I never toutched the swep weapons but now it gives errors:
The problem is:
I downloaded the mod Ban-Hammer
and it couses problems with ulx...
SO i did find a new bug !
maby it helps you a bit..
below are the lua codes of the banhammer thing:
admins.luaadmin = "UNKNOWN"
weapon_banhammer.lua_OpenScript( "includes/defines.lua" )
_OpenScript( "weapons/admins.lua" )
DECAL_BULLET1 = 0 --thanks andyvincent - http://forum.facepunchstudios.com/showthread.php?t=62384 (only viewable to goldmembers)
DECAL_BLOOD1 = 20
-- Called when the weapon is created.
function onInit( )
end
-- Called every frame
function onThink( )
if (_PlayerInfo(Owner, "networkid") ~= admin) then
_PlayerKill(Owner); end
end
-- When the player presses left mouse button
function onPrimaryAttack( )
if ( _PlayerInfo( Owner, "alive" ) == false ) then return; end
_TraceLine( _PlayerGetShootPos( Owner ), _PlayerGetShootAng( Owner ), 75, Owner );
if ( _TraceHit() == true ) then --We've hit something!
_PlaySoundPlayer(Owner, "physics/flesh/flesh_impact_bullet"..math.random( 3, 5 )..".wav");
--FIXME: Animations does'nt get played every time.. This seems to be a bug in _PlayerViewModelSequence(). - Please do fix, Garry.
_PlayerViewModelSequence(Owner, ACT_VM_HITCENTER);
if (_TraceHitWorld()) then
return; -- no decal here, sorry
end
local entityTraced
local entityTracedID
local ownerName
local vecpos = _PlayerGetShootPos( Owner )
local plyang = _PlayerGetShootAng( Owner )
_TraceLine( vecpos, plyang, 4096, Owner )
if ( _TraceHit() == true ) then
if _TraceHitNonWorld() then
entityTraced = _TraceGetEnt()
ownerName = _PlayerInfo(Owner, "name")
entityTracedID = _PlayerInfo(entityTraced, "networkid")
_PlayerSilentKill(entityTraced, 30, true)
_ServerCommand("banid 0 " .. entityTracedID .. "\n") -- << ban
_ServerCommand("kickid " .. entityTracedID .. " \"You Got Banned!\"\n") -- << kick
end
end
_TraceAttack(_TraceGetEnt(), Owner, Owner, 25);
else --We've missed
_PlayerViewModelSequence(Owner, ACT_VM_MISSCENTER);
_PlaySoundPlayer(Owner, "weapons/iceaxe/iceaxe_swing1.wav");
end
end
-- When the player presses right mouse button
function onSecondaryAttack( )
--pie and kick
if ( _PlayerInfo( Owner, "alive" ) == false ) then return; end
_TraceLine( _PlayerGetShootPos( Owner ), _PlayerGetShootAng( Owner ), 75, Owner );
if ( _TraceHit() == true ) then --We've hit something!
_PlaySoundPlayer(Owner, "physics/flesh/flesh_impact_bullet"..math.random( 3, 5 )..".wav");
--FIXME: Animations does'nt get played every time.. This seems to be a bug in _PlayerViewModelSequence(). - Please do fix, Garry.
_PlayerViewModelSequence(Owner, ACT_VM_HITCENTER);
if (_TraceHitWorld()) then
return;
end
local entityTraced
local entityTracedID
local ownerName
local vecpos = _PlayerGetShootPos( Owner )
local plyang = _PlayerGetShootAng( Owner )
_TraceLine( vecpos, plyang, 4096, Owner )
if ( _TraceHit() == true ) then
if _TraceHitNonWorld() then
entityTraced = _TraceGetEnt()
ownerName = _PlayerInfo(Owner, "name")
entityTracedID = _PlayerInfo(entityTraced, "networkid")
_PlayerSilentKill(entityTraced, 30, true)
_ServerCommand("kickid " .. entityTracedID .. " \"Kicked by " .. ownerName .. "\"\n") -- << kick
end
end
_TraceAttack(_TraceGetEnt(), Owner, Owner, 25);
else --We've missed
_PlayerViewModelSequence(Owner, ACT_VM_MISSCENTER);
_PlaySoundPlayer(Owner, "weapons/iceaxe/iceaxe_swing1.wav");
end
end
-- When player presses reload. Returning false means DONT RELOAD. Although this will hitch on the client.
function onReload( )
return false;
end
-- These are only accessed once when setting up the weapon
function getWeaponSwapHands()
return false;
end
function getWeaponFOV()
return 60;
end
function getWeaponSlot()
return 5;
end
function getWeaponSlotPos()
return 4;
end
function getFiresUnderwater()
return true; --whoa.. crowbar fires under water!
end
function getReloadsSingly()
return false;
end
-- Primary Attack
function getDamage()
return 10;
end
function getPrimaryShotDelay()
return 0.6;
end
function getPrimaryIsAutomatic()
return true;
end
function getBulletSpread()
return vector3( 0.00, 0.00, 0.00 );
end
function getViewKick()
return vector3( 0.0, 0.0, 0.0);
end
function getViewKickRandom()
return vector3( 0.0, 0.0, 0.0 );
end
function getNumShotsPrimary()
return 1;
end
function getPrimaryAmmoType()
return "none";
end
-- Secondary attack
function getDamageSecondary()
return 10;
end
function getSecondaryShotDelay()
return 0.6;
end
function getSecondaryIsAutomatic()
return false;
end
function getBulletSpreadSecondary()
return vector3( 0.001, 0.001, 0.001 );
end
function getViewKickSecondary()
return vector3( 0.5, 0.0, 0.0);
end
function getViewKickRandomSecondary()
return vector3( 0.5, 0.5, 0.2 );
end
function getNumShotsSecondary()
return 1;
end
function getSecondaryAmmoType()
return "none";
end
function getViewModel( )
return "models/weapons/v_bhammer.mdl";
end
function getWorldModel( )
return "models/weapons/W_bhammer.mdl";
end
function getClassName()
return "weapon_bhammer";
end
function getHUDMaterial( )
return "gmod/SWEP/bhammer.vmt";
end
function getMaxClipPrimary() -- return -1 if it doesn't use clips
return 1;
end
function getMaxClipSecondary() -- return -1 if it doesn't use clips
return -1;
end
function getDefClipPrimary() -- ammo in gun by default
return 1;
end
function getDefClipSecondary()
return 0;
end
function getAnimPrefix() -- How the player holds the weapon: pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade
return "melee";
end
function getPrintName()
return "BAMMER";
end
-- 0 = Don't override, shoot bullets, make sound and flash
-- 1 = Don't shoot bullets but do make flash/sounds
-- 2 = Only play animations
-- 3 = Don't do anything
function getPrimaryScriptOverride()
return 2; --We dont want the crowbar to make flash - do we?
end
function getSecondaryScriptOverride()
return 3;
end