mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 21:53:46 +03:00
271 lines
12 KiB
Lua
271 lines
12 KiB
Lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Base = "weapon_vj_base"
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SWEP.PrintName = "AR2"
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SWEP.Author = "DrVrej"
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SWEP.Contact = "http://steamcommunity.com/groups/vrejgaming"
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SWEP.Purpose = "This weapon is made for Players and NPCs"
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SWEP.Instructions = "Controls are like a regular weapon."
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SWEP.Category = "VJ Base"
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-- Client Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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if (CLIENT) then
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SWEP.Slot = 2 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
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SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6)
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SWEP.UseHands = true
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end
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-- NPC Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.NPC_NextPrimaryFire = 0.9 -- Next time it can use primary fire
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SWEP.NPC_TimeUntilFire = 0.1 -- How much time until the bullet/projectile is fired?
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SWEP.NPC_TimeUntilFireExtraTimers = {0.1,0.2,0.3,0.4,0.5,0.6} -- Extra timers, which will make the gun fire again! | The seconds are counted after the self.NPC_TimeUntilFire!
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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.ViewModel = "models/weapons/c_irifle.mdl"
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SWEP.WorldModel = "models/weapons/w_irifle.mdl"
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SWEP.HoldType = "ar2"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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SWEP.NPC_NextPrimaryFireT2 = math.random(6.5,10)
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SWEP.NPC_TimeUntilFires = math.random(6.5,10) -- How much time until the bullet/projectile is fired?
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SWEP.NPC_NextSecondaryFire = math.random(10.093,15.093)
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.Damage = math.random(8,10) -- Damage
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SWEP.Primary.Force = 10 -- Force applied on the object the bullet hits
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SWEP.Primary.ClipSize = 30 -- Max amount of bullets per clip
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SWEP.Primary.Delay = 0.1 -- Time until it can shoot again
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SWEP.Primary.TracerType = "AR2Tracer" -- Tracer type (Examples: AR2, laster, 9mm)
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SWEP.Primary.Automatic = true -- Is it automatic?
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SWEP.Primary.Ammo = "AR2" -- Ammo type
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SWEP.Primary.Sound = {"vj_weapons/hl2_ar2/ar2_single1.wav","vj_weapons/hl2_ar2/ar2_single2.wav","vj_weapons/hl2_ar2/ar2_single3.wav"}
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SWEP.Primary.DistantSound = {"Weapon_AR2.NPC_Single"}
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SWEP.PrimaryEffects_MuzzleParticles = {"vj_rifle_full_blue"}
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SWEP.PrimaryEffects_SpawnShells = false
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SWEP.PrimaryEffects_DynamicLightColor = Color(0, 31, 225)
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-- Reload Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.HasReloadSound = false -- Does it have a reload sound? Remember even if this is set to false, the animation sound will still play!
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SWEP.ReloadSound = "weapons/ar2/ar2_reload.wav"
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SWEP.Reload_TimeUntilAmmoIsSet = 0.8 -- Time until ammo is set to the weapon
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SWEP.Reload_TimeUntilFinished = 1.8 -- How much time until the player can play idle animation, shoot, etc.
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-- Idle Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.HasIdleAnimation = true -- Does it have a idle animation?
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SWEP.AnimTbl_Idle = {ACT_VM_IDLE}
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SWEP.NextIdle_Deploy = 0.5 -- How much time until it plays the idle animation after the weapon gets deployed
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SWEP.NextIdle_PrimaryAttack = 0.1 -- How much time until it plays the idle animation after attacking(Primary)
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function SWEP:CustomOnPrimaryAttack_AfterShoot()
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local dm = math.random(0,60)
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if ( dm == 20 ) then
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self:FireBalls()
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end
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end
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function SWEP:FireBalls()
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if SERVER then
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local cballspawner = ents.Create( "point_combine_ball_launcher" )
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local OwnerPos = self.Owner:GetShootPos()
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local OwnerAng = self.Owner:GetAimVector():Angle()
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cballspawner:SetAngles( self.Owner:GetAngles())
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local OwnerPos = self.Owner:GetShootPos()
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local OwnerAng = self.Owner:GetAimVector():Angle()
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OwnerPos = OwnerPos + OwnerAng:Forward()*-20 + OwnerAng:Up()*-9 + OwnerAng:Right()*math.random(0,10)
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if self.Owner:IsPlayer() then cballspawner:SetPos(OwnerPos) else cballspawner:SetPos(self:GetAttachment(self:LookupAttachment("muzzle")).Pos) end
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if self.Owner:IsPlayer() then cballspawner:SetAngles(OwnerAng) else cballspawner:SetAngles(self.Owner:GetAngles()) end
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cballspawner:SetKeyValue( "minspeed",3000 )
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cballspawner:SetKeyValue( "maxspeed", 3000 )
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cballspawner:SetKeyValue( "ballradius", "20" )
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cballspawner:SetKeyValue( "ballcount", "1" )
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cballspawner:SetKeyValue( "maxballbounces", "3" )
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cballspawner:SetKeyValue( "launchconenoise", 0 )
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cballspawner:Spawn()
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cballspawner:Activate()
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cballspawner:Fire( "LaunchBall" )
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cballspawner:Fire("kill","",0)
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local phy = cballspawner:GetPhysicsObject()
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if phy:IsValid() then
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if self.Owner:IsPlayer() then
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phy:ApplyForceCenter(self.Owner:GetAimVector() * 4000) else //200000
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//phy:ApplyForceCenter((self.Owner:GetEnemy():GetPos() - self.Owner:GetPos()) * 4000)
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phy:ApplyForceCenter(((self.Owner:GetEnemy():GetPos()+self.Owner:GetEnemy():OBBCenter()+self.Owner:GetEnemy():GetUp()*math.random(45,145)) - self.Owner:GetPos()+self.Owner:OBBCenter()+self.Owner:GetEnemy():GetUp()*math.random(-45,-145)) * 4000)
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//data.Dir = (Entity:GetEnemy():GetPos()+Entity:GetEnemy():OBBCenter()+Entity:GetEnemy():GetUp()*-45) -Entity:GetPos()+Entity:OBBCenter()+Entity:GetEnemy():GetUp()*-45
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end
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end
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end
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timer.Create("Uniquename1",0.01,1,function()
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if IsValid(self.Owner) then
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for k,v in pairs(ents.FindInSphere(self.Owner:GetShootPos(),100)) do
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if IsValid(v) and v:GetClass() == "prop_combine_ball" and !IsValid(v:SetOwner()) and SERVER then
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v:SetOwner(self.Owner)
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end
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end
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end
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end)
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end
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function SWEP:PrimaryAttackEffects()
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local vjeffectmuz = EffectData()
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vjeffectmuz:SetOrigin(self.Owner:GetShootPos())
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vjeffectmuz:SetEntity(self.Weapon)
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vjeffectmuz:SetStart(self.Owner:GetShootPos())
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vjeffectmuz:SetNormal(self.Owner:GetAimVector())
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vjeffectmuz:SetAttachment(1)
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vjeffectmuz:SetMagnitude(0)
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util.Effect("VJ_Weapon_RifleMuzzle1",vjeffectmuz)
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if GetConVarNumber("vj_wep_nobulletshells") == 1 then
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if !self.Owner:IsPlayer() then
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local vjeffect = EffectData()
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vjeffect:SetEntity(self.Weapon)
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vjeffect:SetOrigin(self.Owner:GetShootPos())
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vjeffect:SetNormal(self.Owner:GetAimVector())
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vjeffect:SetAttachment(1)
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util.Effect("VJ_Weapon_RifleShell1",vjeffect) end
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end
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if (SERVER) then
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if GetConVarNumber("vj_wep_nomuszzleflash") == 1 then
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local FireLight1 = ents.Create("light_dynamic")
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FireLight1:SetKeyValue("brightness", "2")
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if self.Owner:IsPlayer() then
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FireLight1:SetKeyValue("distance", "200") else FireLight1:SetKeyValue("distance", "150") end
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FireLight1:SetLocalPos(self.Owner:GetShootPos() +self:GetForward()*40 + self:GetUp()*-40)
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FireLight1:SetLocalAngles(self:GetAngles())
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FireLight1:Fire("Color", "255 150 60")
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FireLight1:SetParent(self)
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FireLight1:Spawn()
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FireLight1:Activate()
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FireLight1:Fire("TurnOn", "", 0)
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self:DeleteOnRemove(FireLight1)
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timer.Simple(0.07,function() if self:IsValid() then FireLight1:Remove() end end)
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end
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end
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end
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function SWEP:CustomOnThink()
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if self.Owner.SquadName == "resistance" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_RPG}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE_RELAXED}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE_RELAXED}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN_RPG}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RPG_RELAXED}
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end
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end
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if self.Owner.SquadName == "barney" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1_STIMULATED}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN_RPG}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RPG_RELAXED}
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end
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end
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if self.Owner.SquadName == "metrocop" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_Walk = {ACT_WALK}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine_elit" then
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "combine_nova" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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if self.Owner.SquadName == "metrocops" then
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self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000)
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self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired?
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self.NPC_NextSecondaryFire = math.random(10000.093,20000.093)
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if self.Owner.FollowingPlayer == false then
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self.Owner.AnimTbl_Run = {ACT_RUN}
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
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self.Owner.AnimTbl_Walk = {ACT_IDLE}
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end
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if self.Owner.FollowingPlayer == true then
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
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self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
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end
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end
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end
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