import files from workshop
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Load Diff
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include('shared.lua')
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SWEP.PrintName = "" // 'Nice' Weapon name (Shown on HUD)
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SWEP.Slot = 4 // Slot in the weapon selection menu
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SWEP.SlotPos = 1 // Position in the slot
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SWEP.DrawAmmo = true // Should draw the default HL2 ammo counter // Should draw the default crosshair
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SWEP.DrawWeaponInfoBox = true // Should draw the weapon info box
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SWEP.BounceWeaponIcon = true // Should the weapon icon bounce?
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SWEP.CSMuzzleFlashes = true
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AddCSLuaFile( "cl_init.lua" )
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AddCSLuaFile( "shared.lua" )
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include('shared.lua')
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SWEP.Weight = 30 // Decides whether we should switch from/to this
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SWEP.AutoSwitchTo = true // Auto switch to if we pick it up
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SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon
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-- function SWEP:Initialize()
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-- end
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function SWEP:OnRemove()
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end
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-- Variables that are used on both client and server
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SWEP.Category = ""
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SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob"
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SWEP.Contact = ""
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SWEP.Purpose = ""
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SWEP.Instructions = ""
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SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
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SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
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SWEP.DrawCrosshair = true
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SWEP.ViewModelFOV = 65
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SWEP.ViewModelFlip = true
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SWEP.Base = "bobs_gun_base"
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SWEP.Spawnable = false
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SWEP.AdminSpawnable = false
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SWEP.Primary.Sound = Sound("") -- Sound of the gun
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SWEP.Primary.Round = ("") -- What kind of bullet?
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SWEP.Primary.RPM = 0 -- This is in Rounds Per Minute
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SWEP.Primary.Cone = 0.15 -- Accuracy of NPCs
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SWEP.Primary.Recoil = 10
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SWEP.Primary.Damage = 10
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SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
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SWEP.Primary.NumShots = 1
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SWEP.Primary.ClipSize = 0 -- Size of a clip
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SWEP.Primary.DefaultClip = 0 -- Default number of bullets in a clip
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SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise)
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SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
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SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock)
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SWEP.Primary.Automatic = true -- Automatic/Semi Auto
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SWEP.Primary.Ammo = "none" -- What kind of ammo
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-- SWEP.Secondary.ClipSize = 0 -- Size of a clip
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-- SWEP.Secondary.DefaultClip = 0 -- Default number of bullets in a clip
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-- SWEP.Secondary.Automatic = false -- Automatic/Semi Auto if
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SWEP.Secondary.Ammo = ""
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SWEP.Secondary.ScopeZoom = 0
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SWEP.Secondary.UseACOG = false
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SWEP.Secondary.UseMilDot = false
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SWEP.Secondary.UseSVD = false
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SWEP.Secondary.UseParabolic = false
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SWEP.Secondary.UseElcan = false
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SWEP.Secondary.UseGreenDuplex = false
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SWEP.Scoped = true
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SWEP.BoltAction = false
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SWEP.Penetration = true
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SWEP.Ricochet = true
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SWEP.MaxRicochet = 10
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SWEP.Tracer = 0
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SWEP.data = {} -- The starting firemode
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SWEP.data.ironsights = 1
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SWEP.ScopeScale = 0.5
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SWEP.ReticleScale = 0.5
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SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
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SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
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function SWEP:Initialize()
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self.Weapon:SetNWBool("Reloading", false)
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util.PrecacheSound(self.Primary.Sound)
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if CLIENT then
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-- We need to get these so we can scale everything to the player's current resolution.
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local iScreenWidth = surface.ScreenWidth()
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local iScreenHeight = surface.ScreenHeight()
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-- The following code is only slightly riped off from Night Eagle
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-- These tables are used to draw things like scopes and crosshairs to the HUD.
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-- so DONT GET RID OF IT!
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self.ScopeTable = {}
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self.ScopeTable.l = iScreenHeight*self.ScopeScale
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self.ScopeTable.x1 = 0.5*(iScreenWidth + self.ScopeTable.l)
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self.ScopeTable.y1 = 0.5*(iScreenHeight - self.ScopeTable.l)
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self.ScopeTable.x2 = self.ScopeTable.x1
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self.ScopeTable.y2 = 0.5*(iScreenHeight + self.ScopeTable.l)
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self.ScopeTable.x3 = 0.5*(iScreenWidth - self.ScopeTable.l)
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self.ScopeTable.y3 = self.ScopeTable.y2
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self.ScopeTable.x4 = self.ScopeTable.x3
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self.ScopeTable.y4 = self.ScopeTable.y1
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self.ScopeTable.l = (iScreenHeight + 1)*self.ScopeScale -- I don't know why this works, but it does.
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self.QuadTable = {}
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self.QuadTable.x1 = 0
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self.QuadTable.y1 = 0
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self.QuadTable.w1 = iScreenWidth
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self.QuadTable.h1 = 0.5*iScreenHeight - self.ScopeTable.l
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self.QuadTable.x2 = 0
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self.QuadTable.y2 = 0.5*iScreenHeight + self.ScopeTable.l
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self.QuadTable.w2 = self.QuadTable.w1
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self.QuadTable.h2 = self.QuadTable.h1
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self.QuadTable.x3 = 0
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self.QuadTable.y3 = 0
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self.QuadTable.w3 = 0.5*iScreenWidth - self.ScopeTable.l
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self.QuadTable.h3 = iScreenHeight
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self.QuadTable.x4 = 0.5*iScreenWidth + self.ScopeTable.l
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self.QuadTable.y4 = 0
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self.QuadTable.w4 = self.QuadTable.w3
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self.QuadTable.h4 = self.QuadTable.h3
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self.LensTable = {}
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self.LensTable.x = self.QuadTable.w3
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self.LensTable.y = self.QuadTable.h1
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self.LensTable.w = 2*self.ScopeTable.l
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self.LensTable.h = 2*self.ScopeTable.l
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self.ReticleTable = {}
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self.ReticleTable.wdivider = 3.125
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self.ReticleTable.hdivider = 1.7579/self.ReticleScale -- Draws the texture at 512 when the resolution is 1600x900
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self.ReticleTable.x = (iScreenWidth/2)-((iScreenHeight/self.ReticleTable.hdivider)/2)
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self.ReticleTable.y = (iScreenHeight/2)-((iScreenHeight/self.ReticleTable.hdivider)/2)
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self.ReticleTable.w = iScreenHeight/self.ReticleTable.hdivider
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self.ReticleTable.h = iScreenHeight/self.ReticleTable.hdivider
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self.FilterTable = {}
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self.FilterTable.wdivider = 3.125
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self.FilterTable.hdivider = 1.7579/1.35
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self.FilterTable.x = (iScreenWidth/2)-((iScreenHeight/self.FilterTable.hdivider)/2)
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self.FilterTable.y = (iScreenHeight/2)-((iScreenHeight/self.FilterTable.hdivider)/2)
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self.FilterTable.w = iScreenHeight/self.FilterTable.hdivider
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self.FilterTable.h = iScreenHeight/self.FilterTable.hdivider
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end
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if SERVER then
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self:SetNPCMinBurst(3)
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self:SetNPCMaxBurst(10)
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self:SetNPCFireRate(1)
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--self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_VERY_GOOD )
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end
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self:SetHoldType(self.HoldType)
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if CLIENT then
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-- // Create a new table for every weapon instance
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self.VElements = table.FullCopy( self.VElements )
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self.WElements = table.FullCopy( self.WElements )
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self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
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self:CreateModels(self.VElements) -- create viewmodels
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self:CreateModels(self.WElements) -- create worldmodels
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-- // init view model bone build function
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if IsValid(self.Owner) and self.Owner:IsPlayer() then
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if self.Owner:Alive() then
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local vm = self.Owner:GetViewModel()
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if IsValid(vm) then
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self:ResetBonePositions(vm)
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-- // Init viewmodel visibility
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if (self.ShowViewModel == nil or self.ShowViewModel) then
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vm:SetColor(Color(255,255,255,255))
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else
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-- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
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vm:SetMaterial("Debug/hsv")
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end
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end
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end
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end
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end
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if CLIENT then
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local oldpath = "vgui/hud/name" -- the path goes here
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local newpath = string.gsub(oldpath, "name", self.Gun)
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self.WepSelectIcon = surface.GetTextureID(newpath)
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end
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end
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function SWEP:BoltBack()
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if self.Weapon:Clip1() > 0 or self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) > 0 then
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timer.Simple(.25, function()
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if SERVER and self.Weapon != nil then
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self.Weapon:SetNWBool("Reloading", true)
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if self.Weapon:GetClass() == self.Gun then
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if(self:GetIronsights() == true) then
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self.Owner:SetFOV( 0, 0.3 )
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self:SetIronsights(false)
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self.Owner:DrawViewModel(true)
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end
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local boltactiontime = (self.Owner:GetViewModel():SequenceDuration())
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timer.Simple(boltactiontime + .1,
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function() if SERVER and self.Weapon != nil then
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self.Weapon:SetNWBool("Reloading", false)
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if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
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self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
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self.IronSightsPos = self.SightsPos -- Bring it up
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self.IronSightsAng = self.SightsAng -- Bring it up
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self.DrawCrosshair = false
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self:SetIronsights(true, self.Owner)
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self.Owner:DrawViewModel(false)
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end
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end
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end)
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end
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else return end end )
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end
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end
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function SWEP:Reload()
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if self.Owner:KeyDown(IN_USE) then return end
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self.Weapon:DefaultReload(ACT_VM_RELOAD)
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if !self.Owner:IsNPC() then
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self.Idle = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
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if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
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-- When the current clip < full clip and the rest of your ammo > 0, then
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self.Owner:SetFOV( 0, 0.3 )
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-- Zoom = 0
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self:SetIronsights(false)
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-- Set the ironsight to false
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self.Weapon:SetNWBool("Reloading", true)
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if CLIENT then return end
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self.Owner:DrawViewModel(true)
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end
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local waitdammit
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if self.Owner:GetViewModel() == nil then
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waitdammit = 3
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else
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waitdammit = (self.Owner:GetViewModel():SequenceDuration())
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end
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timer.Simple(waitdammit + .1, function()
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if self.Weapon != nil then
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self.Weapon:SetNWBool("Reloading", false)
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if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
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if CLIENT then return end
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self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
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self.IronSightsPos = self.SightsPos -- Bring it up
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self.IronSightsAng = self.SightsAng -- Bring it up
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self.DrawCrosshair = false
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self:SetIronsights(true, self.Owner)
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self.Owner:DrawViewModel(false)
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elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
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if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
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self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
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end
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self.IronSightsPos = self.RunSightsPos -- Hold it down
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self.IronSightsAng = self.RunSightsAng -- Hold it down
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self:SetIronsights(true, self.Owner) -- Set the ironsight true
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self.Owner:SetFOV( 0, 0.2 )
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else return end
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end end)
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end
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function SWEP:PostReloadScopeCheck()
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if self.Weapon != nil then
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self.Weapon:SetNWBool("Reloading", false)
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if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
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if CLIENT then return end
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self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
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self.IronSightsPos = self.SightsPos -- Bring it up
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self.IronSightsAng = self.SightsAng -- Bring it up
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self.DrawCrosshair = false
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self:SetIronsights(true, self.Owner)
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self.Owner:DrawViewModel(false)
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elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
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if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
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self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
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end
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self.IronSightsPos = self.RunSightsPos -- Hold it down
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self.IronSightsAng = self.RunSightsAng -- Hold it down
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self:SetIronsights(true, self.Owner) -- Set the ironsight true
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self.Owner:SetFOV( 0, 0.2 )
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else return end
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end
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end
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/*---------------------------------------------------------
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IronSight
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---------------------------------------------------------*/
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function SWEP:IronSight()
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if not IsValid(self) then return end
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if not IsValid(self.Owner) then return end
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if self.SelectiveFire and self.NextFireSelect < CurTime() and not (self.Weapon:GetNWBool("Reloading")) then
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if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_RELOAD) then
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self:SelectFireMode()
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end
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end
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if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_ATTACK2) then return end
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if self.Owner:KeyPressed(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you hold E and you can shoot then
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if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
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self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
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end
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self.IronSightsPos = self.RunSightsPos -- Hold it down
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self.IronSightsAng = self.RunSightsAng -- Hold it down
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self:SetIronsights(true, self.Owner) -- Set the ironsight true
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self.Owner:SetFOV( 0, 0.2 )
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end
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if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you hold E or run then
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if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
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self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
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end -- Lower the gun
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end
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if self.Owner:KeyReleased(IN_USE) || self.Owner:KeyReleased (IN_SPEED) then -- If you release E then
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self:SetIronsights(false, self.Owner) -- Set the ironsight true
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self.DrawCrosshair = self.XHair
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end
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if self.Owner:KeyPressed(IN_SPEED) || self.Owner:KeyPressed(IN_USE) then -- If you run then
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self.Owner:SetFOV( 0, 0.2 )
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self.DrawCrosshair = false
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if CLIENT then return end
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self.Owner:DrawViewModel(true)
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end
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if self.Owner:KeyPressed(IN_ATTACK2) and !self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then
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self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
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self.IronSightsPos = self.SightsPos -- Bring it up
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self.IronSightsAng = self.SightsAng -- Bring it up
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self.DrawCrosshair = false
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self:SetIronsights(true, self.Owner)
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if CLIENT then return end
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self.Owner:DrawViewModel(false)
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elseif self.Owner:KeyPressed(IN_ATTACK2) and not (self.Weapon:GetNWBool("Reloading")) and self.Owner:KeyDown(IN_SPEED) then
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if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
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self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
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end
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self.IronSightsPos = self.RunSightsPos -- Hold it down
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self.IronSightsAng = self.RunSightsAng -- Hold it down
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self:SetIronsights(true, self.Owner) -- Set the ironsight true
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self.Owner:SetFOV( 0, 0.2 )
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end
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if (self.Owner:KeyReleased(IN_ATTACK2) || self.Owner:KeyDown(IN_SPEED)) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
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self.Owner:SetFOV( 0, 0.2 )
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self:SetIronsights(false, self.Owner)
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self.DrawCrosshair = self.XHair
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-- Set the ironsight false
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if CLIENT then return end
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self.Owner:DrawViewModel(true)
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end
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if self.Owner:KeyDown(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
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self.SwayScale = 0.05
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self.BobScale = 0.05
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else
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self.SwayScale = 1.0
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self.BobScale = 1.0
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end
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end
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function SWEP:DrawHUD()
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if self.Owner:KeyDown(IN_ATTACK2) and (self:GetIronsights() == true) and (!self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_USE)) then
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if self.Secondary.UseACOG then
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-- Draw the FAKE SCOPE THANG
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surface.SetDrawColor(0, 0, 0, 255)
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surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
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surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
|
||||
-- Draw the CHEVRON
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_acogchevron"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
|
||||
-- Draw the ACOG REFERENCE LINES
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_acogcross"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseMilDot then
|
||||
-- Draw the MIL DOT SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_scopesight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseSVD then
|
||||
-- Draw the SVD SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_svdsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseParabolic then
|
||||
-- Draw the PARABOLIC SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_parabolicsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseElcan then
|
||||
-- Draw the RETICLE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_elcanreticle"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
|
||||
-- Draw the ELCAN SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_elcansight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseGreenDuplex then
|
||||
-- Draw the RETICLE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_nvgilluminatedduplex"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
|
||||
-- Draw the SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseAimpoint then
|
||||
-- Draw the RETICLE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/aimpoint"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
|
||||
-- Draw the SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
|
||||
end
|
||||
|
||||
if self.Secondary.UseMatador then
|
||||
|
||||
-- Draw the SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/rocketscope"))
|
||||
surface.DrawTexturedRect(self.LensTable.x-1, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:AdjustMouseSensitivity()
|
||||
|
||||
if self.Owner:KeyDown(IN_ATTACK2) then
|
||||
return (1/(self.Secondary.ScopeZoom/2))
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
@ -0,0 +1,9 @@
|
||||
include('shared.lua')
|
||||
|
||||
SWEP.PrintName = "" // 'Nice' Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 4 // Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 1 // Position in the slot
|
||||
SWEP.DrawAmmo = true // Should draw the default HL2 ammo counter // Should draw the default crosshair
|
||||
SWEP.DrawWeaponInfoBox = true // Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = true // Should the weapon icon bounce?
|
||||
SWEP.CSMuzzleFlashes = true
|
@ -0,0 +1,17 @@
|
||||
AddCSLuaFile( "cl_init.lua" )
|
||||
AddCSLuaFile( "shared.lua" )
|
||||
|
||||
include('shared.lua')
|
||||
|
||||
SWEP.Weight = 30 // Decides whether we should switch from/to this
|
||||
SWEP.AutoSwitchTo = true // Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon
|
||||
|
||||
-- function SWEP:Initialize()
|
||||
-- end
|
||||
|
||||
function SWEP:OnRemove()
|
||||
end
|
||||
|
||||
|
||||
|
@ -0,0 +1,192 @@
|
||||
// Variables that are used on both client and server
|
||||
-- Major thanks to rm-rf / for thinking up a solution to the reload glitch. Good man!
|
||||
|
||||
SWEP.Category = ""
|
||||
SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.MuzzleAttachment = "1" // Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" // Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.DrawCrosshair = true // Hell no, crosshairs r 4 nubz!
|
||||
SWEP.ViewModelFOV = 65 // How big the gun will look
|
||||
SWEP.ViewModelFlip = true // True for CSS models, False for HL2 models
|
||||
|
||||
SWEP.Spawnable = false
|
||||
SWEP.AdminSpawnable = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("") // Sound of the gun
|
||||
SWEP.Primary.RPM = 0 // This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 0 // Size of a clip
|
||||
SWEP.Primary.DefaultClip = 0 // Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 0 // Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0 // Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0 // Maximum side recoil (koolaid)
|
||||
SWEP.Primary.Automatic = true // Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "none" // What kind of ammo
|
||||
SWEP.Primary.Reloading = false // Reloading func
|
||||
|
||||
-- SWEP.Secondary.ClipSize = 0 // Size of a clip
|
||||
-- SWEP.Secondary.DefaultClip = 0 // Default number of bullets in a clip
|
||||
-- SWEP.Secondary.Automatic = false // Automatic/Semi Auto
|
||||
SWEP.Secondary.Ammo = ""
|
||||
SWEP.Secondary.IronFOV = 0 // How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} -- The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
|
||||
SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
|
||||
|
||||
SWEP.ShotgunReloading = false
|
||||
SWEP.ShotgunFinish = 0.5
|
||||
SWEP.ShellTime = 0.35
|
||||
SWEP.InsertingShell = false
|
||||
|
||||
SWEP.NextReload = 0
|
||||
|
||||
/*---------------------------------------------------------
|
||||
Name: SWEP:Think()
|
||||
Desc: Called every frame.
|
||||
---------------------------------------------------------*/
|
||||
function SWEP:Think()
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
if self.Owner.NextReload == nil then self.Owner.NextReload = CurTime() + 1 end
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
--if the owner presses shoot while the timer is in effect, then...
|
||||
if (self.Owner:KeyPressed(IN_ATTACK)) and (self.Weapon:GetNextPrimaryFire() <= CurTime()) and (timer.Exists(timerName)) and not (self.Owner:KeyDown(IN_SPEED)) then
|
||||
if self:CanPrimaryAttack() then --well first, if we actually can attack, then...
|
||||
|
||||
timer.Destroy(timerName) -- kill the timer, and
|
||||
self:PrimaryAttack()-- ATTAAAAACK!
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
if self.InsertingShell == true and self.Owner:Alive() then
|
||||
vm = self.Owner:GetViewModel()-- its a messy way to do it, but holy shit, it works!
|
||||
vm:ResetSequence(vm:LookupSequence("after_reload")) -- Fuck you, garry, why the hell can't I reset a sequence in multiplayer?
|
||||
vm:SetPlaybackRate(.01) -- or if I can, why does facepunch have to be such a shitty community, and your wiki have to be an unreadable goddamn mess?
|
||||
self.InsertingShell = false -- You get paid for this, what's your excuse?
|
||||
end
|
||||
|
||||
self:IronSight()
|
||||
|
||||
end
|
||||
|
||||
/*---------------------------------------------------------
|
||||
Name: SWEP:Deploy()
|
||||
Desc: Whip it out.
|
||||
---------------------------------------------------------*/
|
||||
function SWEP:Deploy()
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
|
||||
self:SetHoldType(self.HoldType)
|
||||
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
if (timer.Exists(timerName)) then
|
||||
timer.Destroy(timerName)
|
||||
end
|
||||
|
||||
self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + .25)
|
||||
self.Weapon:SetNextSecondaryFire(CurTime() + .25)
|
||||
self.ActionDelay = (CurTime() + .25)
|
||||
|
||||
if (SERVER) then
|
||||
self:SetIronsights(false)
|
||||
end
|
||||
|
||||
self.Owner.NextReload = CurTime() + 1
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
/*---------------------------------------------------------
|
||||
Name: SWEP:Reload()
|
||||
Desc: Reload is being pressed.
|
||||
---------------------------------------------------------*/
|
||||
function SWEP:Reload()
|
||||
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
|
||||
local maxcap = self.Primary.ClipSize
|
||||
local spaceavail = self.Weapon:Clip1()
|
||||
local shellz = (maxcap) - (spaceavail) + 1
|
||||
|
||||
if (timer.Exists("ShotgunReload_" .. self.Owner:UniqueID())) or self.Owner.NextReload > CurTime() or maxcap == spaceavail then return end
|
||||
|
||||
if self.Owner:IsPlayer() then
|
||||
|
||||
if self.Weapon:GetNextPrimaryFire() <= (CurTime()+2) then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + 2) -- wait TWO seconds before you can shoot again
|
||||
end
|
||||
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim
|
||||
self.Owner:SetAnimation( PLAYER_RELOAD )
|
||||
|
||||
self.Owner.NextReload = CurTime() + 1
|
||||
|
||||
if (SERVER) then
|
||||
self.Owner:SetFOV( 0, 0.15 )
|
||||
self:SetIronsights(false)
|
||||
end
|
||||
|
||||
if SERVER and self.Owner:Alive() then
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
timer.Create(timerName,
|
||||
(self.ShellTime + .05),
|
||||
shellz,
|
||||
function() if not IsValid(self) then return end
|
||||
if IsValid(self.Owner) and IsValid(self.Weapon) then
|
||||
if self.Owner:Alive() then
|
||||
self:InsertShell()
|
||||
end
|
||||
end end)
|
||||
end
|
||||
|
||||
elseif self.Owner:IsNPC() then
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:InsertShell()
|
||||
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
if self.Owner:Alive() then
|
||||
local curwep = self.Owner:GetActiveWeapon()
|
||||
if curwep:GetClass() != self.Gun then
|
||||
timer.Destroy(timerName)
|
||||
return end
|
||||
|
||||
if (self.Weapon:Clip1() >= self.Primary.ClipSize or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) then
|
||||
-- if clip is full or ammo is out, then...
|
||||
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) -- send the pump anim
|
||||
timer.Destroy(timerName) -- kill the timer
|
||||
elseif (self.Weapon:Clip1() <= self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) >= 0) then
|
||||
self.InsertingShell = true --well, I tried!
|
||||
timer.Simple( .05, function() self:ShellAnimCaller() end)
|
||||
self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan
|
||||
self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire
|
||||
end
|
||||
else
|
||||
timer.Destroy(timerName) -- kill the timer
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:ShellAnimCaller()
|
||||
self.Weapon:SendWeaponAnim(ACT_VM_RELOAD)
|
||||
end
|
@ -0,0 +1,79 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_acr") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "ACR" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 21 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_rif_msda.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_masada_acr.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Masada.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 825 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(2.668, 0, 0.675)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(2.668, 0, 0.675)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
|
||||
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,86 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_ak47") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "AK-47" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 22 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_dot_ak47.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_ak47_m9k.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("47ak.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 65 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .013 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
-- SWEP.IronSightsPos = Vector(4.394, -3.75, 1.48)
|
||||
-- SWEP.IronSightsAng = Vector(1.419, -0.35, 0)
|
||||
-- SWEP.SightsPos = Vector(4.394, -3.75, 1.48)
|
||||
-- SWEP.SightsAng = Vector(1.419, -0.35, 0)
|
||||
|
||||
SWEP.IronSightsPos = Vector(4.539, -4.238, 1.799)
|
||||
SWEP.IronSightsAng = Vector(0.958, -0.021, 0)
|
||||
SWEP.SightsPos = Vector(4.539, -4.238, 1.799)
|
||||
SWEP.SightsAng = Vector(0.958, -0.021, 0)
|
||||
SWEP.RunSightsPos = Vector(-1.841, -3.386, 0.708)
|
||||
SWEP.RunSightsAng = Vector(-7.441, -41.614, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,79 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_ak74") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "AK-74" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 23 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.ViewModelFOV = 65
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_tct_ak47.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_tct_ak47.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Tactic_AK47.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 31 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector (2.0378, -3.8941, 0.8809)
|
||||
SWEP.IronSightsAng = Vector (0, 0, 0)
|
||||
SWEP.SightsPos = Vector (2.0378, -3.8941, 0.8809)
|
||||
SWEP.SightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,82 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_amd65") -- must be the name of your swep
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "AMD 65" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 24 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_amd_65.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_amd_65.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("amd65.single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 20 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = .7 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.2 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2"
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 31 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .021 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .011 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
//just cleaning up an empty spot that bugs me
|
||||
SWEP.VElements = {
|
||||
["element"] = { type = "Model", model = "models/Mechanics/wheels/wheel_speed_72.mdl", bone = "Havana Daydreamin", rel = "", pos = Vector(-0.15, -5.336, 1.608), angle = Angle(0, 0, 90), size = Vector(0.009, 0.009, 0.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
|
||||
}
|
||||
|
||||
SWEP.IronSightsPos = Vector(3.5, -2.21, 2.115)
|
||||
SWEP.IronSightsAng = Vector(-3.701, 0, 0)
|
||||
SWEP.SightsPos = Vector(3.5, -2.21, 2.115)
|
||||
SWEP.SightsAng = Vector(-3.701, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-5.198, -9.164, 0)
|
||||
SWEP.RunSightsAng = Vector(-8.825, -70, 0)
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
167
m9k_assault_rifles_fatal_edition/lua/weapons/m9k_an94/shared.lua
Normal file
167
m9k_assault_rifles_fatal_edition/lua/weapons/m9k_an94/shared.lua
Normal file
@ -0,0 +1,167 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_an94") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "AN-94" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 25 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 55
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_rif_an_94.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_rif_an_94.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("an94.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 31 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .015 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .005 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(4.552, 0, 3.062)
|
||||
SWEP.IronSightsAng = Vector(0.93, -0.5, 0)
|
||||
SWEP.SightsPos = Vector(4.552, 0, 3.062)
|
||||
SWEP.SightsAng = Vector(0.93, -0.5, 0)
|
||||
SWEP.RunSightsPos = Vector(-5.277, -8.584, 2.598)
|
||||
SWEP.RunSightsAng = Vector(-12.954, -52.088, 0)
|
||||
|
||||
SWEP.Primary.Burst = false
|
||||
|
||||
function SWEP:SelectFireMode()
|
||||
|
||||
if self.Primary.Burst then
|
||||
self.Primary.Burst = false
|
||||
self.NextFireSelect = CurTime() + .5
|
||||
if CLIENT then
|
||||
self.Owner:PrintMessage(HUD_PRINTTALK, "Automatic selected.")
|
||||
end
|
||||
self.Weapon:EmitSound("Weapon_AR2.Empty")
|
||||
self.Primary.NumShots = 1
|
||||
self.Primary.Sound = Sound("an94.single")
|
||||
self.Primary.Automatic = true
|
||||
else
|
||||
self.Primary.Burst = true
|
||||
self.NextFireSelect = CurTime() + .5
|
||||
if CLIENT then
|
||||
self.Owner:PrintMessage(HUD_PRINTTALK, "Burst fire selected.")
|
||||
end
|
||||
self.Weapon:EmitSound("Weapon_AR2.Empty")
|
||||
self.Primary.NumShots = 2
|
||||
self.Primary.Sound = Sound("an94.double")
|
||||
self.Primary.Automatic = false
|
||||
end
|
||||
end
|
||||
|
||||
SWEP.Primary.PrevShots = SWEP.Primary.NumShots
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
|
||||
self.ShootThese = self.Primary.NumShots
|
||||
|
||||
if self.Primary.Burst then
|
||||
if self.Primary.NumShots > self.Owner:GetActiveWeapon():Clip1() then
|
||||
self.Primary.NumShots = 1
|
||||
self.ShootThese = 1
|
||||
self.Primary.Sound = Sound("an94.single")
|
||||
else
|
||||
self.Primary.NumShots = 2
|
||||
self.ShootThese = 2
|
||||
self.Primary.Sound = Sound("an94.double")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
|
||||
self:ShootBulletInformation()
|
||||
self.Weapon:TakePrimaryAmmo(self.ShootThese)
|
||||
|
||||
if self.Silenced then
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED )
|
||||
self.Weapon:EmitSound(self.Primary.SilencedSound)
|
||||
else
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
|
||||
self.Weapon:EmitSound(self.Primary.Sound)
|
||||
end
|
||||
|
||||
local fx = EffectData()
|
||||
fx:SetEntity(self.Weapon)
|
||||
fx:SetOrigin(self.Owner:GetShootPos())
|
||||
fx:SetNormal(self.Owner:GetAimVector())
|
||||
fx:SetAttachment(self.MuzzleAttachment)
|
||||
if GetConVar("M9KGasEffect") != nil then
|
||||
if GetConVar("M9KGasEffect"):GetBool() then
|
||||
util.Effect("m9k_rg_muzzle_rifle",fx)
|
||||
end
|
||||
end
|
||||
self.Owner:SetAnimation( PLAYER_ATTACK1 )
|
||||
self.Owner:MuzzleFlash()
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
self:CheckWeaponsAndAmmo()
|
||||
self.RicochetCoin = (math.random(1,4))
|
||||
if self.BoltAction then self:BoltBack() end
|
||||
end
|
||||
elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then
|
||||
self:ShootBulletInformation()
|
||||
self.Weapon:TakePrimaryAmmo(self.ShootThese)
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
|
||||
self.Weapon:EmitSound(self.Primary.Sound)
|
||||
self.Owner:SetAnimation( PLAYER_ATTACK1 )
|
||||
self.Owner:MuzzleFlash()
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
self.RicochetCoin = (math.random(1,4))
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,90 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_auga3") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Steyr AUG A3" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 26 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- Set false if you want no crosshair from hip
|
||||
SWEP.Weight = 30 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "smg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_auga3sa.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_auga3.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("aug_a3.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 700 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = .4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 4
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = true
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.5
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 22 --base damage per bullet
|
||||
SWEP.Primary.Spread = .025 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .02 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector (2.275, -2.9708, 0.5303)
|
||||
SWEP.IronSightsAng = Vector (0, 0, 0)
|
||||
SWEP.SightsPos = Vector (2.275, -2.9708, 0.5303)
|
||||
SWEP.SightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
|
||||
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,90 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_f2000") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = "iron angles by Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "F2000" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 27 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 30 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_tct_f2000.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_fn_f2000.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_F2000.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 850 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = .4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .4 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "smg1" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 4
|
||||
SWEP.Secondary.UseACOG = true -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.5
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 23 --base damage per bullet
|
||||
SWEP.Primary.Spread = .025 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .015 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(3.499, 0, 1.08)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(3.499, 0, 1.08)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-7.705, -2.623, 1.475)
|
||||
SWEP.RunSightsAng = Vector(-11.476, -55.083, -2.296)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,80 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_fal") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "FN FAL" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 28 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 55
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_fnfalnato.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_fn_fal.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("fnfal.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 20 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-3.161, -1.068, 1.24)
|
||||
SWEP.IronSightsAng = Vector(0.425, 0.05, 0)
|
||||
SWEP.SightsPos = Vector(-3.161, -1.068, 1.24)
|
||||
SWEP.SightsAng = Vector(0.425, 0.05, 0)
|
||||
SWEP.RunSightsPos = Vector(2.598, -2.441, 0.36)
|
||||
SWEP.RunSightsAng = Vector(-7.993, 37.756, -6.89)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,79 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_famas") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "FAMAS" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 29 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 65
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_tct_famas.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_tct_famas.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_FAMTC.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 950 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 29 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-3.342, 0, 0.247)
|
||||
SWEP.IronSightsAng = Vector(0, -0.438, 0)
|
||||
SWEP.SightsPos = Vector(-3.342, 0, 0.247)
|
||||
SWEP.SightsAng = Vector(0, -0.438, 0)
|
||||
SWEP.RunSightsPos = Vector (0.9926, -3.6313, 0.4169)
|
||||
SWEP.RunSightsAng = Vector (-9.1165, 43.8507, -18.2067)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,80 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_g36") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "G36" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 31 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_rif_g362.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_hk_g36c.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("G36.single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 28 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(2.865, -0.857, 1.06)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(2.865, -0.857, 1.06)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-6, -2.571, -0.04)
|
||||
SWEP.RunSightsAng = Vector(-11, -43, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,81 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_g3a3") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "HK G3A3" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 30 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_hk_g3_rif.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_hk_g3.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("hk_g3_weapon.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 550 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 20 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 33 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .026 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .016 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-2.419, -2.069, 1.498)
|
||||
SWEP.IronSightsAng = Vector(-0.109, -0.281, 0)
|
||||
SWEP.SightsPos = Vector(-2.419, -2.069, 1.498)
|
||||
SWEP.SightsAng = Vector(-0.109, -0.281, 0)
|
||||
SWEP.RunSightsPos = Vector(3.384, -3.044, -0.264)
|
||||
SWEP.RunSightsAng = Vector(-7.402, 43.334, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,91 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_l85") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "L85" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 32 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- Set false if you want no crosshair from hip
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_rif_l85.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_l85a2.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_l85.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 675 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = .4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 4
|
||||
SWEP.Secondary.UseACOG = true -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.5
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 29 --base damage per bullet
|
||||
SWEP.Primary.Spread = .023 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .015 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector (2.275, -2.9708, 0.5303)
|
||||
SWEP.IronSightsAng = Vector (0, 0, 0)
|
||||
SWEP.SightsPos = Vector (2.275, -2.9708, 0.5303)
|
||||
SWEP.SightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
|
||||
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,79 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m14sp") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "M14" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 34 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_snip_m14sp.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_snip_m14sp.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_M14SP.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 20 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 45 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 32 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .01 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector (-2.7031, -1.0539, 1.6562)
|
||||
SWEP.IronSightsAng = Vector (0, 0, 0)
|
||||
SWEP.SightsPos = Vector (-2.7031, -1.0539, 1.6562)
|
||||
SWEP.SightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (0.9642, -0.6371, 0.4936)
|
||||
SWEP.RunSightsAng = Vector (-11.0116, 47.5223, -15.3199)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,88 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m16a4_acog") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "M16A4 ACOG" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 35 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- Set false if you want no crosshair from hip
|
||||
SWEP.Weight = 30 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_M16_acog.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_dmg_m16ag.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Dmgfok_M16A4.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 850 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = .4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 4
|
||||
SWEP.Secondary.UseACOG = true -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.5
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 --base damage per bullet
|
||||
SWEP.Primary.Spread = .015 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .01 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector (2.275, -2.9708, 0.5303)
|
||||
SWEP.IronSightsAng = Vector (0, 0, 0)
|
||||
SWEP.SightsPos = Vector (2.275, -2.9708, 0.5303)
|
||||
SWEP.SightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
|
||||
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,83 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m416") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "HK 416" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 36 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_hk416rif.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_hk_416.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("hk416weapon.UnsilSingle") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.SilencedSound = Sound("hk416weapon.SilencedSingle")
|
||||
SWEP.Primary.RPM = 800 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.CanBeSilenced = true
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-2.892, -2.132, 0.5)
|
||||
SWEP.IronSightsAng = Vector(-0.033, 0.07, 0)
|
||||
SWEP.SightsPos = Vector(-2.892, -2.132, 0.5)
|
||||
SWEP.SightsAng = Vector(-0.033, 0.07, 0)
|
||||
SWEP.RunSightsPos = Vector(2.125, -0.866, 1.496)
|
||||
SWEP.RunSightsAng = Vector(-18.08, 30.59, 0)
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,79 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m4a1") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "M4A1 Iron" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 33 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_m4a1_iron.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_m4a1_iron.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Dmgfok_M4A1.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 800 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
|
||||
SWEP.IronSightsAng = Vector (-0.0105, -0.0061, 0)
|
||||
SWEP.SightsPos = Vector (2.4537, 1.0923, 0.2696)
|
||||
SWEP.SightsAng = Vector (-0.0105, -0.0061, 0)
|
||||
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
|
||||
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,84 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_scar") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "SCAR" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 37 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_fnscarh.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_fn_scar_h.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Wep_fnscarh.single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 625 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-2.652, 0.187, -0.003)
|
||||
SWEP.IronSightsAng = Vector(2.565, 0.034, 0)
|
||||
SWEP.SightsPos = Vector(-2.652, 0.187, -0.003)
|
||||
SWEP.SightsAng = Vector(2.565, 0.034, 0)
|
||||
SWEP.RunSightsPos = Vector(6.063, -1.969, 0)
|
||||
SWEP.RunSightsAng = Vector(-11.655, 57.597, 3.582)
|
||||
|
||||
SWEP.VElements = {
|
||||
["rect"] = { type = "Model", model = "models/hunter/plates/plate1x1.mdl", bone = "gun_root", rel = "", pos = Vector(0, -0.461, 3.479), angle = Angle(0, 0, 90), size = Vector(0.009, 0.009, 0.009), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/eotech/rect", skin = 0, bodygroup = {} }
|
||||
}
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,81 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_tar21") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "TAR-21" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 38 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_imi_tavor.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_imi_tar21.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Wep_imitavor.single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 900 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .027 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .016 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-1.825, 0.685, 0.155)
|
||||
SWEP.IronSightsAng = Vector(0.768, 0, 0)
|
||||
SWEP.SightsPos = Vector(-1.825, 0.685, 0.155)
|
||||
SWEP.SightsAng = Vector(0.768, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(3.858, 0.079, -1.025)
|
||||
SWEP.RunSightsAng = Vector(-5.237, 49.648, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,77 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_val") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "AS VAL" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 39 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_dmg_vally.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_dmg_vally.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Dmgfok_vally.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 900 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 20 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 27 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .019 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .008 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector (-2.2442, -1.8353, 1.0599)
|
||||
SWEP.IronSightsAng = Vector (1.0513, 0.0322, 0)
|
||||
SWEP.SightsPos = Vector (-2.2442, -1.8353, 1.0599)
|
||||
SWEP.SightsAng = Vector (1.0513, 0.0322, 0)
|
||||
SWEP.RunSightsPos = Vector (0.3339, -2.043, 0.6273)
|
||||
SWEP.RunSightsAng = Vector (-11.5931, 48.4648, -19.7039)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,77 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_vikhr") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "SR-3M Vikhr" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 40 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_dmg_vikhr.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_dmg_vikhr.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Dmgfok_vikhr.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 900 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "smg1" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 29 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .014 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector (-2.2363, -1.0859, 0.5292)
|
||||
SWEP.IronSightsAng = Vector (1.4076, 0.0907, 0)
|
||||
SWEP.SightsPos = Vector (-2.2363, -1.0859, 0.5292)
|
||||
SWEP.SightsAng = Vector (1.4076, 0.0907, 0)
|
||||
SWEP.RunSightsPos = Vector (0.3339, -2.043, 0.6273)
|
||||
SWEP.RunSightsAng = Vector (-11.5931, 48.4648, -19.7039)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,91 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_winchester73") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "73 Winchester Carbine" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 41 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_winchester1873.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_winchester_1873.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_73.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 66 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 8 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = .2 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "AirboatGun" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
SWEP.ShellTime = .54
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 85 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .01 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!, but this isn't a shotgun so whatever, man!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(4.356, 0, 2.591)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(4.356, 0, 2.591)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.GSightsPos = Vector (0, 0, 0)
|
||||
SWEP.GSightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
SWEP.ViewModelBoneMods = {
|
||||
["shell"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
|
||||
}
|
||||
|
||||
if (gmod.GetGamemode().Name == "Murderthon 9000") then
|
||||
|
||||
SWEP.Slot = 1 -- Slot in the weapon selection menu
|
||||
SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better
|
||||
|
||||
end
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
File diff suppressed because it is too large
Load Diff
1359
m9k_heavy_weapons_fatal_edition/lua/weapons/bobs_gun_base/shared.lua
Normal file
1359
m9k_heavy_weapons_fatal_edition/lua/weapons/bobs_gun_base/shared.lua
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,9 @@
|
||||
include('shared.lua')
|
||||
|
||||
SWEP.PrintName = "" // 'Nice' Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 4 // Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 1 // Position in the slot
|
||||
SWEP.DrawAmmo = true // Should draw the default HL2 ammo counter // Should draw the default crosshair
|
||||
SWEP.DrawWeaponInfoBox = true // Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = true // Should the weapon icon bounce?
|
||||
SWEP.CSMuzzleFlashes = true
|
@ -0,0 +1,17 @@
|
||||
AddCSLuaFile( "cl_init.lua" )
|
||||
AddCSLuaFile( "shared.lua" )
|
||||
|
||||
include('shared.lua')
|
||||
|
||||
SWEP.Weight = 30 // Decides whether we should switch from/to this
|
||||
SWEP.AutoSwitchTo = true // Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon
|
||||
|
||||
-- function SWEP:Initialize()
|
||||
-- end
|
||||
|
||||
function SWEP:OnRemove()
|
||||
end
|
||||
|
||||
|
||||
|
@ -0,0 +1,461 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Category = ""
|
||||
SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.DrawCrosshair = true
|
||||
SWEP.ViewModelFOV = 65
|
||||
SWEP.ViewModelFlip = true
|
||||
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
|
||||
SWEP.Spawnable = false
|
||||
SWEP.AdminSpawnable = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("") -- Sound of the gun
|
||||
SWEP.Primary.Round = ("") -- What kind of bullet?
|
||||
SWEP.Primary.RPM = 0 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.Cone = 0.15 -- Accuracy of NPCs
|
||||
SWEP.Primary.Recoil = 10
|
||||
SWEP.Primary.Damage = 10
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.NumShots = 1
|
||||
SWEP.Primary.ClipSize = 0 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 0 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "none" -- What kind of ammo
|
||||
|
||||
-- SWEP.Secondary.ClipSize = 0 -- Size of a clip
|
||||
-- SWEP.Secondary.DefaultClip = 0 -- Default number of bullets in a clip
|
||||
-- SWEP.Secondary.Automatic = false -- Automatic/Semi Auto if
|
||||
SWEP.Secondary.Ammo = ""
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 0
|
||||
SWEP.Secondary.UseACOG = false
|
||||
SWEP.Secondary.UseMilDot = false
|
||||
SWEP.Secondary.UseSVD = false
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
|
||||
SWEP.Scoped = true
|
||||
|
||||
SWEP.BoltAction = false
|
||||
|
||||
SWEP.Penetration = true
|
||||
SWEP.Ricochet = true
|
||||
SWEP.MaxRicochet = 10
|
||||
|
||||
SWEP.Tracer = 0
|
||||
|
||||
SWEP.data = {} -- The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.5
|
||||
SWEP.ReticleScale = 0.5
|
||||
SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
|
||||
SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
|
||||
|
||||
function SWEP:Initialize()
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
util.PrecacheSound(self.Primary.Sound)
|
||||
if CLIENT then
|
||||
|
||||
-- We need to get these so we can scale everything to the player's current resolution.
|
||||
local iScreenWidth = surface.ScreenWidth()
|
||||
local iScreenHeight = surface.ScreenHeight()
|
||||
|
||||
-- The following code is only slightly riped off from Night Eagle
|
||||
-- These tables are used to draw things like scopes and crosshairs to the HUD.
|
||||
-- so DONT GET RID OF IT!
|
||||
|
||||
self.ScopeTable = {}
|
||||
self.ScopeTable.l = iScreenHeight*self.ScopeScale
|
||||
self.ScopeTable.x1 = 0.5*(iScreenWidth + self.ScopeTable.l)
|
||||
self.ScopeTable.y1 = 0.5*(iScreenHeight - self.ScopeTable.l)
|
||||
self.ScopeTable.x2 = self.ScopeTable.x1
|
||||
self.ScopeTable.y2 = 0.5*(iScreenHeight + self.ScopeTable.l)
|
||||
self.ScopeTable.x3 = 0.5*(iScreenWidth - self.ScopeTable.l)
|
||||
self.ScopeTable.y3 = self.ScopeTable.y2
|
||||
self.ScopeTable.x4 = self.ScopeTable.x3
|
||||
self.ScopeTable.y4 = self.ScopeTable.y1
|
||||
self.ScopeTable.l = (iScreenHeight + 1)*self.ScopeScale -- I don't know why this works, but it does.
|
||||
|
||||
self.QuadTable = {}
|
||||
self.QuadTable.x1 = 0
|
||||
self.QuadTable.y1 = 0
|
||||
self.QuadTable.w1 = iScreenWidth
|
||||
self.QuadTable.h1 = 0.5*iScreenHeight - self.ScopeTable.l
|
||||
self.QuadTable.x2 = 0
|
||||
self.QuadTable.y2 = 0.5*iScreenHeight + self.ScopeTable.l
|
||||
self.QuadTable.w2 = self.QuadTable.w1
|
||||
self.QuadTable.h2 = self.QuadTable.h1
|
||||
self.QuadTable.x3 = 0
|
||||
self.QuadTable.y3 = 0
|
||||
self.QuadTable.w3 = 0.5*iScreenWidth - self.ScopeTable.l
|
||||
self.QuadTable.h3 = iScreenHeight
|
||||
self.QuadTable.x4 = 0.5*iScreenWidth + self.ScopeTable.l
|
||||
self.QuadTable.y4 = 0
|
||||
self.QuadTable.w4 = self.QuadTable.w3
|
||||
self.QuadTable.h4 = self.QuadTable.h3
|
||||
|
||||
self.LensTable = {}
|
||||
self.LensTable.x = self.QuadTable.w3
|
||||
self.LensTable.y = self.QuadTable.h1
|
||||
self.LensTable.w = 2*self.ScopeTable.l
|
||||
self.LensTable.h = 2*self.ScopeTable.l
|
||||
|
||||
self.ReticleTable = {}
|
||||
self.ReticleTable.wdivider = 3.125
|
||||
self.ReticleTable.hdivider = 1.7579/self.ReticleScale -- Draws the texture at 512 when the resolution is 1600x900
|
||||
self.ReticleTable.x = (iScreenWidth/2)-((iScreenHeight/self.ReticleTable.hdivider)/2)
|
||||
self.ReticleTable.y = (iScreenHeight/2)-((iScreenHeight/self.ReticleTable.hdivider)/2)
|
||||
self.ReticleTable.w = iScreenHeight/self.ReticleTable.hdivider
|
||||
self.ReticleTable.h = iScreenHeight/self.ReticleTable.hdivider
|
||||
|
||||
self.FilterTable = {}
|
||||
self.FilterTable.wdivider = 3.125
|
||||
self.FilterTable.hdivider = 1.7579/1.35
|
||||
self.FilterTable.x = (iScreenWidth/2)-((iScreenHeight/self.FilterTable.hdivider)/2)
|
||||
self.FilterTable.y = (iScreenHeight/2)-((iScreenHeight/self.FilterTable.hdivider)/2)
|
||||
self.FilterTable.w = iScreenHeight/self.FilterTable.hdivider
|
||||
self.FilterTable.h = iScreenHeight/self.FilterTable.hdivider
|
||||
|
||||
|
||||
end
|
||||
if SERVER then
|
||||
self:SetNPCMinBurst(3)
|
||||
self:SetNPCMaxBurst(10)
|
||||
self:SetNPCFireRate(1)
|
||||
--self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_VERY_GOOD )
|
||||
end
|
||||
self:SetHoldType(self.HoldType)
|
||||
|
||||
if CLIENT then
|
||||
|
||||
-- // Create a new table for every weapon instance
|
||||
self.VElements = table.FullCopy( self.VElements )
|
||||
self.WElements = table.FullCopy( self.WElements )
|
||||
self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
|
||||
|
||||
self:CreateModels(self.VElements) -- create viewmodels
|
||||
self:CreateModels(self.WElements) -- create worldmodels
|
||||
|
||||
-- // init view model bone build function
|
||||
if IsValid(self.Owner) and self.Owner:IsPlayer() then
|
||||
if self.Owner:Alive() then
|
||||
local vm = self.Owner:GetViewModel()
|
||||
if IsValid(vm) then
|
||||
self:ResetBonePositions(vm)
|
||||
-- // Init viewmodel visibility
|
||||
if (self.ShowViewModel == nil or self.ShowViewModel) then
|
||||
vm:SetColor(Color(255,255,255,255))
|
||||
else
|
||||
-- // however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
|
||||
vm:SetMaterial("Debug/hsv")
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if CLIENT then
|
||||
local oldpath = "vgui/hud/name" -- the path goes here
|
||||
local newpath = string.gsub(oldpath, "name", self.Gun)
|
||||
self.WepSelectIcon = surface.GetTextureID(newpath)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:BoltBack()
|
||||
if self.Weapon:Clip1() > 0 or self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) > 0 then
|
||||
timer.Simple(.25, function()
|
||||
if SERVER and self.Weapon != nil then
|
||||
self.Weapon:SetNWBool("Reloading", true)
|
||||
if self.Weapon:GetClass() == self.Gun then
|
||||
if(self:GetIronsights() == true) then
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
self:SetIronsights(false)
|
||||
self.Owner:DrawViewModel(true)
|
||||
end
|
||||
local boltactiontime = (self.Owner:GetViewModel():SequenceDuration())
|
||||
timer.Simple(boltactiontime + .1,
|
||||
function() if SERVER and self.Weapon != nil then
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
|
||||
self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
|
||||
self.IronSightsPos = self.SightsPos -- Bring it up
|
||||
self.IronSightsAng = self.SightsAng -- Bring it up
|
||||
self.DrawCrosshair = false
|
||||
self:SetIronsights(true, self.Owner)
|
||||
self.Owner:DrawViewModel(false)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
||||
else return end end )
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:Reload()
|
||||
|
||||
if self.Owner:KeyDown(IN_USE) then return end
|
||||
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
if !self.Owner:IsNPC() then
|
||||
self.Idle = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
|
||||
|
||||
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
|
||||
-- When the current clip < full clip and the rest of your ammo > 0, then
|
||||
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
-- Zoom = 0
|
||||
|
||||
self:SetIronsights(false)
|
||||
-- Set the ironsight to false
|
||||
self.Weapon:SetNWBool("Reloading", true)
|
||||
if CLIENT then return end
|
||||
self.Owner:DrawViewModel(true)
|
||||
end
|
||||
|
||||
local waitdammit
|
||||
if self.Owner:GetViewModel() == nil then
|
||||
waitdammit = 3
|
||||
else
|
||||
waitdammit = (self.Owner:GetViewModel():SequenceDuration())
|
||||
end
|
||||
timer.Simple(waitdammit + .1, function()
|
||||
if self.Weapon != nil then
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
|
||||
if CLIENT then return end
|
||||
self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
|
||||
self.IronSightsPos = self.SightsPos -- Bring it up
|
||||
self.IronSightsAng = self.SightsAng -- Bring it up
|
||||
self.DrawCrosshair = false
|
||||
self:SetIronsights(true, self.Owner)
|
||||
self.Owner:DrawViewModel(false)
|
||||
elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
|
||||
if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
|
||||
end
|
||||
self.IronSightsPos = self.RunSightsPos -- Hold it down
|
||||
self.IronSightsAng = self.RunSightsAng -- Hold it down
|
||||
self:SetIronsights(true, self.Owner) -- Set the ironsight true
|
||||
self.Owner:SetFOV( 0, 0.2 )
|
||||
else return end
|
||||
end end)
|
||||
end
|
||||
|
||||
function SWEP:PostReloadScopeCheck()
|
||||
if self.Weapon != nil then
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
|
||||
if CLIENT then return end
|
||||
self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
|
||||
self.IronSightsPos = self.SightsPos -- Bring it up
|
||||
self.IronSightsAng = self.SightsAng -- Bring it up
|
||||
self.DrawCrosshair = false
|
||||
self:SetIronsights(true, self.Owner)
|
||||
self.Owner:DrawViewModel(false)
|
||||
elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
|
||||
if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
|
||||
end
|
||||
self.IronSightsPos = self.RunSightsPos -- Hold it down
|
||||
self.IronSightsAng = self.RunSightsAng -- Hold it down
|
||||
self:SetIronsights(true, self.Owner) -- Set the ironsight true
|
||||
self.Owner:SetFOV( 0, 0.2 )
|
||||
else return end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
/*---------------------------------------------------------
|
||||
IronSight
|
||||
---------------------------------------------------------*/
|
||||
function SWEP:IronSight()
|
||||
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
|
||||
if self.SelectiveFire and self.NextFireSelect < CurTime() and not (self.Weapon:GetNWBool("Reloading")) then
|
||||
if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_RELOAD) then
|
||||
self:SelectFireMode()
|
||||
end
|
||||
end
|
||||
|
||||
if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_ATTACK2) then return end
|
||||
|
||||
if self.Owner:KeyPressed(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you hold E and you can shoot then
|
||||
if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
|
||||
end
|
||||
self.IronSightsPos = self.RunSightsPos -- Hold it down
|
||||
self.IronSightsAng = self.RunSightsAng -- Hold it down
|
||||
self:SetIronsights(true, self.Owner) -- Set the ironsight true
|
||||
self.Owner:SetFOV( 0, 0.2 )
|
||||
end
|
||||
|
||||
if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then -- If you hold E or run then
|
||||
if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
|
||||
end -- Lower the gun
|
||||
end
|
||||
|
||||
if self.Owner:KeyReleased(IN_USE) || self.Owner:KeyReleased (IN_SPEED) then -- If you release E then
|
||||
self:SetIronsights(false, self.Owner) -- Set the ironsight true
|
||||
self.DrawCrosshair = self.XHair
|
||||
end
|
||||
|
||||
|
||||
if self.Owner:KeyPressed(IN_SPEED) || self.Owner:KeyPressed(IN_USE) then -- If you run then
|
||||
self.Owner:SetFOV( 0, 0.2 )
|
||||
self.DrawCrosshair = false
|
||||
if CLIENT then return end
|
||||
self.Owner:DrawViewModel(true)
|
||||
end
|
||||
|
||||
if self.Owner:KeyPressed(IN_ATTACK2) and !self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then
|
||||
self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
|
||||
self.IronSightsPos = self.SightsPos -- Bring it up
|
||||
self.IronSightsAng = self.SightsAng -- Bring it up
|
||||
self.DrawCrosshair = false
|
||||
self:SetIronsights(true, self.Owner)
|
||||
if CLIENT then return end
|
||||
self.Owner:DrawViewModel(false)
|
||||
elseif self.Owner:KeyPressed(IN_ATTACK2) and not (self.Weapon:GetNWBool("Reloading")) and self.Owner:KeyDown(IN_SPEED) then
|
||||
if self.Weapon:GetNextPrimaryFire() <= (CurTime()+0.3) then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
|
||||
end
|
||||
self.IronSightsPos = self.RunSightsPos -- Hold it down
|
||||
self.IronSightsAng = self.RunSightsAng -- Hold it down
|
||||
self:SetIronsights(true, self.Owner) -- Set the ironsight true
|
||||
self.Owner:SetFOV( 0, 0.2 )
|
||||
end
|
||||
|
||||
if (self.Owner:KeyReleased(IN_ATTACK2) || self.Owner:KeyDown(IN_SPEED)) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
|
||||
self.Owner:SetFOV( 0, 0.2 )
|
||||
self:SetIronsights(false, self.Owner)
|
||||
self.DrawCrosshair = self.XHair
|
||||
-- Set the ironsight false
|
||||
if CLIENT then return end
|
||||
self.Owner:DrawViewModel(true)
|
||||
end
|
||||
|
||||
if self.Owner:KeyDown(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
|
||||
self.SwayScale = 0.05
|
||||
self.BobScale = 0.05
|
||||
else
|
||||
self.SwayScale = 1.0
|
||||
self.BobScale = 1.0
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:DrawHUD()
|
||||
|
||||
|
||||
if self.Owner:KeyDown(IN_ATTACK2) and (self:GetIronsights() == true) and (!self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_USE)) then
|
||||
|
||||
if self.Secondary.UseACOG then
|
||||
-- Draw the FAKE SCOPE THANG
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
|
||||
-- Draw the CHEVRON
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_acogchevron"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
|
||||
-- Draw the ACOG REFERENCE LINES
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_acogcross"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseMilDot then
|
||||
-- Draw the MIL DOT SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_scopesight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseSVD then
|
||||
-- Draw the SVD SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_svdsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseParabolic then
|
||||
-- Draw the PARABOLIC SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_parabolicsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseElcan then
|
||||
-- Draw the RETICLE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_elcanreticle"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
|
||||
-- Draw the ELCAN SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_elcansight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseGreenDuplex then
|
||||
-- Draw the RETICLE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_nvgilluminatedduplex"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
|
||||
-- Draw the SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
end
|
||||
|
||||
if self.Secondary.UseAimpoint then
|
||||
-- Draw the RETICLE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/aimpoint"))
|
||||
surface.DrawTexturedRect(self.ReticleTable.x, self.ReticleTable.y, self.ReticleTable.w, self.ReticleTable.h)
|
||||
|
||||
-- Draw the SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/gdcw_closedsight"))
|
||||
surface.DrawTexturedRect(self.LensTable.x, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
|
||||
end
|
||||
|
||||
if self.Secondary.UseMatador then
|
||||
|
||||
-- Draw the SCOPE
|
||||
surface.SetDrawColor(0, 0, 0, 255)
|
||||
surface.SetTexture(surface.GetTextureID("scope/rocketscope"))
|
||||
surface.DrawTexturedRect(self.LensTable.x-1, self.LensTable.y, self.LensTable.w, self.LensTable.h)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:AdjustMouseSensitivity()
|
||||
|
||||
if self.Owner:KeyDown(IN_ATTACK2) then
|
||||
return (1/(self.Secondary.ScopeZoom/2))
|
||||
else
|
||||
return 1
|
||||
end
|
||||
end
|
@ -0,0 +1,9 @@
|
||||
include('shared.lua')
|
||||
|
||||
SWEP.PrintName = "" // 'Nice' Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 4 // Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 1 // Position in the slot
|
||||
SWEP.DrawAmmo = true // Should draw the default HL2 ammo counter // Should draw the default crosshair
|
||||
SWEP.DrawWeaponInfoBox = true // Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = true // Should the weapon icon bounce?
|
||||
SWEP.CSMuzzleFlashes = true
|
@ -0,0 +1,17 @@
|
||||
AddCSLuaFile( "cl_init.lua" )
|
||||
AddCSLuaFile( "shared.lua" )
|
||||
|
||||
include('shared.lua')
|
||||
|
||||
SWEP.Weight = 30 // Decides whether we should switch from/to this
|
||||
SWEP.AutoSwitchTo = true // Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon
|
||||
|
||||
-- function SWEP:Initialize()
|
||||
-- end
|
||||
|
||||
function SWEP:OnRemove()
|
||||
end
|
||||
|
||||
|
||||
|
@ -0,0 +1,192 @@
|
||||
// Variables that are used on both client and server
|
||||
-- Major thanks to rm-rf / for thinking up a solution to the reload glitch. Good man!
|
||||
|
||||
SWEP.Category = ""
|
||||
SWEP.Author = "Generic Default, Worshipper, Clavus, and Bob"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.MuzzleAttachment = "1" // Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" // Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.DrawCrosshair = true // Hell no, crosshairs r 4 nubz!
|
||||
SWEP.ViewModelFOV = 65 // How big the gun will look
|
||||
SWEP.ViewModelFlip = true // True for CSS models, False for HL2 models
|
||||
|
||||
SWEP.Spawnable = false
|
||||
SWEP.AdminSpawnable = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("") // Sound of the gun
|
||||
SWEP.Primary.RPM = 0 // This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 0 // Size of a clip
|
||||
SWEP.Primary.DefaultClip = 0 // Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 0 // Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0 // Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0 // Maximum side recoil (koolaid)
|
||||
SWEP.Primary.Automatic = true // Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "none" // What kind of ammo
|
||||
SWEP.Primary.Reloading = false // Reloading func
|
||||
|
||||
-- SWEP.Secondary.ClipSize = 0 // Size of a clip
|
||||
-- SWEP.Secondary.DefaultClip = 0 // Default number of bullets in a clip
|
||||
-- SWEP.Secondary.Automatic = false // Automatic/Semi Auto
|
||||
SWEP.Secondary.Ammo = ""
|
||||
SWEP.Secondary.IronFOV = 0 // How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} -- The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
|
||||
SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
|
||||
|
||||
SWEP.ShotgunReloading = false
|
||||
SWEP.ShotgunFinish = 0.5
|
||||
SWEP.ShellTime = 0.35
|
||||
SWEP.InsertingShell = false
|
||||
|
||||
SWEP.NextReload = 0
|
||||
|
||||
/*---------------------------------------------------------
|
||||
Name: SWEP:Think()
|
||||
Desc: Called every frame.
|
||||
---------------------------------------------------------*/
|
||||
function SWEP:Think()
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
if self.Owner.NextReload == nil then self.Owner.NextReload = CurTime() + 1 end
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
--if the owner presses shoot while the timer is in effect, then...
|
||||
if (self.Owner:KeyPressed(IN_ATTACK)) and (self.Weapon:GetNextPrimaryFire() <= CurTime()) and (timer.Exists(timerName)) and not (self.Owner:KeyDown(IN_SPEED)) then
|
||||
if self:CanPrimaryAttack() then --well first, if we actually can attack, then...
|
||||
|
||||
timer.Destroy(timerName) -- kill the timer, and
|
||||
self:PrimaryAttack()-- ATTAAAAACK!
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
if self.InsertingShell == true and self.Owner:Alive() then
|
||||
vm = self.Owner:GetViewModel()-- its a messy way to do it, but holy shit, it works!
|
||||
vm:ResetSequence(vm:LookupSequence("after_reload")) -- Fuck you, garry, why the hell can't I reset a sequence in multiplayer?
|
||||
vm:SetPlaybackRate(.01) -- or if I can, why does facepunch have to be such a shitty community, and your wiki have to be an unreadable goddamn mess?
|
||||
self.InsertingShell = false -- You get paid for this, what's your excuse?
|
||||
end
|
||||
|
||||
self:IronSight()
|
||||
|
||||
end
|
||||
|
||||
/*---------------------------------------------------------
|
||||
Name: SWEP:Deploy()
|
||||
Desc: Whip it out.
|
||||
---------------------------------------------------------*/
|
||||
function SWEP:Deploy()
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
|
||||
self:SetHoldType(self.HoldType)
|
||||
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
if (timer.Exists(timerName)) then
|
||||
timer.Destroy(timerName)
|
||||
end
|
||||
|
||||
self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + .25)
|
||||
self.Weapon:SetNextSecondaryFire(CurTime() + .25)
|
||||
self.ActionDelay = (CurTime() + .25)
|
||||
|
||||
if (SERVER) then
|
||||
self:SetIronsights(false)
|
||||
end
|
||||
|
||||
self.Owner.NextReload = CurTime() + 1
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
/*---------------------------------------------------------
|
||||
Name: SWEP:Reload()
|
||||
Desc: Reload is being pressed.
|
||||
---------------------------------------------------------*/
|
||||
function SWEP:Reload()
|
||||
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
|
||||
local maxcap = self.Primary.ClipSize
|
||||
local spaceavail = self.Weapon:Clip1()
|
||||
local shellz = (maxcap) - (spaceavail) + 1
|
||||
|
||||
if (timer.Exists("ShotgunReload_" .. self.Owner:UniqueID())) or self.Owner.NextReload > CurTime() or maxcap == spaceavail then return end
|
||||
|
||||
if self.Owner:IsPlayer() then
|
||||
|
||||
if self.Weapon:GetNextPrimaryFire() <= (CurTime()+2) then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + 2) -- wait TWO seconds before you can shoot again
|
||||
end
|
||||
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim
|
||||
self.Owner:SetAnimation( PLAYER_RELOAD )
|
||||
|
||||
self.Owner.NextReload = CurTime() + 1
|
||||
|
||||
if (SERVER) then
|
||||
self.Owner:SetFOV( 0, 0.15 )
|
||||
self:SetIronsights(false)
|
||||
end
|
||||
|
||||
if SERVER and self.Owner:Alive() then
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
timer.Create(timerName,
|
||||
(self.ShellTime + .05),
|
||||
shellz,
|
||||
function() if not IsValid(self) then return end
|
||||
if IsValid(self.Owner) and IsValid(self.Weapon) then
|
||||
if self.Owner:Alive() then
|
||||
self:InsertShell()
|
||||
end
|
||||
end end)
|
||||
end
|
||||
|
||||
elseif self.Owner:IsNPC() then
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:InsertShell()
|
||||
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
if self.Owner:Alive() then
|
||||
local curwep = self.Owner:GetActiveWeapon()
|
||||
if curwep:GetClass() != self.Gun then
|
||||
timer.Destroy(timerName)
|
||||
return end
|
||||
|
||||
if (self.Weapon:Clip1() >= self.Primary.ClipSize or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) then
|
||||
-- if clip is full or ammo is out, then...
|
||||
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) -- send the pump anim
|
||||
timer.Destroy(timerName) -- kill the timer
|
||||
elseif (self.Weapon:Clip1() <= self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) >= 0) then
|
||||
self.InsertingShell = true --well, I tried!
|
||||
timer.Simple( .05, function() self:ShellAnimCaller() end)
|
||||
self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan
|
||||
self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire
|
||||
end
|
||||
else
|
||||
timer.Destroy(timerName) -- kill the timer
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:ShellAnimCaller()
|
||||
self.Weapon:SendWeaponAnim(ACT_VM_RELOAD)
|
||||
end
|
@ -0,0 +1,89 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_1887winchester") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Winchester 87" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 30 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_1887winchester.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_winchester_1887.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("1887winch.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 4 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 12 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "slam" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.ShellTime = .67
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 10 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .042 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .042 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(4.84, 0, 1.2)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 2.295)
|
||||
SWEP.SightsPos = Vector(4.84, 0, 1.2)
|
||||
SWEP.SightsAng = Vector(0, 0, 2.295)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then
|
||||
SWEP.Primary.Ammo = "slam"
|
||||
SWEP.Slot = 1 -- Slot in the weapon selection menu
|
||||
SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better
|
||||
else
|
||||
SWEP.Primary.Ammo = "buckshot"
|
||||
end
|
||||
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,85 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_1897winchester") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Winchester 1897" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 31 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_1897trenchshot.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_winchester_1897_trench.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Trench_97.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 4 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 12 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 0.9 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "slam" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.ShellTime = .6
|
||||
|
||||
SWEP.Primary.NumShots = 11 //how many bullets to shoot, use with shotguns
|
||||
SWEP.Primary.Damage = 10 //base damage, scaled by game
|
||||
SWEP.Primary.Spread = .04 //define from-the-hip accuracy (1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .04 // has to be the same as primary.spread
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
|
||||
SWEP.IronSightsPos = Vector(2.809, 0, 1.48)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(2.809, 0, 1.48)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
|
||||
SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
|
||||
|
||||
if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then
|
||||
SWEP.Primary.Ammo = "slam"
|
||||
else
|
||||
SWEP.Primary.Ammo = "buckshot"
|
||||
end
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,77 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_ares_shrike") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Machine Guns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Ares Shrike" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 39 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 65
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_ares_shrike01.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_ares_shrike.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_shrk.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 650 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 200 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 400 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 65 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-3.804, 0, 0.495)
|
||||
SWEP.IronSightsAng = Vector(0.119, -0.019, 0)
|
||||
SWEP.SightsPos = Vector(-3.804, 0, 0.495)
|
||||
SWEP.SightsAng = Vector(0.119, -0.019, 0)
|
||||
SWEP.RunSightsPos = Vector(1.639, -3.444, 0)
|
||||
SWEP.RunSightsAng = Vector(-7.46, 47.048, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,89 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_aw50") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "AI AW50" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 50 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = true -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_aw50_awp.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_acc_int_aw50.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weaponaw50.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "SniperPenetratedRound" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 9
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = true
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 95 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(3.68, 0, 1.08)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(3.68, 0, 1.08)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,90 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_barret_m82") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Barret M82" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 51 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_50calm82.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_barret_m82.mdl" -- Weapon world model
|
||||
--oops
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("BarretM82.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 200 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "SniperPenetratedRound" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 9
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = true
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 110 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .00001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector (2.894, 0, 1.7624)
|
||||
SWEP.IronSightsAng = Vector (0, 0, 0)
|
||||
SWEP.SightsPos = Vector (2.894, 0, 1.7624)
|
||||
SWEP.SightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,79 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_browningauto5") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Browning Auto 5" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 32 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_brown_auto5.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_browning_auto.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_a5.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 250 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 6 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.ShellTime = .35
|
||||
|
||||
SWEP.Primary.NumShots = 9 //how many bullets to shoot, use with shotguns
|
||||
SWEP.Primary.Damage = 10 //base damage, scaled by game
|
||||
SWEP.Primary.Spread = .03 //define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .03 // has to be the same as primary.spread
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(1.953, 0, 1.388)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(1.953, 0, 1.388)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
|
||||
SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,233 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_contender") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Thompson Contender G2" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 40 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = true -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_contender2.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_g2_contender.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("contender_g2.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 35 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 1 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 9
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = true -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 85 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .00015 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(-3, -0.857, 0.36)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(-3, -0.857, 0.36)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(3.714, -1.429, 0)
|
||||
SWEP.RunSightsAng = Vector(-11, 31, 0)
|
||||
|
||||
if (gmod.GetGamemode().Name == "Murderthon 9000") then
|
||||
|
||||
SWEP.Slot = 1 -- Slot in the weapon selection menu
|
||||
SWEP.Weight = 3 -- rank relative ot other weapons. bigger is better
|
||||
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
if self.Owner:IsNPC() then return end
|
||||
if self:CanPrimaryAttack() and !self.Owner:KeyDown(IN_SPEED) then
|
||||
self:ShootBulletInformation()
|
||||
self.Weapon:EmitSound(self.Primary.Sound)
|
||||
self.Weapon:TakePrimaryAmmo(1)
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
|
||||
local fx = EffectData()
|
||||
fx:SetEntity(self.Weapon)
|
||||
fx:SetOrigin(self.Owner:GetShootPos())
|
||||
fx:SetNormal(self.Owner:GetAimVector())
|
||||
fx:SetAttachment(self.MuzzleAttachment)
|
||||
util.Effect("rg_muzzle_rifle",fx)
|
||||
self.Owner:SetAnimation( PLAYER_ATTACK1 )
|
||||
self.Owner:MuzzleFlash()
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+10)
|
||||
self.RicochetCoin = (math.random(1,4))
|
||||
self:UseBolt()
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:UseBolt()
|
||||
|
||||
if self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) > 0 then
|
||||
timer.Simple(.25, function()
|
||||
if SERVER and self.Weapon != nil then
|
||||
self.Weapon:SetNWBool("Reloading", true)
|
||||
if self.Weapon:GetClass() == self.Gun and self.BoltAction then
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
self:SetIronsights(false)
|
||||
self.Owner:DrawViewModel(true)
|
||||
local boltactiontime = (self.Owner:GetViewModel():SequenceDuration())
|
||||
timer.Simple(boltactiontime,
|
||||
function() if self.Weapon and self.Owner then if IsValid(self.Weapon) and IsValid(self.Owner) then
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
if SERVER and self.Weapon != nil then
|
||||
if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
|
||||
self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
|
||||
self.IronSightsPos = self.SightsPos -- Bring it up
|
||||
self.IronSightsAng = self.SightsAng -- Bring it up
|
||||
self.DrawCrosshair = false
|
||||
self:SetIronsights(true, self.Owner)
|
||||
self.Owner:DrawViewModel(false)
|
||||
|
||||
self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan
|
||||
self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + .1)
|
||||
--well, hope this works
|
||||
elseif !self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
|
||||
self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan
|
||||
self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + .1)
|
||||
end
|
||||
end
|
||||
end end end)
|
||||
-- else if self.Weapon:GetClass() == self.Gun and
|
||||
-- self.BoltAction and (self:GetIronsights() == false) then
|
||||
|
||||
end
|
||||
end
|
||||
end )
|
||||
else
|
||||
timer.Simple(.1, function() self:CheckWeaponsAndAmmo() end)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:Reload()
|
||||
|
||||
|
||||
// self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not IsValid(self.Weapon) then return end
|
||||
|
||||
if self.Weapon:GetNextPrimaryFire() > (CurTime() + 1) then
|
||||
return
|
||||
else
|
||||
|
||||
if self.Owner:IsNPC() then
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
return end
|
||||
|
||||
if self.Owner:KeyDown(IN_USE) then return end
|
||||
|
||||
if self.Silenced then
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD_SILENCED)
|
||||
else
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
end
|
||||
|
||||
if !self.Owner:IsNPC() then
|
||||
if self.Owner:GetViewModel() == nil then self.ResetSights = CurTime() + 3 else
|
||||
self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration()
|
||||
end
|
||||
end
|
||||
|
||||
if SERVER and self.Weapon != nil then
|
||||
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
|
||||
-- //When the current clip < full clip and the rest of your ammo > 0, then
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
-- //Zoom = 0
|
||||
self:SetIronsights(false)
|
||||
-- //Set the ironsight to false
|
||||
self.Weapon:SetNWBool("Reloading", true)
|
||||
end
|
||||
local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
|
||||
timer.Simple(waitdammit + .1,
|
||||
function()
|
||||
if self.Weapon == nil then return end
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
|
||||
if CLIENT then return end
|
||||
if self.Scoped == false then
|
||||
self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
|
||||
self.IronSightsPos = self.SightsPos -- Bring it up
|
||||
self.IronSightsAng = self.SightsAng -- Bring it up
|
||||
self:SetIronsights(true, self.Owner)
|
||||
self.DrawCrosshair = false
|
||||
else return end
|
||||
elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
|
||||
if self.Weapon:GetNextPrimaryFire() <= (CurTime() + .03) then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
|
||||
end
|
||||
self.IronSightsPos = self.RunSightsPos -- Hold it down
|
||||
self.IronSightsAng = self.RunSightsAng -- Hold it down
|
||||
self:SetIronsights(true, self.Owner) -- Set the ironsight true
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
else return end
|
||||
end)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,316 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_dbarrel") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Double Barrel Shotgun" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 21 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_doublebarrl.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_double_barrel_shotgun.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Double_Barrel.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 180 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 2 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 10 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 5 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.ShellTime = .5
|
||||
|
||||
SWEP.Primary.NumShots = 18 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 10 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .03 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(0, 0, 0)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(0, 0, 0)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(11.475, -7.705, -2.787)
|
||||
SWEP.RunSightsAng = Vector(0.574, 51.638, 5.737)
|
||||
|
||||
SWEP.Secondary.Sound = Sound("dbarrel_dblast")
|
||||
|
||||
local PainMulti = 1
|
||||
|
||||
if GetConVar("M9KDamageMultiplier") == nil then
|
||||
PainMulti = 1
|
||||
print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1.")
|
||||
else
|
||||
PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat()
|
||||
if PainMulti < 0 then
|
||||
PainMulti = PainMulti * -1
|
||||
print("Your damage multiplier was in the negatives. It has been reverted to a positive number. Your damage multiplier is now "..PainMulti)
|
||||
end
|
||||
end
|
||||
|
||||
function NewM9KDamageMultiplierDB(cvar, previous, new)
|
||||
print("multiplier has been changed ")
|
||||
if GetConVar("M9KDamageMultiplier") == nil then
|
||||
PainMulti = 1
|
||||
print("M9KDamageMultiplier is missing! You may have hit the lua limit! Reverting multiplier to 1, you will notice no changes.")
|
||||
else
|
||||
PainMulti = GetConVar("M9KDamageMultiplier"):GetFloat()
|
||||
if PainMulti < 0 then
|
||||
PainMulti = PainMulti * -1
|
||||
end
|
||||
end
|
||||
end
|
||||
cvars.AddChangeCallback("M9KDamageMultiplier", NewM9KDamageMultiplierDB)
|
||||
|
||||
function SWEP:SecondaryAttack()
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
if (timer.Exists(timerName)) then return end
|
||||
|
||||
if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
|
||||
if self.Weapon:Clip1() == 2 then
|
||||
if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
|
||||
self:ShootBulletInformation2()
|
||||
self.Weapon:TakePrimaryAmmo(2)
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
|
||||
self.Weapon:EmitSound(self.Secondary.Sound)
|
||||
--self.Owner:ViewPunch(Angle(-15, math.Rand(-20,-25), 0))
|
||||
|
||||
local fx = EffectData()
|
||||
fx:SetEntity(self.Weapon)
|
||||
fx:SetOrigin(self.Owner:GetShootPos())
|
||||
fx:SetNormal(self.Owner:GetAimVector())
|
||||
fx:SetAttachment(self.MuzzleAttachment)
|
||||
if GetConVar("M9KGasEffect") != nil then
|
||||
if GetConVar("M9KGasEffect"):GetBool() then
|
||||
util.Effect("m9k_rg_muzzle_rifle",fx)
|
||||
end
|
||||
end
|
||||
self.Owner:SetAnimation( PLAYER_ATTACK1 )
|
||||
self.Owner:MuzzleFlash()
|
||||
self.Weapon:SetNextSecondaryFire(CurTime()+1/((self.Primary.RPM/2)/60))
|
||||
self:CheckWeaponsAndAmmo()
|
||||
self.RicochetCoin = (math.random(1,8))
|
||||
if self.BoltAction then self:BoltBack() end
|
||||
end
|
||||
elseif self.Weapon:Clip1() == 1 then
|
||||
self.Weapon:PrimaryAttack()
|
||||
self.Weapon:SetNextSecondaryFire(CurTime()+1/((self.Primary.RPM/2)/60))
|
||||
elseif self.Weapon:Clip1() == 0 then
|
||||
self:Reload()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
if (timer.Exists(timerName)) then return end
|
||||
if self:CanPrimaryAttack() and self.Owner:IsPlayer() then
|
||||
if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then
|
||||
self:ShootBulletInformation()
|
||||
self.Weapon:TakePrimaryAmmo(1)
|
||||
|
||||
if self.Silenced then
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED )
|
||||
self.Weapon:EmitSound(self.Primary.SilencedSound)
|
||||
else
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
|
||||
self.Weapon:EmitSound(self.Primary.Sound)
|
||||
end
|
||||
|
||||
local fx = EffectData()
|
||||
fx:SetEntity(self.Weapon)
|
||||
fx:SetOrigin(self.Owner:GetShootPos())
|
||||
fx:SetNormal(self.Owner:GetAimVector())
|
||||
fx:SetAttachment(self.MuzzleAttachment)
|
||||
if GetConVar("M9KGasEffect") != nil then
|
||||
if GetConVar("M9KGasEffect"):GetBool() then
|
||||
util.Effect("m9k_rg_muzzle_rifle",fx)
|
||||
end
|
||||
end
|
||||
self.Owner:SetAnimation( PLAYER_ATTACK1 )
|
||||
self.Owner:MuzzleFlash()
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
self:CheckWeaponsAndAmmo()
|
||||
self.RicochetCoin = (math.random(1,4))
|
||||
if self.BoltAction then self:BoltBack() end
|
||||
end
|
||||
elseif self:CanPrimaryAttack() and self.Owner:IsNPC() then
|
||||
self:ShootBulletInformation()
|
||||
self.Weapon:TakePrimaryAmmo(1)
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
|
||||
self.Weapon:EmitSound(self.Primary.Sound)
|
||||
self.Owner:SetAnimation( PLAYER_ATTACK1 )
|
||||
self.Owner:MuzzleFlash()
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
self.RicochetCoin = (math.random(1,4))
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function SWEP:ShootBulletInformation2()
|
||||
|
||||
local CurrentDamage
|
||||
local CurrentRecoil
|
||||
local CurrentCone
|
||||
local basedamage
|
||||
|
||||
CurrentCone = self.Primary.Spread
|
||||
|
||||
local damagedice = math.Rand(.85,1.3)
|
||||
|
||||
basedamage = PainMulti * self.Primary.Damage
|
||||
CurrentDamage = basedamage * damagedice
|
||||
CurrentRecoil = self.Primary.Recoil
|
||||
|
||||
self:ShootBullet(CurrentDamage, CurrentRecoil, 31, .06)
|
||||
|
||||
end
|
||||
|
||||
/*---------------------------------------------------------
|
||||
Name: SWEP:Reload()
|
||||
Desc: Reload is being pressed.
|
||||
---------------------------------------------------------*/
|
||||
function SWEP:Reload()
|
||||
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
|
||||
local maxcap = self.Primary.ClipSize
|
||||
local spaceavail = self.Weapon:Clip1()
|
||||
local shellz = (maxcap) - (spaceavail) + 1
|
||||
|
||||
if (timer.Exists("ShotgunReload")) or self.Owner.NextReload > CurTime() or maxcap == spaceavail then return end
|
||||
|
||||
if self.Owner:IsPlayer() then
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + 1) -- wait one second before you can shoot again
|
||||
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim
|
||||
self.Owner:SetAnimation( PLAYER_RELOAD )
|
||||
|
||||
self.Owner.NextReload = CurTime() + 1
|
||||
|
||||
if (SERVER) then
|
||||
self.Owner:SetFOV( 0, 0.15 )
|
||||
self:SetIronsights(false)
|
||||
end
|
||||
|
||||
if SERVER and self.Owner:Alive() then
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
timer.Create(timerName,
|
||||
(self.ShellTime + .05),
|
||||
shellz,
|
||||
function() if not IsValid(self) then return end
|
||||
if IsValid(self.Owner) and IsValid(self.Weapon) then
|
||||
if self.Owner:Alive() then
|
||||
self:InsertShell()
|
||||
end
|
||||
end end)
|
||||
end
|
||||
|
||||
elseif self.Owner:IsNPC() then
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:Think()
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
if self.Owner.NextReload == nil then self.Owner.NextReload = CurTime() + 1 end
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
--if the owner presses shoot while the timer is in effect, then...
|
||||
-- if (self.Owner:KeyPressed(IN_ATTACK)) and (timer.Exists(timerName)) and not (self.Owner:KeyDown(IN_SPEED)) then
|
||||
-- if self:CanPrimaryAttack() then --well first, if we actually can attack, then...
|
||||
-- timer.Destroy(timerName) -- kill the timer, and
|
||||
-- self:PrimaryAttack()-- ATTAAAAACK!
|
||||
-- end
|
||||
-- end
|
||||
|
||||
if self.InsertingShell == true and self.Owner:Alive() then
|
||||
vm = self.Owner:GetViewModel()-- its a messy way to do it, but holy shit, it works!
|
||||
vm:ResetSequence(vm:LookupSequence("after_reload")) -- Fuck you, garry, why the hell can't I reset a sequence in multiplayer?
|
||||
vm:SetPlaybackRate(.01) -- or if I can, why does facepunch have to be such a shitty community, and your wiki have to be an unreadable goddamn mess?
|
||||
self.InsertingShell = false -- You get paid for this, what's your excuse?
|
||||
end
|
||||
|
||||
self:IronSight()
|
||||
|
||||
end
|
||||
|
||||
function SWEP:InsertShell()
|
||||
|
||||
if not IsValid(self) then return end
|
||||
if not IsValid(self.Owner) then return end
|
||||
if not self.Owner:IsPlayer() then return end
|
||||
|
||||
local timerName = "ShotgunReload_" .. self.Owner:UniqueID()
|
||||
if self.Owner:Alive() then
|
||||
local curwep = self.Owner:GetActiveWeapon()
|
||||
if curwep:GetClass() != self.Gun then
|
||||
timer.Destroy(timerName)
|
||||
return end
|
||||
|
||||
if (self.Weapon:Clip1() >= self.Primary.ClipSize or self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) then
|
||||
-- if clip is full or ammo is out, then...
|
||||
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) -- send the pump anim
|
||||
timer.Destroy(timerName) -- kill the timer
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+.55)
|
||||
self.Weapon:SetNextSecondaryFire(CurTime()+.55)
|
||||
elseif (self.Weapon:Clip1() <= self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) >= 0) then
|
||||
self.InsertingShell = true --well, I tried!
|
||||
timer.Simple( .05, function() self:ShellAnimCaller() end)
|
||||
self.Owner:RemoveAmmo(1, self.Primary.Ammo, false) -- out of the frying pan
|
||||
self.Weapon:SetClip1(self.Weapon:Clip1() + 1) -- into the fire
|
||||
end
|
||||
else
|
||||
timer.Destroy(timerName) -- kill the timer
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,89 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_dragunov") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "SVD Dragunov" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 4 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 41 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 65
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_dragunov02.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_svd_dragunov.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_svd01.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 400 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "SniperPenetratedRound" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 9
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = true -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 90 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .00012 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(-1.241, -1.476, 0)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(-1.241, -1.476, 0)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(3.934, -5.41, 0)
|
||||
SWEP.RunSightsAng = Vector(-11.476, 35, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,78 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_fg42") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Machine Guns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "FG 42" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 33 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_rif_fg42.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_fg42.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("FG42_weapon.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 900 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 20 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2"
|
||||
-- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 38 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(3.47, -6.078, 1.93)
|
||||
SWEP.IronSightsAng = Vector(0.216, -0.082, 0)
|
||||
SWEP.SightsPos = Vector(3.47, -6.078, 1.93)
|
||||
SWEP.SightsAng = Vector(0.216, -0.082, 0)
|
||||
SWEP.RunSightsPos = Vector(-5.738, -1.803, 0)
|
||||
SWEP.RunSightsAng = Vector(-7.46, -47.624, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,88 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_intervention") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Intervention" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 42 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = true -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_snip_int.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_snip_int.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_INT.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 35 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 5 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .4 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "SniperPenetratedRound" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 10
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = true -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 95 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector (2.2263, -0.0007, 0.115)
|
||||
SWEP.IronSightsAng = Vector (0, 0, 0)
|
||||
SWEP.SightsPos = Vector (2.2263, -0.0007, 0.115)
|
||||
SWEP.SightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 1.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,79 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_ithacam37") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Ithaca M37" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 22 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_ithaca_m37shot.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_ithaca_m37.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("IthacaM37.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 60 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 6 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = .9 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
SWEP.ShellTime = .4
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 8 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 12 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .023 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(2.16, -1.429, 0.6)
|
||||
SWEP.IronSightsAng = Vector(3, 0, 0)
|
||||
SWEP.SightsPos = Vector(2.16, -1.429, 0.6)
|
||||
SWEP.SightsAng = Vector(3, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
|
||||
SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,77 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_jackhammer") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Pancor Jackhammer" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 23 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_jackhammer2.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_pancor_jackhammer.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_Jackhammer.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 240 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 6 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 10 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .045 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .045 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(4.026, -2.296, 0.917)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(4.026, -2.296, 0.917)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
|
||||
SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,77 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m1918bar") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Machine Guns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "M1918 BAR" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 36 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 65
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_m1918bar.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_m1918_bar.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_bar1.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 450 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 20 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 65 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 40 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(3.313, 0, 1.399)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(3.313, 0, 1.399)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-7.049, -8.525, -2.132)
|
||||
SWEP.RunSightsAng = Vector(0, -58.526, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,89 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m24") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "M24" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 43 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = true -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_dmg_m24s.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_snip_m24_6.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Dmgfok_M24SN.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 40 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 5 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = .6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "SniperPenetratedRound" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 9
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = true -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 97 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .000115 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector (2.894, 0, 1.7624)
|
||||
SWEP.IronSightsAng = Vector (0, 0, 0)
|
||||
SWEP.SightsPos = Vector (2.894, 0, 1.7624)
|
||||
SWEP.SightsAng = Vector (0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,77 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m249lmg") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Machine Guns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "M249 LMG" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 35 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_machinegun249.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_m249_machine_gun.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_249M.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 855 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 150 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 300 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 65 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 27 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .024 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-4.015, 0, 1.764)
|
||||
SWEP.IronSightsAng = Vector(0, -0.014, 0)
|
||||
SWEP.SightsPos = Vector(-4.015, 0, 1.764)
|
||||
SWEP.SightsAng = Vector(0, -0.014, 0)
|
||||
SWEP.RunSightsPos = Vector(5.081, -4.755, -1.476)
|
||||
SWEP.RunSightsAng = Vector(0, 41.884, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,80 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m3") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = "iron angles and models hexed and converted to gmod my Mr Fokkusu"
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Benelli M3" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 24 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_benelli_m3_s90.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_benelli_m3.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("BenelliM3.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 8 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 0.8 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.ShellTime = .45
|
||||
|
||||
SWEP.Primary.NumShots = 9 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 10 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .0326 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .0326 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(2.279, -1.007, 1.302)
|
||||
SWEP.IronSightsAng = Vector(0.47, -0.024, 0)
|
||||
SWEP.SightsPos = Vector(2.279, -1.007, 1.302)
|
||||
SWEP.SightsAng = Vector(0.47, -0.024, 0)
|
||||
SWEP.RunSightsPos = Vector(-7.639, -7.796, 0.865)
|
||||
SWEP.RunSightsAng = Vector(-17.362, -69.724, 0)
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,77 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m60") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Machine Guns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "M60 Machine Gun" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 34 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 65
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_m60machinegun.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_m60_machine_gun.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_M_60.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 575 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 200 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 400 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 65 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 33 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .025 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-5.851, -2.763, 3.141)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(-5.851, -2.763, 3.141)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(8.689, -3.444, -0.82)
|
||||
SWEP.RunSightsAng = Vector(0, 44.18, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,90 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_m98b") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Barret M98B" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 44 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = true -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_m98bravo.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_barrett_m98b.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("M98.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "SniperPenetratedRound" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 9
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = true
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 90 --base damage per bullet
|
||||
SWEP.Primary.Spread = .001 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(-2.196, -2, 1)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(-2.196, -2, 1)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(3.714, -3.714, 0.286)
|
||||
SWEP.RunSightsAng = Vector(-7, 43, 0)
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,125 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_minigun") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Machine Guns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "M134 Minigun" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 37 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "crossbow" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 65
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_minigunvulcan.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_m134_minigun.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("BlackVulcan.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 3500 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 100 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 200 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .035 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.RunSightsPos = Vector(0, -11.148, -8.033)
|
||||
SWEP.RunSightsAng = Vector(55.082, 0, 0)
|
||||
|
||||
if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then
|
||||
SWEP.Primary.ClipSize = 100 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 200 -- Bullets you start with
|
||||
else
|
||||
SWEP.Primary.ClipSize = 300 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 600 -- Bullets you start with
|
||||
end
|
||||
|
||||
function SWEP:Reload()
|
||||
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
if !self.Owner:IsNPC() then
|
||||
self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
|
||||
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
|
||||
-- When the current clip < full clip and the rest of your ammo > 0, then
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
-- Zoom = 0
|
||||
self:SetIronsights(false)
|
||||
-- Set the ironsight to false
|
||||
self.Weapon:SetNWBool("Reloading", true)
|
||||
end
|
||||
local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
|
||||
self:MiniGunIdle(waitdammit)
|
||||
end
|
||||
|
||||
function SWEP:MiniGunIdle(wait)
|
||||
timer.Simple(wait + .05, function()
|
||||
if self.Weapon != nil then
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
if SERVER then
|
||||
self.Weapon:SendWeaponAnim( ACT_VM_IDLE )
|
||||
else return end end
|
||||
end)
|
||||
end
|
||||
|
||||
function SWEP:IronSight()
|
||||
|
||||
if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then // If you run then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+0.5) // Make it so you can't shoot for another quarter second
|
||||
self.IronSightsPos = self.RunSightsPos // Hold it down
|
||||
self.IronSightsAng = self.RunSightsAng // Hold it down
|
||||
self:SetIronsights(true, self.Owner) // Set the ironsight true
|
||||
self.Owner:SetFOV( 0, 0.3 ) // Reset FOV
|
||||
end
|
||||
|
||||
if self.Owner:KeyReleased(IN_SPEED) then // If you stop running then
|
||||
self:SetIronsights(false, self.Owner) // Set the ironsight true
|
||||
self.Owner:SetFOV( 0, 0.3 ) // Reset FOV
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,80 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_mossberg590") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Mossberg 590" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 25 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 60
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_shot_mberg_590.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_mossberg_590.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Mberg_590.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 75 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 8 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.8 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
SWEP.ShellTime = .5
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 9 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .03 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-2.72, -3.143, 1.26)
|
||||
SWEP.IronSightsAng = Vector(0, -0.75, 3)
|
||||
SWEP.SightsPos = Vector(-2.72, -3.143, 1.26)
|
||||
SWEP.SightsAng = Vector(0, -0.75, 3)
|
||||
SWEP.RunSightsPos = Vector(7, -9.429, -0.857)
|
||||
SWEP.RunSightsAng = Vector(-7, 63, 0)
|
||||
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,80 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_pkm") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Machine Guns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "PKM" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 38 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 55
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_mach_russ_pkm.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_mach_russ_pkm.mdl" -- Weapon world model
|
||||
SWEP.ShowWorldModel = true
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
SWEP.FiresUnderwater = false
|
||||
|
||||
SWEP.Primary.Sound = Sound("pkm.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 750 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 100 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 200 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 33 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-2.215, -2.116, 0.36)
|
||||
SWEP.IronSightsAng = Vector(-0.13, 0.054, 0)
|
||||
SWEP.SightsPos = Vector(-2.215, -2.116, 0.36)
|
||||
SWEP.SightsAng = Vector(-0.13, 0.054, 0)
|
||||
SWEP.RunSightsPos = Vector(5.276, -3.859, 0)
|
||||
SWEP.RunSightsAng = Vector(-14.606, 52.087, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,90 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_psg1") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "PSG-1" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 45 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_psg1_snipe.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_hk_psg1.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_psg_1.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "SniperPenetratedRound" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 9
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = true -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 90 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(5.2, 0, 1.16)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(5.2, 0, 1.16)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,89 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_remington7615p") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Remington 7615P" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 46 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = false -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = true -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_remington_7615p.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_remington_7615p.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("7615p_remington.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 50 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 7
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = true -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 35 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(3.079, -1.333, 0.437)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(3.079, -1.333, 0.437)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector (-2.3095, -3.0514, 2.3965)
|
||||
SWEP.RunSightsAng = Vector (-19.8471, -33.9181, 10)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,80 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_remington870") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Remington 870" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 26 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_rem870tactical.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_remington_870_tact.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("WepRem870.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 70 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 8 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 1.25 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.8 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.4 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.ShellTime = .45
|
||||
|
||||
SWEP.Primary.NumShots = 9 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 10 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .035 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(-2.014, 0.1, 1.2)
|
||||
SWEP.IronSightsAng = Vector(0.551, 0.028, 0)
|
||||
SWEP.SightsPos = Vector(-2.014, 0.1, 1.2)
|
||||
SWEP.SightsAng = Vector(0.551, 0.028, 0)
|
||||
SWEP.RunSightsPos = Vector(6.534, -4.646, 1.654)
|
||||
SWEP.RunSightsAng = Vector(-19.567, 68.622, 0)
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,90 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_sl8") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "HK SL8" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 47 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_hk_sl8.mdl"
|
||||
SWEP.WorldModel = "models/weapons/w_hk_sl8.mdl"
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_hksl8.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 300 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 30 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = .6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 4
|
||||
SWEP.Secondary.UseACOG = true -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.9
|
||||
SWEP.ReticleScale = 0.7
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 60 --base damage per bullet
|
||||
SWEP.Primary.Spread = .015 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(3.079, -1.333, 0.437)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(3.079, -1.333, 0.437)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-6.22, -5.277, 0)
|
||||
SWEP.RunSightsAng = Vector(-10.671, -64.598, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,80 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_spas12") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "SPAS 12" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 27 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "shotgun" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_spas12_shot.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_spas_12.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("spas_12_shoty.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 350 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 8 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 1.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.7 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
SWEP.ShellTime = .4
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 10 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .03 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(2.657, .394, 1.659)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(2.657, .394, 1.659)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(-3.116, -3.935, 0.492)
|
||||
SWEP.RunSightsAng = Vector(-19.894, -47.624, 10.902)
|
||||
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,74 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_striker12") -- must be the name of your swep
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Striker 12" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 28 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative to other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2"
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_striker_12g.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_striker_12g.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_shotty_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("ShotStriker12.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 365 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 12 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 36 -- Default number of bullets in a clip
|
||||
SWEP.Primary.KickUp = 4 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .6 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "buckshot"
|
||||
|
||||
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.ShellTime = .3
|
||||
|
||||
SWEP.Primary.NumShots = 6 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 8 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .04 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .04 -- Ironsight accuracy, should be the same for shotguns
|
||||
-- Because irons don't magically give you less pellet spread!
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(3.805, -1.045, 1.805)
|
||||
SWEP.IronSightsAng = Vector(2.502, 3.431, 0)
|
||||
SWEP.SightsPos = Vector(3.805, -1.045, 1.805)
|
||||
SWEP.SightsAng = Vector(2.502, 3.431, 0)
|
||||
SWEP.RunSightsPos = Vector(-3.237, -6.376, 1.167)
|
||||
SWEP.RunSightsAng = Vector(-8.391, -63.543, 0)
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,91 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_svt40") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "SVT 40" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 48 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_snip_svt40.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_svt_40.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_SVT40.single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 350 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 5
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = true -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 80 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(-3.462, -1.775, 0.079)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(-3.462, -1.775, 0.079)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(3.388, -4.501, 0)
|
||||
SWEP.RunSightsAng = Vector(-9.096, 47.727, 0)
|
||||
|
||||
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
@ -0,0 +1,89 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_svu") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Sniper Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "Dragunov SVU" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 49 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = false -- Set false if you want no crosshair from hip
|
||||
SWEP.XHair = false -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
|
||||
SWEP.Weight = 50 -- Rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.BoltAction = false -- Is this a bolt action rifle?
|
||||
SWEP.HoldType = "rpg" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = false
|
||||
SWEP.ViewModel = "models/weapons/v_sniper_svu.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_dragunov_svu.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_scoped_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_SVU.Single") -- script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 400 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 10 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "SniperPenetratedRound" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.Secondary.ScopeZoom = 9
|
||||
SWEP.Secondary.UseACOG = false -- Choose one scope type
|
||||
SWEP.Secondary.UseMilDot = false -- I mean it, only one
|
||||
SWEP.Secondary.UseSVD = true -- If you choose more than one, your scope will not show up at all
|
||||
SWEP.Secondary.UseParabolic = false
|
||||
SWEP.Secondary.UseElcan = false
|
||||
SWEP.Secondary.UseGreenDuplex = false
|
||||
SWEP.Secondary.UseAimpoint = false
|
||||
SWEP.Secondary.UseMatador = false
|
||||
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1
|
||||
SWEP.ScopeScale = 0.7
|
||||
SWEP.ReticleScale = 0.6
|
||||
|
||||
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 93 --base damage per bullet
|
||||
SWEP.Primary.Spread = .01 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .0001 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
SWEP.IronSightsPos = Vector(-3.24, 0, 0.88)
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0)
|
||||
SWEP.SightsPos = Vector(-3.24, 0, 0.88)
|
||||
SWEP.SightsAng = Vector(0, 0, 0)
|
||||
SWEP.RunSightsPos = Vector(3.143, -6, 0.286)
|
||||
SWEP.RunSightsAng = Vector(-5, 55, 0)
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
149
m9k_heavy_weapons_fatal_edition/lua/weapons/m9k_usas/shared.lua
Normal file
149
m9k_heavy_weapons_fatal_edition/lua/weapons/m9k_usas/shared.lua
Normal file
@ -0,0 +1,149 @@
|
||||
-- Variables that are used on both client and server
|
||||
SWEP.Gun = ("m9k_usas") -- must be the name of your swep but NO CAPITALS!
|
||||
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
|
||||
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
|
||||
end
|
||||
SWEP.Category = "M9K Shotguns"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
SWEP.Instructions = ""
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
|
||||
SWEP.PrintName = "USAS" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 3 -- Slot in the weapon selection menu
|
||||
SWEP.SlotPos = 29 -- Position in the slot
|
||||
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
|
||||
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
|
||||
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
|
||||
SWEP.DrawCrosshair = true -- set false if you want no crosshair
|
||||
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
|
||||
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
|
||||
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
|
||||
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
|
||||
|
||||
SWEP.ViewModelFOV = 70
|
||||
SWEP.ViewModelFlip = true
|
||||
SWEP.ViewModel = "models/weapons/v_usas12_shot.mdl" -- Weapon view model
|
||||
SWEP.WorldModel = "models/weapons/w_usas_12.mdl" -- Weapon world model
|
||||
SWEP.Base = "bobs_gun_base"
|
||||
SWEP.Spawnable = true
|
||||
SWEP.AdminSpawnable = true
|
||||
|
||||
SWEP.Primary.Sound = Sound("Weapon_usas.Single") -- Script that calls the primary fire sound
|
||||
SWEP.Primary.RPM = 260 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 20 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.7 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
|
||||
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 7 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .048 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .048 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Enter iron sight info and bone mod info below
|
||||
SWEP.IronSightsPos = Vector(4.519, -2.159, 1.039)
|
||||
SWEP.IronSightsAng = Vector(0.072, 0.975, 0)
|
||||
SWEP.SightsPos = Vector(4.519, -2.159, 1.039)
|
||||
SWEP.SightsAng = Vector(0.072, 0.975, 0)
|
||||
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
|
||||
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
|
||||
|
||||
SWEP.ReloadPos = Vector (-3.0328, 0, 1.888)
|
||||
SWEP.ReloadsAng = Vector (-24.2146, -36.522, 10)
|
||||
|
||||
SWEP.WElements = {
|
||||
["fix2"] = { type = "Model", model = "models/hunter/blocks/cube025x05x025.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(22.416, 2.073, -5.571), angle = Angle(0, 0, -90), size = Vector(0.899, 0.118, 0.1), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
|
||||
["magfix"] = { type = "Model", model = "models/XQM/cylinderx1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.482, 1.389, 0.078), angle = Angle(-8.098, 0, 0), size = Vector(0.2, 0.589, 0.589), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
|
||||
}
|
||||
|
||||
function SWEP:Reload()
|
||||
|
||||
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and (self.Owner:GetAmmoCount("buckshot") > 0 ) and not (self.Weapon:GetNWBool("Reloading")) then
|
||||
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)
|
||||
self.Weapon:SetNWBool("Reloading", true)
|
||||
if SERVER and !self.Owner:IsNPC() then
|
||||
self.ResetSights = CurTime() + 1.65
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
self:SetIronsights(false)
|
||||
end
|
||||
timer.Simple(.65, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end
|
||||
if IsValid(self.Owner) and self.Weapon:GetClass() == self.Gun then
|
||||
self.Weapon:EmitSound(Sound("Weapon_usas.draw"))
|
||||
end
|
||||
end)
|
||||
timer.Simple(.8, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end
|
||||
if IsValid(self.Owner) and self.Weapon != nil then self:ReloadFinish() end end)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SWEP:ReloadFinish()
|
||||
if not IsValid(self) then return end
|
||||
if IsValid(self.Owner) and self.Weapon != nil then
|
||||
if self.Owner:Alive() and self.Weapon:GetClass() == self.Gun then
|
||||
self.Weapon:DefaultReload(ACT_SHOTGUN_RELOAD_FINISH)
|
||||
|
||||
if !self.Owner:IsNPC() then
|
||||
self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration()
|
||||
end
|
||||
if SERVER and self.Weapon != nil then
|
||||
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
self:SetIronsights(false)
|
||||
end
|
||||
|
||||
local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
|
||||
timer.Simple(waitdammit + .1,
|
||||
function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end
|
||||
if self.Weapon == nil then return end
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
|
||||
if CLIENT then return end
|
||||
if self.Scoped == false then
|
||||
self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
|
||||
self.IronSightsPos = self.SightsPos -- Bring it up
|
||||
self.IronSightsAng = self.SightsAng -- Bring it up
|
||||
self:SetIronsights(true, self.Owner)
|
||||
self.DrawCrosshair = false
|
||||
else return end
|
||||
elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
|
||||
self.IronSightsPos = self.RunSightsPos -- Hold it down
|
||||
self.IronSightsAng = self.RunSightsAng -- Hold it down
|
||||
self:SetIronsights(true, self.Owner) -- Set the ironsight true
|
||||
self.Owner:SetFOV( 0, 0.3 )
|
||||
else return end
|
||||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KDefaultClip") == nil then
|
||||
print("M9KDefaultClip is missing! You may have hit the lua limit!")
|
||||
else
|
||||
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
|
||||
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
|
||||
end
|
||||
end
|
||||
|
||||
if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue
Block a user