1st…@indyjones: haha,good one i’ll send you a copy…lol
second:
i went back to the first one and there is no errors in the console,
looks like this:

here’s the weapon.def of garand m1 s
weaponDef
{
// This basically fills out weaponInfo_t
client {
//standModel "" // weapon pickup 'stand' (do we still use this?)
droppedAnglesHack
pickupModel "models/weapons2/m24/m24.md3"
//pickupSound "sound/misc/w_pkup.wav"
weaponConfig "models/multiplayer/m1_garand/weapon2.cfg"
handsModel "models/weapons2/m24/m24_body.md3"
flashDlightColor 1.0 0.6 0.23
flashSound "sound/weapons/garand/m1_fire_silence.wav" // supports up to 4 flash sounds
//flashEchoSound "" // supports up to 4 flash echo sounds
lastShotSound "sound/weapons/garand/m1_fire_silence_last.wav" // supports up to 4 last shot sounds
//readySound ""
//firingSound "" // no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
//overheatSound ""
reloadSound "sound/weapons/garand/m1_reload.wav"
//reloadFastSound "" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
//spindownSound "" // sound called if the above is running but player doesn't follow through and fire
//switchSound "" // allow overriding of weaponswitch sound
//weaponIcon "icons/iconw_mauser_1"
weaponSelectedIcon "icons/iconw_mauser_1_select"
//missileModel ""
//missileSound ""
//missileTrailFunc "" // supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
//missileDlight 0
//missileDlightColor 0 0 0 // do we still use this?
ejectBrassFunc "MachineGunEjectBrass" // supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
modModel 0 "models/weapons2/m24/m24.md3"
firstPerson {
model "models/weapons2/m24/m24_body.md3"
flashModel "models/multiplayer/m1_garand/v_m1_garand_flash.mdc"
// weapon building
// the parts are numbered because there are some hardcoded references for some weapons to certain parts
weaponLink
{
part 0
{
tag "tag_barrel"
model "models/multiplayer/m1_garand/v_m1_garand_barrel.md3"
}
part 1
{
tag "tag_barrel2"
model "models/multiplayer/m1_garand/v_m1_garand_barrel2.md3"
}
part 2
{
tag "tag_barrel3"
model "models/multiplayer/m1_garand/v_m1_garand_barrel3.md3"
}
part 3
{
tag "tag_barrel4"
model "models/multiplayer/m1_garand/v_m1_garand_barrel4.md3"
}
part 4
{
tag "tag_barrel5"
model "models/multiplayer/m1_garand/v_m1_garand_barrel5.md3"
}
//part 5
//{
// tag "tag_barrel6"
// model "models/multiplayer/m1_garand/v_m1_garand_barrel6.md4"
//}
}
}
thirdPerson {
model "models/weapons2/m24/m24.md3"
flashmodel "models/multiplayer/m1_garand/m1_garand_3rd_flash.mdc"
}
}
}
this one i wonder a bit about
modModel 0 "models/weapons2/m24/m24.md3"
because in the real config there is three parts… do i need to have three parts too to make it work?
coz then it’s not like the smg…