWEP.Primary.Recoil = 0.7 SWEP.Primary.Damage = 56 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.02 SWEP.Primary.ClipSize = 8 SWEP.Primary.Delay = 0.1 SWEP.Primary.DefaultClip = 30 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "smg1" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.IronSightsPos = Vector (-5.0694, -16.5654, 1.3494) SWEP.IronSightsAng = Vector (0.0744, -0.0751, -0.0075) function SWEP:Reload() if ( self.Reloadaftershoot > CurTime() ) then return end -- If you're firering, you can't reload self.Weapon:DefaultReload(ACT_VM_RELOAD) -- Animation when you're reloading if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then self.Weapon:EmitSound("ava/m1garand/reload.wav") self.Weapon:EmitSound("ava/voices/Reload" .. math.random(1, 9) .. ".mp3") -- When the current clip < full clip and the rest of your ammo > 0, then self.Owner:SetFOV( 0, 0.15 ) -- Zoom = 0 self:SetIronsights(false) end end function SWEP:Deploy() self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) self.Weapon:SetNextPrimaryFire(CurTime() + 1) self.Weapon:EmitSound( "ava/m1garand/draw.wav" ) return true end[/lua] [highlight](User was banned for this post ("Wrong section" - Gran PC))[/highlight]