primary if SERVER then local MuzzlePos = self.Owner:GetShootPos() + (self.Owner:GetRight() * Right) + (self.Owner:GetUp() * Up) + (self.Owner:GetForward() * Forward) local ball = ents.Create("proj_shotgunrocket") ball:SetPos(MuzzlePos) ball:SetOwner(self.Owner) ball:SetAngles(self.Owner:GetAimVector()) ball:Spawn() ball:GetPhysicsObject():SetVelocity(self.Owner:GetAimVector()*3000) end secondary if SERVER then for i=1,4 do local MuzzlePos = self.Owner:GetShootPos() + (self.Owner:GetRight() * Right) + (self.Owner:GetUp() * Up) + (self.Owner:GetForward() * Forward) local ball = ents.Create("proj_shotgunrocket") ball:SetPos(MuzzlePos) ball:SetOwner(self.Owner) ball:SetAngles(self.Owner:GetAimVector()) ball:Spawn() local ang=self.Owner:GetAimVector()*2000 ang=ang+Vector(math.random(0,200),math.random(0,200),math.random(0,200)) ball:GetPhysicsObject():SetVelocity(ang) end end