#Shotgun won't fire
1 messages · Page 1 of 1 (latest)
idk how to help with this, but that's a sick tf2 remake so far
thanks, its still in the very early stages
how is this suppose to help?
oh right i forgot to send it mb
line 3351 :
local X, Y = TempModule3.SpreadPattern[ii][1], TempModule3.SpreadPattern[ii][2]
local Pattern = CFrame.Angles(math.rad(Spread * Y / 50), math.rad(Spread * X / 50), 0)
cframe = cframe * Pattern
svCframe = svCframe * Pattern
else
local SpreadNormal = CFrame.Angles(math.rad(math.random(-Spread, Spread) / 50), math.rad(math.random(-Spread, Spread) / 50), 0)
cframe = cframe * SpreadNormal
svCframe = svCframe * SpreadNormal
end
line 4081 :
OnFiring()
elseif Input.UserInputType == Enum.UserInputType.MouseButton2 and CanADS then
SetADS()
end
if InputType then
if Input.KeyCode == Module[InputType].Reload then
Reload()
elseif Input.KeyCode == Module[InputType].HoldDown then
OnHoldingDown()
elseif Input.KeyCode == Module[InputType].Inspect then
OnInspecting()
elseif Input.KeyCode == Module[InputType].Switch then
OnSwitching()
elseif Input.KeyCode == Module[InputType].ToogleAim then
SetADS()
elseif Input.KeyCode == Module[InputType].Melee then
OnMeleeAttacking()
elseif Input.KeyCode == Module[InputType].AltFire then
OnAlting()
end
end
end
end)
this is all i got from it
please pinpoint line 4081 in this code
wdym?
attempt to index nil with number
there, now debug
Module is nil
instead of posting what i assume is part of the gun kit
can you script to a minimal extent?
i mean i know what some things do but i cant really script
there is no tutorial
Is that a free model? Why does it have the usual free model ammo counter
its fe gun kit