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domi236

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  1. I'm creating a weapon mod, and I came across the fact that I don't have a weapon model, it's transparent. How do I fix this? Weapon script DEV6-Firearm.txt
  2. I'm creating a weapon mod, and I came across the fact that I don't have a weapon model, it's transparent. How do I fix this? Weapon script (sry,file is not loading) module Base { imports { Base } item AK-74U { /* B41.54 Weapon Stats */ DisplayName = AK-74U, Icon = AK-74U, WeaponSprite = AK-74U, Weight = 2.2, MagazineType = 556Clip, AmmoType = 556Bullets, AmmoBox = 556Box, MaxAmmo = 30, RecoilDelay = 0, ReloadTime = 19, AimingTime = 19, MinRange = 0.61, MaxRange = 12, MinAngle = 0.965, DoorDamage = 25, MinDamage = 2.6, MaxDamage = 4.9, StopPower = 3, PiercingBullets = TRUE, KnockdownMod = 5, PushBackMod = 0.4, FireMode = Auto, FireModePossibilities = Auto/Single, /* Weapon Chance */ CriticalChance = 33, AimingPerkCritModifier = 2, HitChance = 35, AimingPerkHitChanceModifier = 7, AimingPerkMinAngleModifier = 0.01, AimingPerkRangeModifier = 3, /* Sounds */ SoundVolume = 50, SoundRadius = 100, SwingSound = soundM4A1, BreakSound = M16Break, InsertAmmoSound = M4A1InsertAmmo, EjectAmmoSound = M16EjectAmmo, RackSound = M16Rack, BringToBearSound = M4A1BringToBear, HitSound = BulletHitBody, ClickSound = M16Jam, EquipSound = M16Equip, UnequipSound = M16UnEquip, InsertAmmoStartSound = M16InsertAmmoStart, InsertAmmoStopSound = M16InsertAmmoStop, EjectAmmoStartSound = M16EjectAmmoStart, EjectAmmoStopSound = M16EjectAmmoStop, ShellFallSound = M16CartridgeFall, /* Rare */ Type = Weapon, SubCategory = Firearm, IsAimedFirearm = TRUE, UseEndurance = FALSE, ConditionMax = 10, JamGunChance = 1, Ranged = TRUE, MetalValue = 45, SwingTime = 0.5, MinimumSwingTime = 0.5, ToHitModifier = 1.5, SwingAmountBeforeImpact = 0, MultipleHitConditionAffected = FALSE, SplatSize = 3, SplatNumber = 3, SplatBloodOnNoDeath = TRUE, ImpactSound = null, NPCSoundBoost = 1.5, SoundGain = 2, SwingAnim = Rifle, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, ShareDamage = FALSE, MaxHitCount = 2, KnockBackOnNoDeath = TRUE, ProjectileCount = 1, ConditionLowerChanceOneIn = 60, TwoHandWeapon = TRUE, RequiresEquippedBothHands = TRUE, WeaponReloadType = boltaction, AttachmentType = Rifle, /* Weapon Modding */ ModelWeaponPart = MODNAME MODNAME reddot reddot, } model AK-74U { mesh = weapons/firearm/AK-74U, texture = weapons/firearm/AK-74U, attachment muzzle { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment scope { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment scope2 { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment recoilpad { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment reddot { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment laser { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } } }
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