here fix of the trumpet mod on gmod
here the guy where i get mod from https://steamcommunity.com/id/iblamecarson
here the mod i download it with out fix https://steamcommunity.com/sharedfiles/filedetails/?id=813746555
here link the fix one on link of mega because i can't even put on steam workshop i have limited account i didn't pay the 5$ thing that why :3
https://mega.nz/file/nIQHCLCY#frXM6Zov2EfV2gvhN5V9wHm1X-MYyeLERQuI9rLtEyQ
here what i fix on it
the model for first-person now showed and the right place
the model for third-person now showed in right place but i can't fix the hand im too lazy :3
fix the left click now left click to half doot and hold left click play the fullone you can spam like old meme :3
thanks to bilm for share this :3
here the code .lua for it to make a trust :3
SWEP.PrintName = "Mr. Skeltal Trumpet" SWEP.Author = "You" SWEP.Instructions = "Left-click once to doot, hold left-click to doot continuously." SWEP.Spawnable = true SWEP.Category = "Doot"
SWEP.ViewModel = "models/weapons/c_models/c_bugle/c_bugle.mdl" SWEP.WorldModel = "models/weapons/c_models/c_bugle/c_bugle.mdl" SWEP.UseHands = true
SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "none"
SWEP.Secondary = SWEP.Primary
local singleDoot = "singledoot.wav" local fullDoot = "fulldoot.wav"
function SWEP:Initialize() self:SetHoldType("slam") -- hands up to mouth style end
function SWEP:Deploy() self:SetHoldType("slam") return true end
function SWEP:PrimaryAttack() if self:IsPlayingLoop() then return end
self:SetNextPrimaryFire(CurTime() + 0.1)
if self.Owner:KeyDown(IN_ATTACK) then
self:StartLoopSound()
else
self:EmitSound(singleDoot)
end
end
function SWEP:Think() if not self.Owner:KeyDown(IN_ATTACK) then if self:IsPlayingLoop() then self:StopLoopSound() end elseif not self:IsPlayingLoop() and self.Owner:KeyDown(IN_ATTACK) then self:StartLoopSound() end end
function SWEP:StartLoopSound() if SERVER then return end if not self.looping then self.looping = true self.Owner:EmitSound(fullDoot, 75, 100, 1, CHAN_STATIC) end end
function SWEP:StopLoopSound() if SERVER then return end if self.looping then self.looping = false self.Owner:StopSound(fullDoot) end end
function SWEP:IsPlayingLoop() return self.looping == true end
function SWEP:Holster() if CLIENT then self:StopLoopSound() end return true end
function SWEP:OnRemove() if CLIENT then self:StopLoopSound() end end
-- Align model for third-person function SWEP:DrawWorldModel() local ply = self:GetOwner()
if IsValid(ply) then
local bone = ply:LookupBone("ValveBiped.Bip01_Head1")
if not bone then self:DrawModel() return end
local pos, ang = ply:GetBonePosition(bone)
if not pos or not ang then self:DrawModel() return end
ang:RotateAroundAxis(ang:Right(), 0)
ang:RotateAroundAxis(ang:Up(), -180)
ang:RotateAroundAxis(ang:Forward(), 90)
pos = pos + ang:Forward() * 1 + ang:Right() * -4.6 + ang:Up() * -15
self:SetRenderOrigin(pos)
self:SetRenderAngles(ang)
self:DrawModel()
else
self:DrawModel()
end
end
-- Align model for first-person function SWEP:GetViewModelPosition(pos, ang) ang:RotateAroundAxis(ang:Right(), 90) ang:RotateAroundAxis(ang:Up(), 180) pos = pos + ang:Forward() * 8 + ang:Right() * -3 + ang:Up() * -19 return pos, ang end