1. Ok for some reason, the view model bones REALLY don't feel like doing what I tell them to. I'm using LEETNOOB's extra customizable swep base. Most of the bones will work just fine, while others will just say "fuck it I don't feel like working". Am I doing something wrong?

Here Is an example of a the code I have for a swep in progress:

Code:
```	SWEP.VertGrip_Idle = {
["Right_L_Arm"] = {vector = Vector(0, 0, -1.7), angle = Vector(-0.639, 6.705, -107.996)},
["Bone22"] = {vector = Vector(0, 0, 0), angle = Vector(13.331, -13.457, -22.057)},
["Bone23"] = {vector = Vector(0, 0, 0), angle = Vector(-4.2, -36.369, 0)},
["Bone24"] = {vector = Vector(0, 0, 0), angle = Vector(0, -54.563, 0)},
["Bone06"] = {vector = Vector(0, 0, 0), angle = Vector(47.73, -34.776, -23.521)},
["Bone07"] = {vector = Vector(0, 0, 0), angle = Vector(28.468, 0, 0)},
["Bone08"] = {vector = Vector(0, 0, 0), angle = Vector(21.85, 0, 0)},
["Bone10"] = {vector = Vector(0, 0, 0), angle = Vector(30.732, -27.119, 3.694)},
["Bone11"] = {vector = Vector(0, 0, 0), angle = Vector(32.219, 0, 0)},
["Bone12"] = {vector = Vector(0, 0, 0), angle = Vector(38.599, 0, 0)},
["Bone14"] = {vector = Vector(0, 0, 0), angle = Vector(32.562, -4.281, 6.605)},
["Bone15"] = {vector = Vector(0, 0, 0), angle = Vector(20.305, 0, 0)},
["Bone16"] = {vector = Vector(0, 0, 0), angle = Vector(60.962, 0, 0)},
["Bone18"] = {vector = Vector(0, 0, 0), angle = Vector(2.812, -15.275, 0)},
["Bone19"] = {vector = Vector(0, 0, 0), angle = Vector(7.644, 0, 0)},
["Bone20"] = {vector = Vector(0, 0, 0), angle = Vector(63.03, 0, 0)}}```
To be exact, the "Right_L_arm" bone is the one that's giving me problems. The angles are working, but the position vectors aren't.

Edit: The vectors are working, It just looks like the values are in the wrong spots for the base maybe?

2. *sniffles*
I don't really KNOW how to use this. EVEN AFTER READING THIS!!!
GRRRRR!!
If only there was a user-friendly English tutorial....
Dumb x 6 (list)

3. If only there was a user-friendly English tutorial....
It's as step-by-step as it's going to get. Do note some prior experience with SWEP scripting is required.
Agree x 2 (list)

4. Clavus, have you made a fix for the model panel not showing models because of update 129?

5. If anyone can help, I've made a few SWEPs and i just started to make them with the constructor
And after a few i ran into a problem of it just not doing what i want it to.
(The swep works, no error in console, everything perfect except...
The left hand refuses to be moved out of the way and the gun is suppose to be gangster leaning.) lol
Here is the code(full)
http://pastebin.com/9s6ziDVs

6. Did anyone provide the fix for the panel not showing models?

7. Did anyone provide the fix for the panel not showing models?
Mine also doesn't work, but using browse and copying to the clipboard works fine so at the moment its not a big deal.

8. I hexed a machine gun today and i thought of this thread again lol. Thank you for this Construction kit.
Funny x 5 Friendly x 1 (list)

9. I've found a weird bug, although, I'm not sure if it's only with SWEPs that use the SWEP CK or not.

If the player has 1 weapon, and the weapon gets removed, and then the player is given another weapon with a different viewmodel, the viewmodel will remain of the first weapon's.

Example:
I am given a MAC-10
My MAC-10 has been removed
I am given an AK-47, and the viewmodel is of MAC-10's
If I am given another weapon, and I switch back and forth those two weapons, the viewmodel bug will dissapear.

Another bug is that if a player joins the server, and some other player is holding a weapon with WElements, the WElements will not be visible to the new player.

10. For some reason I cant pick models from the model browser. They just dont show up.

11. same with models for sprites, clicking on a folder in the browser where a file would be does nothing.

12. It's because of the changes to the file library. I have a personal fixed version of the actual kit swep and a fix for the base you use on swep bases

13. It's because of the changes to the file library. I have a personal fixed version of the actual kit swep and a fix for the base you use on swep bases
Hm, care to share that with us?

14. Yeah sure, sorry I forgot
http://pastebin.com/kBYTKJ54 <- That's the actual construct kit swep, make a folder called ckit in gmod/gmod/lua/weapons/ and put
the code from the link into a lua file called shared.lua
Friendly x 1 (list)

15. Im trying to make an ar15 swep design but I cant figure out how to position the fingers for the holdtype to wrap around the gun. Can anyone give me some feedback?

16. Im trying to make an ar15 swep design but I cant figure out how to position the fingers for the holdtype to wrap around the gun. Can anyone give me some feedback?
You can never really do that, the closest you can get in by modifying the angles of the model while in thridperson.

17. You can never really do that, the closest you can get in by modifying the angles of the model while in thridperson.
It kind of looks akward with the ar2 holdtype but oh well..

18. Hey Clavus, Why don't you add 'duel' holdtype?

19. Hey Clavus, Why don't you add 'duel' holdtype?
Because while they're on the Counter Strike animations, generic Half-Life 2 animations do not have them as far as I know. I'm pretty sure he'd have to make it so that player models do have those animations, like how Garry ended up modifying the melee animations, and added swimming.

20. Because while they're on the Counter Strike animations, generic Half-Life 2 animations do not have them as far as I know. I'm pretty sure he'd have to make it so that player models do have those animations, like how Garry ended up modifying the melee animations, and added swimming.
Hmm... That's wierd. I've opened playermodel file ( with gmod anim ) there was 'duel' animation as default.
I mean, Anyone can see 'duel' holdtype anim without CSS.

21. I love this tool so much. I turned the Plasma Cutter and Pulse Rifle from Dead Space into working SWEPs (It's really nothing extraordinary. It's pretty basic stuff because I suck at LUA scripting).

Img_thumb because of size.
Artistic x 3 (list)

22. Hmm... That's wierd. I've opened playermodel file ( with gmod anim ) there was 'duel' animation as default.
I mean, Anyone can see 'duel' holdtype anim without CSS.
It's "dual", not "duel". Maybe that's what you're looking for?

23. I also turned the Seeker Rifle into a SWEP.

The dot from the laser is not really visable unless you use the zoom function.

24. Expect the update in a few days, after I added some additional functionality (view model transfer and save/load settings).

the battery is a good idea, it is good for automatic fire(if the guns operated on electricity)
Dumb x 4 (list)

25. I'm planning on throwing out an update after GMod 13 gets out of beta. I'll rework the menu a bit. Hope I can use Garry's new widgets for positioning elements.
Winner x 4 (list)

26. I was making a working plasma cutter. I had it turning, lasers and everything. However I couldn't get some things to line up, I might just start working on it again with this. Nice job.
Winner x 2 (list)

27. Is it posible to make the quad cirkelshaped, and make it zoom in at a special area, like if it where a scope? It would be pretty cool on a sniper... Keep up the good work and merry xmas:)

28. Snip
Useful x 1 Lua King x 1 (list)

29. Well, my viewmodel bone positions are not working...

Code:
```SWEP.ViewModelBoneMods = {
["RootBone"] = { scale = Vector(1, 1, 1), pos = Vector(0, -4.557, -2.582), angle = Angle(0, 0, 0) }
}

SWEP.PrintName			= "9MM PISTOL"			// 'Nice' Weapon name (Shown on HUD)
SWEP.ClassName			= string.Strip( GetScriptPath(), "weapons/" )
SWEP.ShowViewModel		 = true
SWEP.Slot				= 1						// Slot in the weapon```
Please tell me what i have done wrong.

Also, the base code is already injected on the swep.

30. I've been having an issue with my most recent little project, and it involves shrinking the v_weapon.Knife_Handle bone so a cleaver can take it's spot. However, for some reason that's being ignored, even though I'm making sure I copied and paste the weapon info into the shared. I'm using the newest base code and I'd like to know what's wrong. The positioning works, it's just the knife I'm having the problem with.

31. Did the vector calculation for viewmodel parts change over the past few months? I created a SWEP in early October and the angles / vectors I used back then to position the viewmodels are (significantly) off now.

Edited:

My bad, turns out the bone it was supposed to be parented to was not properly scaled...

32. where this addon saving the files?
Dumb x 1 (list)

33. Yeah sure, sorry I forgot
http://pastebin.com/kBYTKJ54 <- That's the actual construct kit swep, make a folder called ckit in gmod/gmod/lua/weapons/ and put
the code from the link into a lua file called shared.lua
Thank you good sir :3

where this addon saving the files?
Addon doesn't saving anything, you will be given an option to copy code to clipboard or console.
Disagree x 2 (list)

34. where this addon saving the files?
garrysmod\garrysmod\data\swep_construction_kit

35. Sorry to resurrect a quiet thread, but I have a question and I can't find anywhere else to ask.

I've been working on a Swep that shoots nukes. All is awesome, except for one thing. When I fire my RPG, my model is still there.

Is there any way of making VElements and WElements disappear on PrimaryAttack, and re-appear on Reload?

Here's a copy of my shared lua from pastebin. http://pastebin.com/qHQpNN1R

And thanks!

36. Hey this tool looks nice but when i want to change a View Model or World Model i dont see the files to change them like in picture 2.2
Understand me ?

I hope you can hel me

37. Thanks for this sir, I was able to create my Fallout: New Vegas Melee pack with this. :)

38. I am making a cigarette .357 with this, if anybody is interested. Just sayin'

39. I made these a while ago with this and they were on the front page for about 20 days.

I made a bunch of other things to.
(sorry for picture size)
Dumb x 1 (list)