fatal m9k
This commit is contained in:
parent
0522caf2f0
commit
44b8e7d14b
@ -62,7 +62,7 @@ if GetConVar("M9KWeaponStrip") == nil then
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end
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if GetConVar("M9KDisablePenetration") == nil then
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CreateConVar("M9KDisablePenetration", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable Penetration and Ricochets? 1 for true, 0 for false")
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CreateConVar("M9KDisablePenetration", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable Penetration and Ricochets? 1 for true, 0 for false")
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print("Penetration/ricochet con var created")
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end
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@ -128,6 +128,10 @@ if !game.SinglePlayer() then
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if GetConVar("M9KGasEffect") == nil then
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CreateClientConVar("M9KGasEffect", "1", true, true)
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print("Client-side Gas Effect Con Var created")
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end
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if GetConVar("M9KVisualRecoil") == nil then
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CreateClientConVar("M9KVisualRecoil", "1", true, true)
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print("visual recoil con var created")
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end
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end
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@ -1106,6 +1110,12 @@ sound.Add({
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volume = 1.0,
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sound = "weapons/hk_g3/draw.mp3"
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})
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sound.Add({
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name = "cash",
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channel = CHAN_USER_BASE+10,
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volume = 1.0,
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sound = "weapons/dmg_m4a1/cash.mp3"
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})
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m9knpw = {}
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table.insert(m9knpw, "m9k_davy_crockett_explo")
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File diff suppressed because it is too large
Load Diff
@ -58,10 +58,11 @@ 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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SWEP.IronSightsPos = Vector (0,0,0)
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SWEP.IronSightsAng = Vector (0,0,0)
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function SWEP:Initialize()
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self:SetIronsights(false, self.Owner)
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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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@ -191,8 +192,6 @@ function SWEP:BoltBack()
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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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@ -205,8 +204,6 @@ function SWEP:BoltBack()
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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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@ -237,17 +234,9 @@ function SWEP:Reload()
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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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@ -260,17 +249,9 @@ function SWEP:PostReloadScopeCheck()
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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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@ -291,57 +272,16 @@ function SWEP:IronSight()
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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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if self.Owner:KeyPressed(IN_ATTACK2) 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.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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if (self.Owner:KeyReleased(IN_ATTACK2)) 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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@ -349,20 +289,12 @@ function SWEP:IronSight()
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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.Owner:KeyDown(IN_ATTACK2) and (self:GetIronsights() == true) then
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if self.Secondary.UseACOG then
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-- Draw the FAKE SCOPE THANG
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@ -451,11 +383,11 @@ function SWEP:DrawHUD()
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end
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end
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function SWEP:AdjustMouseSensitivity()
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if self.Owner:KeyDown(IN_ATTACK2) then
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return (1/(self.Secondary.ScopeZoom/2))
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else
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return 1
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end
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return 1
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end
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end
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@ -23,7 +23,7 @@ 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 side recoil (koolaid)
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SWEP.Primary.Automatic = true // Automatic/Semi Auto
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SWEP.Primary.Automatic = false // Automatic/Semi Auto
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SWEP.Primary.Ammo = "none" // What kind of ammo
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SWEP.Primary.Reloading = false // Reloading func
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@ -95,7 +95,7 @@ function SWEP:Deploy()
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self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
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self.Weapon:SetNextPrimaryFire(CurTime() + .25)
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self.Weapon:SetNextPrimaryFire(CurTime() + .13)
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self.Weapon:SetNextSecondaryFire(CurTime() + .25)
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self.ActionDelay = (CurTime() + .25)
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@ -103,7 +103,7 @@ function SWEP:Deploy()
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self:SetIronsights(false)
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end
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self.Owner.NextReload = CurTime() + 1
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self.Owner.NextReload = CurTime()
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return true
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end
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@ -127,7 +127,7 @@ function SWEP:Reload()
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if self.Owner:IsPlayer() then
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if self.Weapon:GetNextPrimaryFire() <= (CurTime()+2) then
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self.Weapon:SetNextPrimaryFire(CurTime() + 2) -- wait TWO seconds before you can shoot again
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self.Weapon:SetNextPrimaryFire(CurTime()) -- wait TWO seconds before you can shoot again
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end
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self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) -- sending start reload anim
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self.Owner:SetAnimation( PLAYER_RELOAD )
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@ -190,3 +190,39 @@ end
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function SWEP:ShellAnimCaller()
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self.Weapon:SendWeaponAnim(ACT_VM_RELOAD)
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end
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function SWEP:PrimaryAttack()
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-- Make sure we can shoot first
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if ( !self:CanPrimaryAttack() ) then return end
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-- Play shoot sound
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self:EmitSound(self.Primary.Sound)
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self:ShootBullet(0,0,0)
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self:ShootBullet(0,0,0)
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self:ShootBullet(0.015,0,0)
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self:ShootBullet(-0.015,0,0)
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self:ShootBullet(0,0.015,0)
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self:ShootBullet(0,-0.015,0)
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self:ShootBullet(0.015,0.015,0)
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self:ShootBullet(-0.015,0.015,0)
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self:ShootBullet(-0.015,-0.015,0)
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self:ShootBullet(0.015,-0.015,0)
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-- Remove 1 bullet from our clip
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self:TakePrimaryAmmo( 1 )
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if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then
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local anglo = Angle(-self.Primary.Recoil)
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local eyes = self.Owner:EyeAngles()
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eyes.pitch = eyes.pitch + (anglo.pitch/3)
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eyes.yaw = eyes.yaw + (anglo.yaw/3)
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self.Owner:SetEyeAngles(eyes)
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end
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self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
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end
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@ -11,7 +11,7 @@ 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.PrintName = "ACR" -- Weapon name (Shown on HUD)
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SWEP.Slot = 2 -- Slot in the weapon selection menu
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SWEP.Slot = 1 -- Slot in the weapon selection menu
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SWEP.SlotPos = 21 -- Position in the slot
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SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
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SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
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@ -36,12 +36,12 @@ SWEP.AdminSpawnable = true
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SWEP.FiresUnderwater = false
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SWEP.Primary.Sound = Sound("Masada.Single") -- Script that calls the primary fire sound
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SWEP.Primary.RPM = 825 -- This is in Rounds Per Minute
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SWEP.Primary.RPM = 1000 -- This is in Rounds Per Minute
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SWEP.Primary.ClipSize = 30 -- Size of a clip
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SWEP.Primary.DefaultClip = 60 -- Bullets you start with
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SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
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SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
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SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
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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 = true; Semi Auto = false
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SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
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-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
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@ -52,9 +52,9 @@ SWEP.data = {} --The starting firemode
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SWEP.data.ironsights = 1
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SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
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SWEP.Primary.Damage = 30 -- Base damage per bullet
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SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
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SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns
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SWEP.Primary.Damage = 25 -- Base damage per bullet
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SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
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SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns
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-- Enter iron sight info and bone mod info below
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SWEP.IronSightsPos = Vector(2.668, 0, 0.675)
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@ -76,4 +76,6 @@ if GetConVar("M9KUniqueSlots") != nil then
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if not (GetConVar("M9KUniqueSlots"):GetBool()) then
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SWEP.SlotPos = 2
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end
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end
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end
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SWEP.Primary.KickUp = 0.5
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SWEP.Primary.Recoil = 0.3
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@ -11,7 +11,7 @@ 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.PrintName = "AK-47" -- Weapon name (Shown on HUD)
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SWEP.Slot = 2 -- Slot in the weapon selection menu
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SWEP.Slot = 1 -- Slot in the weapon selection menu
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SWEP.SlotPos = 22 -- Position in the slot
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SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
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SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
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@ -37,12 +37,12 @@ SWEP.AdminSpawnable = true
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SWEP.FiresUnderwater = false
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SWEP.Primary.Sound = Sound("47ak.Single") -- Script that calls the primary fire sound
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SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
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SWEP.Primary.RPM = 650 -- This is in Rounds Per Minute
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SWEP.Primary.ClipSize = 30 -- Size of a clip
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SWEP.Primary.DefaultClip = 60 -- Bullets you start with
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SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
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SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
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SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
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SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
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SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
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SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
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SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
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SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
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-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
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@ -54,8 +54,8 @@ SWEP.data.ironsights = 1
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SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
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SWEP.Primary.Damage = 30 -- Base damage per bullet
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SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
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SWEP.Primary.IronAccuracy = .013 -- Ironsight accuracy, should be the same for shotguns
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SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
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SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns
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-- Enter iron sight info and bone mod info below
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-- SWEP.IronSightsPos = Vector(4.394, -3.75, 1.48)
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@ -83,4 +83,7 @@ if GetConVar("M9KUniqueSlots") != nil then
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if not (GetConVar("M9KUniqueSlots"):GetBool()) then
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SWEP.SlotPos = 2
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end
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end
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||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
||||
|
||||
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -36,12 +36,12 @@ 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.RPM = 1000 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -52,9 +52,9 @@ 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
|
||||
SWEP.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -76,4 +76,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -32,12 +32,12 @@ 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.RPM = 1000 -- 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 = .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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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"
|
||||
|
||||
@ -47,9 +47,9 @@ 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.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
@ -79,4 +79,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,17 +35,17 @@ 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.RPM = 650 -- 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.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- 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.SelectiveFire = false
|
||||
|
||||
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
|
||||
|
||||
@ -53,9 +53,9 @@ 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
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -67,90 +67,7 @@ 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!")
|
||||
@ -164,4 +81,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,12 +35,12 @@ 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.RPM = 650 -- 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.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 = 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
|
||||
@ -62,9 +62,9 @@ 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
|
||||
SWEP.Primary.Damage = 30 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -87,4 +87,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,12 +35,12 @@ 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.RPM = 1000 -- 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.KickUp = .5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .5 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = .5 -- 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
|
||||
@ -62,9 +62,9 @@ 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
|
||||
SWEP.Primary.Damage = 25 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -87,4 +87,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,13 +35,13 @@ 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.RPM = 1000 -- 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 = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickDown = 0.5 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0.5 -- Maximum up recoil (stock)
|
||||
SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
|
||||
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
|
||||
|
||||
@ -53,9 +53,9 @@ 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.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -77,4 +77,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -34,12 +34,12 @@ 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.RPM = 1000 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -52,9 +52,9 @@ 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
|
||||
SWEP.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -76,4 +76,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,12 +35,12 @@ 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.RPM = 1000 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -53,9 +53,9 @@ 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
|
||||
SWEP.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -77,4 +77,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,11 +35,11 @@ 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.RPM = 650 -- 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.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- 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
|
||||
@ -53,9 +53,9 @@ 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
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -78,4 +78,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,11 +35,11 @@ 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.RPM = 1000 -- 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.KickUp = .5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .5 -- 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
|
||||
@ -63,9 +63,9 @@ 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
|
||||
SWEP.Primary.Damage = 25 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -88,4 +88,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -34,13 +34,13 @@ 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.RPM = 1000 -- 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 = 0.6 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
|
||||
@ -52,9 +52,9 @@ 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
|
||||
SWEP.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -76,4 +76,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,13 +35,13 @@ 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.RPM = 1000 -- 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.KickUp = .5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .5 -- 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
|
||||
@ -60,13 +60,13 @@ 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
|
||||
SWEP.Primary.Damage = 25 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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.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)
|
||||
@ -85,4 +85,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -36,14 +36,14 @@ 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.RPM = 1000 -- 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.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
||||
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
|
||||
SWEP.CanBeSilenced = true
|
||||
SWEP.Silenced = 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
|
||||
|
||||
@ -53,9 +53,10 @@ 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
|
||||
SWEP.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -67,6 +68,7 @@ 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
|
||||
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -33,13 +33,13 @@ 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.Sound = Sound("Dmgfok_M4A1.Single") -- Script that calls the primary fire sound -- This is in Rounds Per Minute
|
||||
SWEP.Primary.RPM = 1000
|
||||
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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -52,9 +52,9 @@ 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.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -76,4 +76,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,12 +35,12 @@ 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.RPM = 650 -- 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.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- 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
|
||||
@ -52,8 +52,8 @@ 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.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
@ -81,4 +81,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -35,12 +35,12 @@ 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.RPM = 1000 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -51,9 +51,9 @@ 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.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
SWEP.SelectiveFire = true
|
||||
|
||||
@ -78,4 +78,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -34,11 +34,11 @@ 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.RPM = 1000 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -50,9 +50,9 @@ 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
|
||||
SWEP.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -74,4 +74,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -34,11 +34,11 @@ 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.RPM = 650 -- 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.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- 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
|
||||
@ -50,9 +50,9 @@ 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
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -74,4 +74,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -1,91 +1,127 @@
|
||||
-- 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
|
||||
-- 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 = 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 = 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 = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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
|
||||
SWEP.Primary.KickUp = 2
|
||||
SWEP.Primary.Recoil = 0
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 85
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
|
||||
-- Make sure we can shoot first
|
||||
if ( !self:CanPrimaryAttack() ) then return end
|
||||
|
||||
-- Play shoot sound
|
||||
self:EmitSound(self.Primary.Sound)
|
||||
|
||||
self:ShootBullet(0,0,0)
|
||||
|
||||
-- Remove 1 bullet from our clip
|
||||
self:TakePrimaryAmmo( 1 )
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
end
|
@ -71,7 +71,7 @@ if GetConVar("M9KWeaponStrip") == nil then
|
||||
end
|
||||
|
||||
if GetConVar("M9KDisablePenetration") == nil then
|
||||
CreateConVar("M9KDisablePenetration", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable Penetration and Ricochets? 1 for true, 0 for false")
|
||||
CreateConVar("M9KDisablePenetration", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable Penetration and Ricochets? 1 for true, 0 for false")
|
||||
print("Penetration/ricochet con var created")
|
||||
end
|
||||
|
||||
@ -880,7 +880,7 @@ sound.Add({
|
||||
sound.Add({
|
||||
name = "Weapon_INT.Single",
|
||||
channel = CHAN_USER_BASE+10,
|
||||
volume = 1.0,
|
||||
volume = 2.0,
|
||||
sound = "weapons/fokku_tc_intrv/int1.wav"
|
||||
})
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -58,10 +58,11 @@ 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)
|
||||
SWEP.IronSightsPos = Vector (0,0,0)
|
||||
SWEP.IronSightsAng = Vector (0,0,0)
|
||||
|
||||
function SWEP:Initialize()
|
||||
self:SetIronsights(false, self.Owner)
|
||||
self.Weapon:SetNWBool("Reloading", false)
|
||||
util.PrecacheSound(self.Primary.Sound)
|
||||
if CLIENT then
|
||||
@ -191,8 +192,6 @@ function SWEP:BoltBack()
|
||||
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)
|
||||
@ -205,8 +204,6 @@ function SWEP:BoltBack()
|
||||
end
|
||||
|
||||
function SWEP:Reload()
|
||||
|
||||
if self.Owner:KeyDown(IN_USE) then return end
|
||||
|
||||
self.Weapon:DefaultReload(ACT_VM_RELOAD)
|
||||
if !self.Owner:IsNPC() then
|
||||
@ -237,17 +234,9 @@ function SWEP:Reload()
|
||||
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
|
||||
@ -260,17 +249,9 @@ function SWEP:PostReloadScopeCheck()
|
||||
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
|
||||
@ -291,57 +272,16 @@ function SWEP:IronSight()
|
||||
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
|
||||
if self.Owner:KeyPressed(IN_ATTACK2) and not (self.Weapon:GetNWBool("Reloading")) then
|
||||
self.Owner:SetFOV( 75/self.Secondary.ScopeZoom, 0.15 )
|
||||
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
|
||||
if (self.Owner:KeyReleased(IN_ATTACK2)) then
|
||||
self.Owner:SetFOV( 0, 0.2 )
|
||||
self:SetIronsights(false, self.Owner)
|
||||
self.DrawCrosshair = self.XHair
|
||||
@ -349,20 +289,12 @@ function SWEP:IronSight()
|
||||
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.Owner:KeyDown(IN_ATTACK2) and (self:GetIronsights() == true) then
|
||||
|
||||
if self.Secondary.UseACOG then
|
||||
-- Draw the FAKE SCOPE THANG
|
||||
@ -451,11 +383,11 @@ function SWEP:DrawHUD()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function SWEP:AdjustMouseSensitivity()
|
||||
|
||||
if self.Owner:KeyDown(IN_ATTACK2) then
|
||||
return (1/(self.Secondary.ScopeZoom/2))
|
||||
else
|
||||
return 1
|
||||
end
|
||||
return 1
|
||||
end
|
||||
end
|
@ -23,7 +23,7 @@ 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.Automatic = false // Automatic/Semi Auto
|
||||
SWEP.Primary.Ammo = "none" // What kind of ammo
|
||||
SWEP.Primary.Reloading = false // Reloading func
|
||||
|
||||
@ -95,7 +95,7 @@ function SWEP:Deploy()
|
||||
|
||||
self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + .25)
|
||||
self.Weapon:SetNextPrimaryFire(CurTime() + .13)
|
||||
self.Weapon:SetNextSecondaryFire(CurTime() + .25)
|
||||
self.ActionDelay = (CurTime() + .25)
|
||||
|
||||
@ -103,7 +103,7 @@ function SWEP:Deploy()
|
||||
self:SetIronsights(false)
|
||||
end
|
||||
|
||||
self.Owner.NextReload = CurTime() + 1
|
||||
self.Owner.NextReload = CurTime()
|
||||
|
||||
return true
|
||||
end
|
||||
@ -127,7 +127,7 @@ function SWEP:Reload()
|
||||
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
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()) -- 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 )
|
||||
@ -190,3 +190,39 @@ end
|
||||
function SWEP:ShellAnimCaller()
|
||||
self.Weapon:SendWeaponAnim(ACT_VM_RELOAD)
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
|
||||
-- Make sure we can shoot first
|
||||
if ( !self:CanPrimaryAttack() ) then return end
|
||||
|
||||
-- Play shoot sound
|
||||
self:EmitSound(self.Primary.Sound)
|
||||
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0.015,0,0)
|
||||
self:ShootBullet(-0.015,0,0)
|
||||
self:ShootBullet(0,0.015,0)
|
||||
self:ShootBullet(0,-0.015,0)
|
||||
self:ShootBullet(0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,-0.015,0)
|
||||
self:ShootBullet(0.015,-0.015,0)
|
||||
|
||||
-- Remove 1 bullet from our clip
|
||||
self:TakePrimaryAmmo( 1 )
|
||||
|
||||
|
||||
|
||||
if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then
|
||||
|
||||
local anglo = Angle(-self.Primary.Recoil)
|
||||
local eyes = self.Owner:EyeAngles()
|
||||
eyes.pitch = eyes.pitch + (anglo.pitch/3)
|
||||
eyes.yaw = eyes.yaw + (anglo.yaw/3)
|
||||
self.Owner:SetEyeAngles(eyes)
|
||||
end
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
end
|
@ -1,89 +1,109 @@
|
||||
-- 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
|
||||
-- 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 = 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 = 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 = .3
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 60 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 2 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .06 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .06 -- 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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 9
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,85 +1,105 @@
|
||||
-- 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
|
||||
-- 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 = 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 = 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 = 50 -- 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 = .3
|
||||
|
||||
SWEP.Primary.NumShots = 60 //how many bullets to shoot, use with shotguns
|
||||
SWEP.Primary.Damage = 2 //base damage, scaled by game
|
||||
SWEP.Primary.Spread = .06 //define from-the-hip accuracy (1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .06 // 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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 9
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -35,10 +35,10 @@ 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.ClipSize = 50 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -50,9 +50,9 @@ 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
|
||||
SWEP.Primary.Damage = 20 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -74,4 +74,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -1,89 +1,91 @@
|
||||
-- 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
|
||||
-- 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 = 4 -- 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 = 45 -- 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 = 10 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 10 -- 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 = 100 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0.5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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
|
||||
SWEP.Primary.KickUp = 10
|
||||
SWEP.Primary.Recoil = 0
|
@ -11,7 +11,7 @@ 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.Slot = 4 -- 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
|
||||
@ -43,7 +43,7 @@ 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
|
||||
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
|
||||
@ -62,9 +62,9 @@ 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
|
||||
SWEP.Primary.Damage = 50 --base damage per bullet
|
||||
SWEP.Primary.Spread = .05 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -87,4 +87,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 5
|
||||
SWEP.Primary.Recoil = 0
|
@ -11,7 +11,7 @@ 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.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
|
||||
@ -48,12 +48,12 @@ 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.ShellTime = .33
|
||||
|
||||
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
|
||||
SWEP.Primary.NumShots = 60 //how many bullets to shoot, use with shotguns
|
||||
SWEP.Primary.Damage = 1 //base damage, scaled by game
|
||||
SWEP.Primary.Spread = .06 //define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .06 // 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
|
||||
@ -76,4 +76,24 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 6
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,233 +1,235 @@
|
||||
-- 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
|
||||
-- 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 = 4 -- 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 = 60 -- 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 = 100.1 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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() 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:GetMaxClip1()) -- 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 - 50,
|
||||
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
|
||||
SWEP.Primary.KickUp = 10
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,316 +1,327 @@
|
||||
-- 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
|
||||
-- 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 = 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 = "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 = 1
|
||||
|
||||
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()
|
||||
return false
|
||||
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_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 = 1
|
||||
|
||||
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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 12
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
|
||||
-- Make sure we can shoot first
|
||||
if ( !self:CanPrimaryAttack() ) then return end
|
||||
|
||||
-- Play shoot sound
|
||||
self:EmitSound(self.Primary.Sound)
|
||||
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0.015,0,0)
|
||||
self:ShootBullet(-0.015,0,0)
|
||||
self:ShootBullet(0,0.015,0)
|
||||
self:ShootBullet(0,-0.015,0)
|
||||
self:ShootBullet(0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,-0.015,0)
|
||||
self:ShootBullet(0.015,-0.015,0)
|
||||
|
||||
-- Remove 1 bullet from our clip
|
||||
self:TakePrimaryAmmo( 1 )
|
||||
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -42,7 +42,7 @@ 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
|
||||
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
|
||||
@ -61,9 +61,9 @@ 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
|
||||
SWEP.Primary.Damage = 50 --base damage per bullet
|
||||
SWEP.Primary.Spread = 10 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -86,4 +86,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 5
|
||||
SWEP.Primary.Recoil = 0
|
@ -3,7 +3,7 @@ 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.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
@ -11,7 +11,7 @@ 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.Slot = 1 -- 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
|
||||
@ -34,12 +34,12 @@ 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.RPM = 1000 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -51,9 +51,9 @@ 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
|
||||
SWEP.Primary.Damage = 25 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -75,4 +75,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -1,88 +1,90 @@
|
||||
-- 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
|
||||
-- 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 = 4 -- 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 = 45 -- 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 = 10 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = .6 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 10 -- 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 = 100 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0.5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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
|
||||
SWEP.Primary.KickUp = 5
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,79 +1,99 @@
|
||||
-- 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
|
||||
-- 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 = 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 = "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 = 50 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 4 -- 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 = .3
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
SWEP.Primary.NumShots = 60 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 2 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .06 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .06 -- 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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 9
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,77 +1,133 @@
|
||||
-- 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
|
||||
-- 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 = 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.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 = 60 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 1 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .06 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .06 -- 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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 6
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
|
||||
-- Make sure we can shoot first
|
||||
if ( !self:CanPrimaryAttack() ) then return end
|
||||
|
||||
-- Play shoot sound
|
||||
self:EmitSound(self.Primary.Sound)
|
||||
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0.015,0,0)
|
||||
self:ShootBullet(-0.015,0,0)
|
||||
self:ShootBullet(0,0.015,0)
|
||||
self:ShootBullet(0,-0.015,0)
|
||||
self:ShootBullet(0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,-0.015,0)
|
||||
self:ShootBullet(0.015,-0.015,0)
|
||||
|
||||
-- Remove 1 bullet from our clip
|
||||
self:TakePrimaryAmmo( 1 )
|
||||
|
||||
|
||||
|
||||
if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then
|
||||
|
||||
local anglo = Angle(-self.Primary.Recoil)
|
||||
local eyes = self.Owner:EyeAngles()
|
||||
eyes.pitch = eyes.pitch + (anglo.pitch/3)
|
||||
eyes.yaw = eyes.yaw + (anglo.yaw/3)
|
||||
self.Owner:SetEyeAngles(eyes)
|
||||
end
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -3,7 +3,7 @@ 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.Category = "M9K Assault Rifles"
|
||||
SWEP.Author = ""
|
||||
SWEP.Contact = ""
|
||||
SWEP.Purpose = ""
|
||||
@ -34,11 +34,11 @@ 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.RPM = 650 -- 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 = 0.6 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- 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
|
||||
@ -50,9 +50,9 @@ 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
|
||||
SWEP.Primary.Damage = 30 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -74,4 +74,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -1,89 +1,91 @@
|
||||
-- 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
|
||||
-- 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 = 4 -- 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 = 45 -- 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 = 5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0 -- 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 = 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 = 100 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0.5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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
|
||||
SWEP.Primary.KickUp = 10
|
||||
SWEP.Primary.Recoil = 0
|
@ -34,11 +34,11 @@ 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.RPM = 1000 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 50 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -50,9 +50,9 @@ 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
|
||||
SWEP.Primary.Damage = 15 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -74,4 +74,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -1,80 +1,97 @@
|
||||
-- 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
|
||||
-- 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 = 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 = "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 = 50 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 4 -- Size of a clip
|
||||
SWEP.Primary.DefaultClip = 30 -- Default number of bullets in a clip
|
||||
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 = .3
|
||||
|
||||
SWEP.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 6 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .02 -- 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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 9
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -34,8 +34,8 @@ 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.RPM = 650 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 50 -- 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)
|
||||
@ -50,9 +50,9 @@ 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
|
||||
SWEP.Primary.Damage = 20 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -74,4 +74,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -1,90 +1,85 @@
|
||||
-- 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
|
||||
-- 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 = 4 -- 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 = 45 -- 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 = 10 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 10 -- 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 = 100 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0.5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
|
||||
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
|
||||
SWEP.Primary.KickUp = 10
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,125 +0,0 @@
|
||||
-- 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
|
@ -1,80 +1,97 @@
|
||||
-- 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
|
||||
-- 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 = 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 = "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 = 50 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 4 -- 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 = .3
|
||||
|
||||
SWEP.data = {} --The starting firemode
|
||||
SWEP.data.ironsights = 1
|
||||
|
||||
-- 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
|
||||
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 9
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
SWEP.Primary.KickUp = 5
|
||||
SWEP.Primary.Recoil = 0
|
@ -35,11 +35,11 @@ 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.RPM = 1000 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 50 -- 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.KickUp = 0.5 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 0.5 -- 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
|
||||
@ -53,9 +53,9 @@ 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
|
||||
SWEP.Primary.Damage = 15 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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)
|
||||
@ -77,4 +77,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 0.5
|
||||
SWEP.Primary.Recoil = 0.3
|
@ -11,7 +11,7 @@ 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.Slot = 4 -- 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
|
||||
@ -61,9 +61,9 @@ 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
|
||||
SWEP.Primary.Damage = 50 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0.5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -87,4 +87,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 5
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,89 +1,91 @@
|
||||
-- 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
|
||||
-- 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 = 4 -- 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 = 45 -- 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 = 10 -- Maximum up recoil (rise)
|
||||
SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 10 -- 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 = 100 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0.5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- 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
|
||||
SWEP.Primary.KickUp = 10
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,80 +1,100 @@
|
||||
-- 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
|
||||
-- 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 = 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
|
||||
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 = 50 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 4 -- 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 = .3
|
||||
|
||||
SWEP.Primary.NumShots = 30 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 4-- 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(-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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 9
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -11,7 +11,7 @@ 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.Slot = 4 -- 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
|
||||
@ -38,9 +38,9 @@ SWEP.Primary.Sound = Sound("Weapon_hksl8.Single") -- script that calls the pr
|
||||
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.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 = 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
|
||||
@ -62,9 +62,9 @@ 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
|
||||
SWEP.Primary.Damage = 40 --base damage per bullet
|
||||
SWEP.Primary.Spread = 0.5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -87,4 +87,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 3
|
||||
SWEP.Primary.Recoil = 0
|
@ -11,7 +11,7 @@ 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.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
|
||||
@ -44,15 +44,15 @@ SWEP.Primary.Ammo = "buckshot" -- pistol, 357, smg1, ar2, buckshot, slam, Snip
|
||||
-- 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.ShellTime = .3
|
||||
|
||||
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
|
||||
SWEP.Primary.NumShots = 60 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 1 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .06 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .06 -- 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
|
||||
@ -77,4 +77,24 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 6
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,74 +1,130 @@
|
||||
-- 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
|
||||
-- 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 = 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 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 = 300 -- This is in Rounds Per Minute
|
||||
SWEP.Primary.ClipSize = 6 -- 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 = 60 -- How many bullets to shoot per trigger pull, AKA pellets
|
||||
SWEP.Primary.Damage = 1 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .06 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .06 -- 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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 6
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
|
||||
-- Make sure we can shoot first
|
||||
if ( !self:CanPrimaryAttack() ) then return end
|
||||
|
||||
-- Play shoot sound
|
||||
self:EmitSound(self.Primary.Sound)
|
||||
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0.015,0,0)
|
||||
self:ShootBullet(-0.015,0,0)
|
||||
self:ShootBullet(0,0.015,0)
|
||||
self:ShootBullet(0,-0.015,0)
|
||||
self:ShootBullet(0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,-0.015,0)
|
||||
self:ShootBullet(0.015,-0.015,0)
|
||||
|
||||
-- Remove 1 bullet from our clip
|
||||
self:TakePrimaryAmmo( 1 )
|
||||
|
||||
|
||||
|
||||
if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then
|
||||
|
||||
local anglo = Angle(-self.Primary.Recoil)
|
||||
local eyes = self.Owner:EyeAngles()
|
||||
eyes.pitch = eyes.pitch + (anglo.pitch/3)
|
||||
eyes.yaw = eyes.yaw + (anglo.yaw/3)
|
||||
self.Owner:SetEyeAngles(eyes)
|
||||
end
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
@ -11,7 +11,7 @@ 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.Slot = 4 -- 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
|
||||
@ -61,9 +61,9 @@ 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
|
||||
SWEP.Primary.Damage = 50 --base damage per bullet
|
||||
SWEP.Primary.Spread = .5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -88,4 +88,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 5
|
||||
SWEP.Primary.Recoil = 0
|
@ -11,7 +11,7 @@ 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.Slot = 4 -- 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
|
||||
@ -61,9 +61,9 @@ 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
|
||||
SWEP.Primary.Damage = 50 --base damage per bullet
|
||||
SWEP.Primary.Spread = .5 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = 0 -- ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- enter iron sight info and bone mod info below
|
||||
|
||||
@ -86,4 +86,6 @@ if GetConVar("M9KUniqueSlots") != nil then
|
||||
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
|
||||
SWEP.SlotPos = 2
|
||||
end
|
||||
end
|
||||
end
|
||||
SWEP.Primary.KickUp = 5
|
||||
SWEP.Primary.Recoil = 0
|
@ -1,149 +1,205 @@
|
||||
-- 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
|
||||
-- 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 = 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 = 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 = 60 -- How many bullets to shoot per trigger pull
|
||||
SWEP.Primary.Damage = 1 -- Base damage per bullet
|
||||
SWEP.Primary.Spread = .06 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
|
||||
SWEP.Primary.IronAccuracy = .06 -- 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
|
||||
function SWEP:ShootBullet( DirX, DirY, DirZ )
|
||||
|
||||
local bullet = {}
|
||||
bullet.Num = 1
|
||||
bullet.Src = self.Owner:GetShootPos() -- Source
|
||||
bullet.Dir = self.Owner:GetAimVector() + (self.Owner:GetAimVector():Angle():Right()*DirX) + (self.Owner:GetAimVector():Angle():Up()*DirY) -- Dir of bullet
|
||||
bullet.Spread = Vector(0,0,0) -- Aim Cone
|
||||
bullet.Tracer = 1 -- Show a tracer on every x bullets
|
||||
bullet.Force = 1 -- Amount of force to give to phys objects
|
||||
bullet.Damage = 4
|
||||
bullet.AmmoType = self.Primary.Ammo
|
||||
bullet.HullSize = 0
|
||||
|
||||
self.Owner:FireBullets( bullet )
|
||||
|
||||
self:ShootEffects()
|
||||
|
||||
end
|
||||
|
||||
function SWEP:PrimaryAttack()
|
||||
|
||||
-- Make sure we can shoot first
|
||||
if ( !self:CanPrimaryAttack() ) then return end
|
||||
|
||||
-- Play shoot sound
|
||||
self:EmitSound(self.Primary.Sound)
|
||||
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0,0,0)
|
||||
self:ShootBullet(0.015,0,0)
|
||||
self:ShootBullet(-0.015,0,0)
|
||||
self:ShootBullet(0,0.015,0)
|
||||
self:ShootBullet(0,-0.015,0)
|
||||
self:ShootBullet(0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,0.015,0)
|
||||
self:ShootBullet(-0.015,-0.015,0)
|
||||
self:ShootBullet(0.015,-0.015,0)
|
||||
|
||||
-- Remove 1 bullet from our clip
|
||||
self:TakePrimaryAmmo( 1 )
|
||||
|
||||
|
||||
|
||||
if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then
|
||||
|
||||
local anglo = Angle(-self.Primary.Recoil)
|
||||
local eyes = self.Owner:EyeAngles()
|
||||
eyes.pitch = eyes.pitch + (anglo.pitch/3)
|
||||
eyes.yaw = eyes.yaw + (anglo.yaw/3)
|
||||
self.Owner:SetEyeAngles(eyes)
|
||||
end
|
||||
|
||||
self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
|
||||
end
|
||||
SWEP.Primary.KickUp = 0
|
||||
SWEP.Primary.Recoil = 0
|
Loading…
Reference in New Issue
Block a user