AddCSLuaFile() SWEP.HoldType = "ar2" if CLIENT then SWEP.PrintName = "M4A1 Transformer" SWEP.Author = "Primus" SWEP.Slot = 2 SWEP.ViewModelFlip = true SWEP.ViewModelFOV = 64 SWEP.Icon = "VGUI/spec_dm/icon_sdm_dragonking" end SWEP.Base = "weapon_tttbase" SWEP.Kind = WEAPON_HEAVY SWEP.UseHands = true SWEP.Spawnable = true --Can you, as a normal user, spawn this? SWEP.AdminSpawnable = true --Can an adminstrator spawn this? Does not tie into your admin mod necessarily, unless its coded to allow for GMod's default ranks somewhere in its code. Evolve and ULX should work, but try to use weapon restriction rather than these. SWEP.Primary.Sound = Sound("weapons/M4_Beast/m4_unsil-1.wav") -- Script that calls the primary fire sound SWEP.Primary.Recoil = 1.25 SWEP.Primary.Damage = 26 SWEP.Primary.Cone = 0.03 SWEP.Primary.Delay = 0.20 SWEP.Primary.ClipSize = 30 -- Size of a clip SWEP.Primary.DefaultClip = 30 -- Bullets you start with SWEP.Primary.ClipMax = 90 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "pistol" SWEP.HeadshotMultiplier = 3.0 SWEP.AutoSpawnable = false SWEP.AmmoEnt = "item_ammo_pistol_ttt" SWEP.AllowDrop = true SWEP.IsSilent = false SWEP.ViewModel = "models/weapons/v_rif_m2.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_rif_m4a2.mdl" -- Weapon world model SWEP.Offset = { Pos = {Up = -3.5, Right = 1.7, Forward = 7.5, }, Ang = {Up = 0, Right = 90, Forward = 180,} } function SWEP:DrawWorldModel( ) local hand, offset, rotate local pl = self:GetOwner() if IsValid( pl ) then local boneIndex = pl:LookupBone( "ValveBiped.Bip01_R_Hand" ) if boneIndex then local pos, ang = pl:GetBonePosition( boneIndex ) pos = pos + ang:Forward() * self.Offset.Pos.Forward + ang:Right() * self.Offset.Pos.Right + ang:Up() * self.Offset.Pos.Up ang:RotateAroundAxis( ang:Up(), self.Offset.Ang.Up) ang:RotateAroundAxis( ang:Right(), self.Offset.Ang.Right ) ang:RotateAroundAxis( ang:Forward(), self.Offset.Ang.Forward ) self:SetRenderOrigin( pos ) self:SetRenderAngles( ang ) self:DrawModel() end else self:SetRenderOrigin( nil ) self:SetRenderAngles( nil ) self:DrawModel() end end