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258
lua/tfa/documentation/tfa_anims_template.lua
Normal file
258
lua/tfa/documentation/tfa_anims_template.lua
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@@ -0,0 +1,258 @@
|
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--[[
|
||||
| This file was obtained through the combined efforts
|
||||
| of Madbluntz & Plymouth Antiquarian Society.
|
||||
|
|
||||
| Credits: lifestorm, Gregory Wayne Rossel JR.,
|
||||
| Maloy, DrPepper10 @ RIP, Atle!
|
||||
|
|
||||
| Visit for more: https://plymouth.thetwilightzone.ru/
|
||||
--]]
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-- TFA Base Animations reference
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-- Example of animation table:
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SWEP.Animations = {
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["shoot1"] = {
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-- Еype of the animation entry, either TFA.Enum.ANIMATION_ACT or TFA.Enum.ANIMATION_SEQ
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-- ALL ENTRIES OF THE ANIMATION MUST BE OF THE SAME TYPE!!!
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-- for ANIMATION_ACT, "value" must be one of the enums from https://wiki.facepunch.com/gmod/Enums/ACT
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-- for ANIMATION_SEQ "value" is the sequence name
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["type"] = TFA.Enum.ANIMATION_ACT,
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-- Basic
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["value"] = ACT_VM_PRIMARYATTACK,
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["value_empty"] = ACT_VM_DRYFIRE,
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["value_last"] = ACT_VM_PRIMARYATTACK_EMPTY,
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-- Silenced
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["value_sil"] = ACT_VM_PRIMARYATTACK_SILENCED,
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["value_sil_empty"] = ACT_VM_DRYFIRE_SILENCED,
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-- Ironsights/ADS
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["value_is"] = ACT_VM_PRIMARYATTACK_1,
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["value_is_empty"] = ACT_VM_PRIMARYATTACK_2,
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["value_is_last"] = ACT_VM_PRIMARYATTACK_3,
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-- ADS + Silenced
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["value_is_sil"] = ACT_VM_PRIMARYATTACK_DEPLOYED_1,
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["value_is_sil_empty"] = ACT_VM_PRIMARYATTACK_DEPLOYED_2,
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["value_is_sil_last"] = ACT_VM_PRIMARYATTACK_DEPLOYED_3,
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-- Force enable animation (when it's not autodetected)
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["enabled"] = true
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},
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}
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-- Uncomment entry and add to SWEP.Animations table of your SWEP. DO NOT COPY THE WHOLE BLOCK!
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-- SWEP.Animations = {
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--[[ Gun Base ]]--
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-- ["draw_first"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_DRAW_DEPLOYED,
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-- ["enabled"] = nil
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-- },
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-- ["draw"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_DRAW
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-- },
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-- ["draw_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_DRAW_EMPTY
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-- },
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-- ["draw_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_DRAW_SILENCED
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-- },
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-- ["shoot1"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_PRIMARYATTACK
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-- },
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-- ["shoot1_last"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_PRIMARYATTACK_EMPTY
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-- },
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-- ["shoot1_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_DRYFIRE
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-- },
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-- ["shoot1_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_PRIMARYATTACK_SILENCED
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-- },
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-- ["shoot1_silenced_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_DRYFIRE_SILENCED or 0
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-- },
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-- ["shoot1_is"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_PRIMARYATTACK_1
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-- },
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-- ["shoot2"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_SECONDARYATTACK
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-- },
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-- ["shoot2_last"] = {
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-- ["type"] = TFA.Enum.ANIMATION_SEQ,
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-- ["value"] = "shoot2_last"
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-- },
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-- ["shoot2_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_DRYFIRE
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-- },
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-- ["shoot2_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_SEQ,
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-- ["value"] = "shoot2_silenced"
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-- },
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-- ["shoot2_is"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_ISHOOT_M203
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-- },
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-- ["idle"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_IDLE
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-- },
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-- ["idle_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_IDLE_EMPTY
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-- },
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-- ["idle_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_IDLE_SILENCED
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-- },
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-- ["reload"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_RELOAD
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-- },
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-- ["reload_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_RELOAD_EMPTY
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-- },
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-- ["reload_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_RELOAD_SILENCED
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-- },
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-- ["reload_shotgun_start"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_SHOTGUN_RELOAD_START
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-- },
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-- ["reload_shotgun_finish"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_SHOTGUN_RELOAD_FINISH
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-- },
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-- ["reload_is"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_RELOAD_ADS
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-- },
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-- ["reload_empty_is"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_RELOAD_EMPTY_ADS
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-- },
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-- ["reload_silenced_is"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_RELOAD_SILENCED_ADS
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-- },
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-- ["reload_shotgun_start_is"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_SHOTGUN_RELOAD_START_ADS
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-- },
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-- ["reload_shotgun_finish_is"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_SHOTGUN_RELOAD_FINISH_ADS
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-- },
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-- ["holster"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_HOLSTER
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-- },
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-- ["holster_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_HOLSTER_EMPTY
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-- },
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-- ["holster_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_HOLSTER_SILENCED
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-- },
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-- ["silencer_attach"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_ATTACH_SILENCER
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-- },
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-- ["silencer_detach"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_DETACH_SILENCER
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-- },
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-- ["rof"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_FIREMODE
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||||
-- },
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||||
-- ["rof_is"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_IFIREMODE
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-- },
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-- ["inspect"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_FIDGET
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-- },
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||||
-- ["inspect_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_FIDGET_EMPTY
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-- },
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||||
-- ["inspect_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_FIDGET_SILENCED
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-- },
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--[[ Bash Base ]]--
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-- ["bash"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_HITCENTER
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-- },
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-- ["bash_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_HITCENTER2
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-- },
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-- ["bash_empty"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_MISSCENTER
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-- },
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-- ["bash_empty_silenced"] = {
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-- ["type"] = TFA.Enum.ANIMATION_ACT,
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-- ["value"] = ACT_VM_MISSCENTER2
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-- },
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-- }
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-- Fake ACT enum entries added by the base
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-- These values do not exist in the engine, so for those names use the replacement value in the $sequence definition:
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-- ACT_VM_FIDGET_EMPTY - ACT_CROSSBOW_FIDGET_UNLOADED
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-- ACT_VM_FIDGET_SILENCED - ACT_RPG_FIDGET_UNLOADED
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-- ACT_VM_HOLSTER_SILENCED - ACT_CROSSBOW_HOLSTER_UNLOADED
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-- ACT_VM_RELOAD_ADS - ACT_IDLE_AIM_RIFLE_STIMULATED
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-- ACT_VM_RELOAD_EMPTY_ADS - ACT_WALK_AIM_RIFLE_STIMULATED
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-- ACT_VM_RELOAD_SILENCED_ADS - ACT_RUN_AIM_RIFLE_STIMULATED
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-- ACT_SHOTGUN_RELOAD_START_ADS - ACT_IDLE_SHOTGUN_RELAXED
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-- ACT_SHOTGUN_RELOAD_FINISH_ADS - ACT_IDLE_SHOTGUN_STIMULATED
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||||
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--[[ Bow Base ]]--
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||||
-- SWEP.BowAnimations = {
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||||
-- ["shake"] = {
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||||
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
|
||||
-- ["value"] = "tiredloop",
|
||||
-- ["enabled"] = true
|
||||
-- },
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||||
-- ["shoot"] = {
|
||||
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
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||||
-- ["value"] = "fire_1",
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||||
-- ["enabled"] = true
|
||||
-- },
|
||||
-- ["cancel"] = {
|
||||
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
|
||||
-- ["value"] = "cancelarrow",
|
||||
-- ["enabled"] = true
|
||||
-- },
|
||||
-- ["draw"] = {
|
||||
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
|
||||
-- ["value"] = "drawarrow",
|
||||
-- ["enabled"] = true
|
||||
-- }
|
||||
-- }
|
||||
84
lua/tfa/documentation/tfa_attachment_template.lua
Normal file
84
lua/tfa/documentation/tfa_attachment_template.lua
Normal file
@@ -0,0 +1,84 @@
|
||||
--[[
|
||||
| This file was obtained through the combined efforts
|
||||
| of Madbluntz & Plymouth Antiquarian Society.
|
||||
|
|
||||
| Credits: lifestorm, Gregory Wayne Rossel JR.,
|
||||
| Maloy, DrPepper10 @ RIP, Atle!
|
||||
|
|
||||
| Visit for more: https://plymouth.thetwilightzone.ru/
|
||||
--]]
|
||||
|
||||
|
||||
-- TFA Base Attachment Template by TFA Base Devs
|
||||
|
||||
-- To the extent possible under law, the person who associated CC0 with
|
||||
-- TFA Base Template has waived all copyright and related or neighboring rights
|
||||
-- to TFA Base Template.
|
||||
|
||||
-- You should have received a copy of the CC0 legalcode along with this
|
||||
-- work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
|
||||
|
||||
if not ATTACHMENT then
|
||||
ATTACHMENT = {}
|
||||
end
|
||||
|
||||
ATTACHMENT.TFADataVersion = 1 -- If it is undefined, it fallbacks to 0 and WeaponTable gets migrated like SWEPs do
|
||||
|
||||
-- ATTACHMENT.Base = "base" -- Attachment baseclass, defaults to "base" attachment
|
||||
|
||||
ATTACHMENT.Name = "Example Attachment"
|
||||
ATTACHMENT.ShortName = nil -- Abbreviation shown on the bottom left of the icon, generated from name if not defined
|
||||
ATTACHMENT.Description = {
|
||||
TFA.Attachments.Colors["+"], "Does something good",
|
||||
TFA.Attachments.Colors["-"], "Does something bad",
|
||||
-- Color(255, 255, 255), "bottom text",
|
||||
} -- all colors are defined in lua/tfa/modules/tfa_attachments.lua
|
||||
ATTACHMENT.Icon = nil -- "entities/tfa_ammo_match.png" -- Full path to the icon, reverts to '?' by default
|
||||
|
||||
ATTACHMENT.WeaponTable = { -- The place where you change the stats (CACHED STATS ONLY!)
|
||||
["Primary"] = {
|
||||
["Damage"] = 60, -- For example, you want to change SWEP.Primary.Damage value to 60
|
||||
["ClipSize"] = function(wep, stat)
|
||||
return wep.Primary_TFA.ClipSize_Override or stat * 1.5
|
||||
end -- Stat functions support changing value dynamically (which is cached afterwards), SWEP.Primary_TFA contains original unchanged values
|
||||
}
|
||||
}
|
||||
|
||||
-- ATTACHMENT.DInv2_GridSizeX = nil -- DInventory/2 Specific. Determines attachment's width in grid.
|
||||
-- ATTACHMENT.DInv2_GridSizeY = nil -- DInventory/2 Specific. Determines attachment's height in grid.
|
||||
-- ATTACHMENT.DInv2_Volume = nil -- DInventory/2 Specific. Determines attachment's volume in liters.
|
||||
-- ATTACHMENT.DInv2_Mass = nil -- DInventory/2 Specific. Determines attachment's mass in kilograms.
|
||||
-- ATTACHMENT.DInv2_StackSize = nil -- DInventory/2 Specific. Determines attachment's maximal stack size.
|
||||
|
||||
--[[
|
||||
-- Default behavior is always allow, override to change
|
||||
function ATTACHMENT:CanAttach(wep)
|
||||
return true
|
||||
end
|
||||
]]--
|
||||
|
||||
--[[
|
||||
-- These functions are called BEFORE stat cache is rebuilt
|
||||
function ATTACHMENT:Attach(wep)
|
||||
end
|
||||
|
||||
function ATTACHMENT:Detach(wep)
|
||||
end
|
||||
]]--
|
||||
|
||||
-- Attachment functions called from base
|
||||
--[[
|
||||
-- Called from render target code if SWEP.RTDrawEnabled is true
|
||||
function ATTACHMENT:RTCode(wep, rt_texture, w, h)
|
||||
end
|
||||
]]--
|
||||
|
||||
--[[
|
||||
-- Called from FireBullets for each bullet trace hit; arguments are passed from bullet callback
|
||||
function ATTACHMENT:CustomBulletCallback(wep, attacker, trace, dmginfo)
|
||||
end
|
||||
]]--
|
||||
|
||||
if not TFA_ATTACHMENT_ISUPDATING then
|
||||
TFAUpdateAttachments()
|
||||
end
|
||||
1066
lua/tfa/documentation/tfa_base_template.lua
Normal file
1066
lua/tfa/documentation/tfa_base_template.lua
Normal file
File diff suppressed because it is too large
Load Diff
103
lua/tfa/documentation/tfa_hooks_custom.lua
Normal file
103
lua/tfa/documentation/tfa_hooks_custom.lua
Normal file
@@ -0,0 +1,103 @@
|
||||
--[[
|
||||
| This file was obtained through the combined efforts
|
||||
| of Madbluntz & Plymouth Antiquarian Society.
|
||||
|
|
||||
| Credits: lifestorm, Gregory Wayne Rossel JR.,
|
||||
| Maloy, DrPepper10 @ RIP, Atle!
|
||||
|
|
||||
| Visit for more: https://plymouth.thetwilightzone.ru/
|
||||
--]]
|
||||
|
||||
|
||||
-- Copyright (c) 2018-2020 TFA Base Devs
|
||||
|
||||
-- Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
-- of this software and associated documentation files (the "Software"), to deal
|
||||
-- in the Software without restriction, including without limitation the rights
|
||||
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
-- copies of the Software, and to permit persons to whom the Software is
|
||||
-- furnished to do so, subject to the following conditions:
|
||||
|
||||
-- The above copyright notice and this permission notice shall be included in all
|
||||
-- copies or substantial portions of the Software.
|
||||
|
||||
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
-- SOFTWARE.
|
||||
|
||||
--this presents from becoming blank
|
||||
--[[
|
||||
--general
|
||||
TFA_GetStat(wepom,stat,value) --modify value in here, oh and you have to return
|
||||
--deploy+init
|
||||
TFA_SetupDataTables(wepom) --do things in here
|
||||
TFA_PathStatsTable(wepom) --do things in here
|
||||
TFA_PreInitialize(wepom) --do things in here
|
||||
TFA_Initialize(wepom) --do things in here
|
||||
TFA_PreDeploy(wepom) --do things in here
|
||||
TFA_Deploy(wepom) --do things in here; return to override what the thingy returns
|
||||
--holster+remove
|
||||
TFA_PreHolster(wepom, target) --do things in here, called before we truly holster, but in the holster hook; return to override what the thingy returns
|
||||
TFA_Holster(wepom) --really the finishholster func; return to override what the thingy returns
|
||||
TFA_OnRemove(wepom) --return to override what the thingy returns
|
||||
TFA_OnDrop(wepom) -- return to override what the thingy returns
|
||||
--think
|
||||
--primary fire related things
|
||||
TFA_PreCanPrimaryAttack(wepom) --return to override our answer before doing base checks
|
||||
TFA_CanPrimaryAttack(wepom) --return to override our answer, after TFA's checks
|
||||
TFA_PrimaryAttack(wepom) --do things here; return to prevent proceeding
|
||||
TFA_PostPrimaryAttack(wepom) --do things here
|
||||
--secondary
|
||||
TFA_SecondaryAttack(wepom) --do things here; return to override
|
||||
--reload related things
|
||||
TFA_PreReload(wepom,keyreleased) --called before sanity checks. do things here; return to prevent proceeding
|
||||
TFA_Reload(wepom) --called when you take ammo. do things here; return to prevent proceeding
|
||||
TFA_LoadShell(wepom) --called when insert a shotgun shell and play an animation. This runs before that; return to do your own logic
|
||||
TFA_Pump(wepom) --called when you pump the shotgun as a separate action, playing the animation. This runs before that; return to do your own logic
|
||||
TFA_CompleteReload(wepom) --the function that takes from reserve and loads into clip; return to override
|
||||
TFA_CheckAmmo(wepom) --the function that fidgets when you reload with a full clip; return to override
|
||||
TFA_PostReload(wepom) --do things here
|
||||
--FOV
|
||||
TFA_PreTranslateFOV(wepom,fov) --return a value to entirely override the fov with your own stuff, before TFA Base calcs it
|
||||
TFA_TranslateFOV(wepom,fov) --return a value to modify the fov with your own stuff
|
||||
--attachments
|
||||
TFA_PreInitAttachments(wepom) --modify attachments here
|
||||
TFA_PostInitAttachments(wepom) --runs before building attachment cache
|
||||
TFA_FinalInitAttachments(wepom) --final attachment init hook
|
||||
TFA_PreCanAttach(wepom, attid) --can we attach a thingy? called before exclusions/dependencies
|
||||
TFA_CanAttach(wepom, attid) --can we attach a thingy? called after exclusions/dependencies
|
||||
TFA_Attachment_Attached(wepom, attid, atttable, category, attindex, forced) --called after attachment was attached to the gun
|
||||
TFA_Attachment_Detached(wepom, attid, atttable, category, attindex, forced) --called after attachment was detached from the gun
|
||||
--animation
|
||||
TFA_AnimationRate(wep,act,rate) --return modified rate value here
|
||||
--effects
|
||||
TFA_MakeShell(wep) --return something to cancel making a shell. runs predicted
|
||||
TFA_EjectionSmoke(wep) --return something to cancel making an effect. runs predicted
|
||||
TFA_MuzzleSmoke(wep) --return something to cancel making an effect. runs predicted
|
||||
TFA_MuzzleFlash(wep) --return something to cancel making an effect. runs predicted
|
||||
--ironsights
|
||||
TFA_IronSightSounds(wepom) --called when we actually play a sound; return to prevent this
|
||||
--HUD
|
||||
TFA_DrawCrosshair(wepom, x, y) -- crosshair; return false to draw only hl2 crosshair, true to prevent drawing both
|
||||
TFA_DrawHUDAmmo(wepom, x, y, alpha) -- 3d2d ammo indicator; return false to disable, true to override values (return true, x, y, alpha)
|
||||
TFA_DrawScopeOverlay(wepom) -- called when 2d scope overlay is drawn; return true to prevent
|
||||
--bash
|
||||
TFA_CanBash(wepom) -- called before bashing; return false to prevent bashing
|
||||
TFA_Bash(wepom) -- called after all checks, animation started playing
|
||||
TFA_PostBash(wepom) -- do things here
|
||||
--Inspection VGUI
|
||||
TFA_InspectVGUI_Start(wepom) -- called before creating main panel; return false to prevent
|
||||
TFA_InspectVGUI_Finish(wepom, mainpanel, contentpanel) -- called after adding every panel
|
||||
TFA_InspectVGUI_InfoStart(wepom, contentpanel) -- called before adding main info (weapon name and stuff); return false to prevent
|
||||
TFA_InspectVGUI_InfoFinish(wepom, contentpanel) -- called after adding main info
|
||||
TFA_InspectVGUI_StatsStart(wepom, contentpanel) -- called before adding bottom info (stats); return false to prevent
|
||||
TFA_InspectVGUI_StatsFinish(wepom, contentpanel) -- called after adding bottom info
|
||||
TFA_InspectVGUI_AttachmentsStart(wepom, contentpanel) -- called before adding attachments panel; return false to prevent
|
||||
TFA_InspectVGUI_AttachmentsFinish(wepom, contentpanel, attachmentspanel) -- called after adding attachments panel
|
||||
TFA_InspectVGUI_FalloffStart(wepom, contentpanel) -- called before adding damage falloff graph; return false to prevent
|
||||
TFA_InspectVGUI_FalloffFinish(wepom, contentpanel, falloffpanel) -- called after adding falloff panel
|
||||
]]
|
||||
713
lua/tfa/documentation/tfa_legacy_template.lua
Normal file
713
lua/tfa/documentation/tfa_legacy_template.lua
Normal file
@@ -0,0 +1,713 @@
|
||||
--[[
|
||||
| This file was obtained through the combined efforts
|
||||
| of Madbluntz & Plymouth Antiquarian Society.
|
||||
|
|
||||
| Credits: lifestorm, Gregory Wayne Rossel JR.,
|
||||
| Maloy, DrPepper10 @ RIP, Atle!
|
||||
|
|
||||
| Visit for more: https://plymouth.thetwilightzone.ru/
|
||||
--]]
|
||||
|
||||
|
||||
-- TFA Base Template by TFA Base Devs
|
||||
|
||||
-- To the extent possible under law, the person who associated CC0 with
|
||||
-- TFA Base Template has waived all copyright and related or neighboring rights
|
||||
-- to TFA Base Template.
|
||||
|
||||
-- You should have received a copy of the CC0 legalcode along with this
|
||||
-- work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
|
||||
|
||||
|
||||
|
||||
-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! --
|
||||
-- ! ! --
|
||||
-- ! WARNING! This template is outdated, not supported anymore ! --
|
||||
-- ! and is only kept in for reference/comparison reasons. ! --
|
||||
-- ! ! --
|
||||
-- ! Please use the updated template ! --
|
||||
-- ! located at lua/weapons/tfa_base_template/shared.lua ! --
|
||||
-- ! for future weapon development purposes. ! --
|
||||
-- ! ! --
|
||||
-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! --
|
||||
|
||||
|
||||
|
||||
SWEP.Base = "tfa_gun_base"
|
||||
SWEP.Category = "TFA Template" -- The category. Please, just choose something generic or something I've already done if you plan on only doing like one swep..
|
||||
SWEP.Manufacturer = nil -- Gun Manufactrer (e.g. Hoeckler and Koch )
|
||||
SWEP.Author = "" -- Author Tooltip
|
||||
SWEP.Contact = "" -- Contact Info Tooltip
|
||||
SWEP.Purpose = "" -- Purpose Tooltip
|
||||
SWEP.Instructions = "" -- Instructions Tooltip
|
||||
SWEP.Spawnable = false -- Can you, as a normal user, spawn this?
|
||||
SWEP.AdminSpawnable = false -- Can an adminstrator spawn this? Does not tie into your admin mod necessarily, unless its coded to allow for GMod's default ranks somewhere in its code. Evolve and ULX should work, but try to use weapon restriction rather than these.
|
||||
SWEP.DrawCrosshair = true -- Draw the crosshair?
|
||||
SWEP.DrawCrosshairIS = false -- Draw the crosshair in ironsights?
|
||||
SWEP.PrintName = "TFA Base Template" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 2 -- Slot in the weapon selection menu. Subtract 1, as this starts at 0.
|
||||
SWEP.SlotPos = 73 -- Position in the slot
|
||||
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.Weight = 30 -- This controls how "good" the weapon is for autopickup.
|
||||
|
||||
-- [[WEAPON HANDLING]] --
|
||||
SWEP.Primary.Sound = Sound("") -- This is the sound of the weapon, when you shoot.
|
||||
SWEP.Primary.SilencedSound = nil -- This is the sound of the weapon, when silenced.
|
||||
SWEP.Primary.PenetrationMultiplier = 1 -- Change the amount of something this gun can penetrate through
|
||||
-- the LESSER this value is, the BETTER is penetration
|
||||
-- this is basically multiplier for next values
|
||||
-- you don't need to uncomment these if you are not going to modify them!
|
||||
--[[
|
||||
SWEP.PenetrationMaterials = {
|
||||
[MAT_DEFAULT] = 1,
|
||||
[MAT_VENT] = 0.4, --Since most is aluminum and stuff
|
||||
[MAT_METAL] = 0.6, --Since most is aluminum and stuff
|
||||
[MAT_WOOD] = 0.2,
|
||||
[MAT_PLASTIC] = 0.23,
|
||||
[MAT_FLESH] = 0.48,
|
||||
[MAT_CONCRETE] = 0.87,
|
||||
[MAT_GLASS] = 0.16,
|
||||
[MAT_SAND] = 1,
|
||||
[MAT_SLOSH] = 1,
|
||||
[MAT_DIRT] = 0.95, --This is plaster, not dirt, in most cases.
|
||||
[MAT_FOLIAGE] = 0.9
|
||||
}
|
||||
]]
|
||||
|
||||
SWEP.Primary.Damage = 0.01 -- Damage, in standard damage points.
|
||||
SWEP.Primary.DamageTypeHandled = true -- true will handle damagetype in base
|
||||
SWEP.Primary.DamageType = nil -- See DMG enum. This might be DMG_SHOCK, DMG_BURN, DMG_BULLET, etc. Leave nil to autodetect. DMG_AIRBOAT opens doors.
|
||||
SWEP.Primary.Force = nil -- Force value, leave nil to autocalc
|
||||
SWEP.Primary.Knockback = nil -- Autodetected if nil; this is the velocity kickback
|
||||
SWEP.Primary.HullSize = 0 -- Big bullets, increase this value. They increase the hull size of the hitscan bullet.
|
||||
SWEP.Primary.NumShots = 1 -- The number of shots the weapon fires. SWEP.Shotgun is NOT required for this to be >1.
|
||||
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
|
||||
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute / RPM
|
||||
SWEP.Primary.RPM_Semi = nil -- RPM for semi-automatic or burst fire. This is in Rounds Per Minute / RPM
|
||||
SWEP.Primary.RPM_Burst = nil -- RPM for burst fire, overrides semi. This is in Rounds Per Minute / RPM
|
||||
SWEP.Primary.DryFireDelay = nil -- How long you have to wait after firing your last shot before a dryfire animation can play. Leave nil for full empty attack length. Can also use SWEP.StatusLength[ ACT_VM_BLABLA ]
|
||||
SWEP.Primary.BurstDelay = nil -- Delay between bursts, leave nil to autocalculate
|
||||
|
||||
SWEP.Primary.LoopSound = nil -- Looped fire sound, unsilenced
|
||||
SWEP.Primary.LoopSoundSilenced = nil -- Looped fire sound, silenced
|
||||
SWEP.Primary.LoopSoundTail = nil -- Loop end/tail sound, unsilenced
|
||||
SWEP.Primary.LoopSoundTailSilenced = nil -- Loop end/tail sound, silenced
|
||||
SWEP.Primary.LoopSoundAutoOnly = false -- Play loop sound for full-auto only? Fallbacks to Primary.Sound for semi/burst if true
|
||||
|
||||
-- WORLD/THIRDPERSON/NPC FIRING SOUNDS! Fallbacks to first person sound if not defined.
|
||||
|
||||
SWEP.Primary.Sound_World = nil -- This is the sound of the weapon, when you shoot.
|
||||
SWEP.Primary.SilencedSound_World = nil -- This is the sound of the weapon, when silenced.
|
||||
|
||||
SWEP.Primary.LoopSound_World = nil -- Looped fire sound, unsilenced
|
||||
SWEP.Primary.LoopSoundSilenced_World = nil -- Looped fire sound, silenced
|
||||
SWEP.Primary.LoopSoundTail_World = nil -- Loop end/tail sound, unsilenced
|
||||
SWEP.Primary.LoopSoundTailSilenced_World = nil -- Loop end/tail sound, silenced
|
||||
|
||||
SWEP.ViewModelPunchPitchMultiplier = nil -- Default value is 0.5
|
||||
SWEP.ViewModelPunchPitchMultiplier_IronSights = nil -- Default value is 0.09
|
||||
|
||||
SWEP.ViewModelPunch_MaxVertialOffset = nil -- Default value is 3
|
||||
SWEP.ViewModelPunch_MaxVertialOffset_IronSights = nil -- Default value is 1.95
|
||||
SWEP.ViewModelPunch_VertialMultiplier = nil -- Default value is 1
|
||||
SWEP.ViewModelPunch_VertialMultiplier_IronSights = nil -- Default value is 0.25
|
||||
|
||||
SWEP.ViewModelPunchYawMultiplier = nil -- Default value is 0.6
|
||||
SWEP.ViewModelPunchYawMultiplier_IronSights = nil -- Default value is 0.25
|
||||
|
||||
SWEP.CanJam = true -- whenever weapon cam jam
|
||||
SWEP.JamChance = 0.04 -- the (maximal) chance the weapon will jam. Newly spawned weapon will never jam on first shot for example.
|
||||
-- Default value is 0.04 (4%)
|
||||
-- Maxmial value is 1, means weapon will always jam when factor become 100
|
||||
-- Also remember that there is a minimal factor before weapon can jam
|
||||
-- This number is not treated "as-is" but as basic value that needs to be concluded as chance
|
||||
-- You don't really need to cry over it and trying to balance it, TFA Base will do the job for you
|
||||
-- (TFA Base will calculate the best value between 0 and JamChance based on current JamFactor of the weapon)
|
||||
SWEP.JamFactor = 0.06 -- How to increase jam factor after each shot.
|
||||
-- When factor reach 100 it will mean that on each shot there will be SWEP.Primary.JamChance chance to jam
|
||||
-- When factor reach 50 it will mean that on each shot there will be SWEP.Primary.JamChance / 2 chance to jam
|
||||
-- and so on
|
||||
-- Default value is 0.06, means weapon will jam with SWEP.Primary.JamChance chance right after 1666 shots
|
||||
|
||||
-- These settings are good for Assault Rifles, however, not good for anything else.
|
||||
-- Suggested stats:
|
||||
|
||||
--[[
|
||||
-- Pistols
|
||||
SWEP.JamChance = 0.20
|
||||
SWEP.JamFactor = 0.14
|
||||
]]
|
||||
|
||||
--[[
|
||||
-- Revolvers
|
||||
SWEP.JamChance = 0.17
|
||||
SWEP.JamFactor = 0.50
|
||||
]]
|
||||
|
||||
--[[
|
||||
-- Miniguns
|
||||
SWEP.JamChance = 0.03
|
||||
SWEP.JamFactor = 0.01
|
||||
]]
|
||||
|
||||
--[[
|
||||
-- Submachine gun
|
||||
SWEP.JamChance = 0.04
|
||||
SWEP.JamFactor = 0.09
|
||||
]]
|
||||
|
||||
--[[
|
||||
-- Auto shotguns
|
||||
SWEP.JamChance = 0.15
|
||||
SWEP.JamFactor = 0.2
|
||||
]]
|
||||
|
||||
--[[
|
||||
-- Pump-action shotguns
|
||||
SWEP.JamChance = 0.25
|
||||
SWEP.JamFactor = 0.3
|
||||
]]
|
||||
|
||||
--[[
|
||||
-- Sniper rifle
|
||||
SWEP.JamChance = 0.17
|
||||
SWEP.JamFactor = 0.35
|
||||
]]
|
||||
|
||||
SWEP.FiresUnderwater = false
|
||||
-- Miscelaneous Sounds
|
||||
SWEP.IronInSound = nil -- Sound to play when ironsighting in? nil for default
|
||||
SWEP.IronOutSound = nil -- Sound to play when ironsighting out? nil for default
|
||||
-- Silencing
|
||||
SWEP.CanBeSilenced = false -- Can we silence? Requires animations.
|
||||
SWEP.Silenced = false -- Silenced by default?
|
||||
-- Selective Fire Stuff
|
||||
SWEP.SelectiveFire = false -- Allow selecting your firemode?
|
||||
SWEP.DisableBurstFire = false -- Only auto/single?
|
||||
SWEP.OnlyBurstFire = false -- No auto, only burst/single?
|
||||
SWEP.BurstFireCount = nil -- Burst fire count override (autocalculated by the clip size if nil)
|
||||
SWEP.DefaultFireMode = "" -- Default to auto or whatev
|
||||
SWEP.FireModeName = nil -- Change to a text value to override it
|
||||
SWEP.FireSoundAffectedByClipSize = true -- Whenever adjuct pitch (and proably other properties) of fire sound based on current clip / maxclip
|
||||
-- This is always false when either:
|
||||
-- Weapon has no primary clip
|
||||
-- Weapon's clip is smaller than 4 rounds
|
||||
-- Weapon is a shotgun
|
||||
-- Ammo Related
|
||||
SWEP.Primary.ClipSize = 0 -- This is the size of a clip
|
||||
SWEP.Primary.DefaultClip = 0 -- This is the number of bullets the gun gives you, counting a clip as defined directly above.
|
||||
SWEP.Primary.Ammo = "none" -- What kind of ammo. Options, besides custom, include pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, and AirboatGun.
|
||||
SWEP.Primary.AmmoConsumption = 1 -- Ammo consumed per shot
|
||||
-- Pistol, buckshot, and slam like to ricochet. Use AirboatGun for a light metal peircing shotgun pellets
|
||||
SWEP.DisableChambering = false -- Disable round-in-the-chamber
|
||||
|
||||
-- Recoil Related
|
||||
SWEP.Primary.KickUp = 0 -- This is the maximum upwards recoil (rise)
|
||||
SWEP.Primary.KickDown = 0 -- This is the maximum downwards recoil (skeet)
|
||||
SWEP.Primary.KickHorizontal = 0 -- This is the maximum sideways recoil (no real term)
|
||||
SWEP.Primary.StaticRecoilFactor = 0.5 -- Amount of recoil to directly apply to EyeAngles. Enter what fraction or percentage (in decimal form) you want. This is also affected by a convar that defaults to 0.5.
|
||||
|
||||
-- Firing Cone Related
|
||||
SWEP.Primary.Spread = .01 -- This is hip-fire acuracy. Less is more (1 is horribly awful, .0001 is close to perfect)
|
||||
SWEP.Primary.IronAccuracy = .005 -- Ironsight accuracy, should be the same for shotguns
|
||||
|
||||
-- Unless you can do this manually, autodetect it. If you decide to manually do these, uncomment this block and remove this line.
|
||||
SWEP.Primary.SpreadMultiplierMax = nil -- How far the spread can expand when you shoot. Example val: 2.5
|
||||
SWEP.Primary.SpreadIncrement = nil -- What percentage of the modifier is added on, per shot. Example val: 1/3.5
|
||||
SWEP.Primary.SpreadRecovery = nil -- How much the spread recovers, per second. Example val: 3
|
||||
|
||||
-- Range Related
|
||||
|
||||
-- DEPRECATED. Automatically converted to RangeFalloffLUT table
|
||||
SWEP.Primary.Range = -1 -- The distance the bullet can travel in source units. Set to -1 to autodetect based on damage/rpm.
|
||||
SWEP.Primary.RangeFalloff = -1 -- The percentage of the range the bullet damage starts to fall off at. Set to 0.8, for example, to start falling off after 80% of the range.
|
||||
|
||||
-- Use these if you don't want/understand how to use LUT below. These values are automatically converted to RangeFalloffLUT table
|
||||
SWEP.Primary.FalloffMetricBased = false -- Set to true if you set up values below
|
||||
SWEP.Primary.FalloffByMeter = nil -- How much damage points will bullet loose when travel
|
||||
SWEP.Primary.MinRangeStartFalloff = nil -- How long will bullet travel in Meters before starting to lose damage?
|
||||
SWEP.Primary.MaxFalloff = nil -- Maximal amount of damage to be lost
|
||||
|
||||
-- Use this for full control over damage dropoff.
|
||||
--[[
|
||||
SWEP.Primary.RangeFalloffLUT = {
|
||||
bezier = true, -- Whenever to use Bezier or not to interpolate points?
|
||||
-- you probably always want it to be set to true
|
||||
range_func = "quintic", -- function to spline range
|
||||
-- "linear" for linear splining.
|
||||
-- Possible values are "quintic", "cubic", "cosine", "sinusine", "linear" or your own function
|
||||
units = "meters", -- possible values are "inches", "inch", "hammer", "hu" (are all equal)
|
||||
-- everything else is considered to be meters
|
||||
lut = { -- providing zero point is not required
|
||||
-- without zero point it is considered to be as {range = 0, damage = 1}
|
||||
{range = 5, damage = 0.9},
|
||||
{range = 12, damage = 0.8},
|
||||
{range = 18, damage = 0.5},
|
||||
{range = 24, damage = 0.2},
|
||||
{range = 30, damage = 0.55},
|
||||
{range = 38, damage = 0.76},
|
||||
{range = 50, damage = 1},
|
||||
{range = 52, damage = 0.96},
|
||||
{range = 60, damage = 0.3},
|
||||
{range = 70, damage = 0.1},
|
||||
}
|
||||
}
|
||||
]]
|
||||
|
||||
SWEP.DisplayFalloff = nil -- Defaults to true (false for melees)
|
||||
|
||||
--[[
|
||||
SWEP.Primary.RecoilLUT_IronSightsMult = nil -- Defaults to 0.5
|
||||
-- controls how much effective LUT is when iron sighting
|
||||
SWEP.Primary.RecoilLUT_AnglePunchMult = nil -- Defaults to 0.25
|
||||
-- controls how much effective LUT at pushing EyeAngles of shooter
|
||||
SWEP.Primary.RecoilLUT_ViewPunchMult = nil -- Defaults to 1
|
||||
-- controls how much effective LUT at viewpunch
|
||||
|
||||
SWEP.Primary.RecoilLUT = {
|
||||
["in"] = {
|
||||
bezier = true,
|
||||
func = "quintic", -- function to inerpolate progress when sampling points from table
|
||||
-- Possible values are "quintic", "cubic", "cosine", "sinusine", "linear" or your own function
|
||||
cooldown_speed = 1, -- how much to loose progress when we are at this stage
|
||||
-- 1 means we lose entire progress in a second
|
||||
increase = 0.1, -- how much to increase progress after shot
|
||||
-- 0.1 means that this stage would be full after 10 shots
|
||||
wait = 0.1, -- how much time do we wait in seconds after we stopped shooting
|
||||
-- after this time, IN stage begin to cooldown until it reach zero
|
||||
|
||||
-- table is always prepended with an Angle()
|
||||
-- only Pitch and Yaw are utilized
|
||||
-- sampled point is added to aimvector of player
|
||||
-- when they shoot
|
||||
points = {
|
||||
Angle(-1, 0.4),
|
||||
Angle(-4, -2),
|
||||
Angle(-6, -4),
|
||||
Angle(-10, -6),
|
||||
}
|
||||
},
|
||||
|
||||
["loop"] = {
|
||||
bezier = true,
|
||||
func = "quintic",
|
||||
-- this stage can not cooldown, so no cooldown_speed is defined
|
||||
increase = 0.1, -- when LOOP stage reach 1, it is reset to 0
|
||||
wait = 0.1, -- how much time do we wait in seconds after we stopped shooting
|
||||
-- after this time, stage switch to OUT
|
||||
|
||||
-- table is NOT prepended with an Angle()
|
||||
-- make sure it's starting point match the one from IN stage
|
||||
-- last and first points are connected automatically
|
||||
points = {
|
||||
Angle(-10, -6),
|
||||
Angle(-12, -0.4),
|
||||
Angle(-8, 9),
|
||||
Angle(-11, 12),
|
||||
Angle(-13, 2),
|
||||
Angle(-8, -4),
|
||||
}
|
||||
},
|
||||
|
||||
["out"] = {
|
||||
bezier = true,
|
||||
func = "quintic",
|
||||
-- this stage is different
|
||||
-- it is only started after LOOP took place
|
||||
-- shooting in this stage will actually roll back it's state
|
||||
-- until it reach zero and switch back to LOOP
|
||||
-- cooling down actually increase stage's progress
|
||||
cooldown_speed = 1,
|
||||
-- increase act as negative number to reach zero in this stage
|
||||
increase = 0.2,
|
||||
|
||||
-- after this stage reach 1, everything reset to IN and wait for next fire
|
||||
-- table is always appended with an Angle()
|
||||
|
||||
-- starting point is dynamic
|
||||
-- and will always match current LOOP's one
|
||||
points = {
|
||||
Angle(-7, -2),
|
||||
Angle(-4, -1),
|
||||
Angle(-2, 0),
|
||||
}
|
||||
}
|
||||
}
|
||||
]]
|
||||
|
||||
-- Penetration Related
|
||||
SWEP.MaxPenetrationCounter = 4 -- The maximum number of ricochets. To prevent stack overflows.
|
||||
|
||||
-- Misc
|
||||
SWEP.IronRecoilMultiplier = 0.5 -- Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely.
|
||||
SWEP.CrouchAccuracyMultiplier = 0.5 -- Less is more. Accuracy * 0.5 = Twice as accurate, Accuracy * 0.1 = Ten times as accurate
|
||||
|
||||
-- Movespeed
|
||||
SWEP.MoveSpeed = 1 -- Multiply the player's movespeed by this.
|
||||
SWEP.IronSightsMoveSpeed = 0.8 -- Multiply the player's movespeed by this when sighting.
|
||||
|
||||
-- PROJECTILES
|
||||
SWEP.Primary.Projectile = nil -- Entity to shoot
|
||||
SWEP.Primary.ProjectileVelocity = 0 -- Entity to shoot's velocity
|
||||
SWEP.Primary.ProjectileModel = nil -- Entity to shoot's model
|
||||
|
||||
-- VIEWMODEL
|
||||
SWEP.ViewModel = "models/your/path/here.mdl" -- Viewmodel path
|
||||
SWEP.ViewModelFOV = 65 -- This controls how big the viewmodel looks. Less is more.
|
||||
SWEP.ViewModelFlip = false -- Set this to true for CSS models, or false for everything else (with a righthanded viewmodel.)
|
||||
SWEP.UseHands = false -- Use gmod c_arms system.
|
||||
SWEP.VMPos = Vector(0, 0, 0) -- The viewmodel positional offset, constantly. Subtract this from any other modifications to viewmodel position.
|
||||
SWEP.VMAng = Vector(0, 0, 0) -- The viewmodel angular offset, constantly. Subtract this from any other modifications to viewmodel angle.
|
||||
SWEP.VMPos_Additive = true -- Set to false for an easier time using VMPos. If true, VMPos will act as a constant delta ON TOP OF ironsights, run, whateverelse
|
||||
SWEP.CenteredPos = nil -- The viewmodel positional offset, used for centering. Leave nil to autodetect using ironsights.
|
||||
SWEP.CenteredAng = nil -- The viewmodel angular offset, used for centering. Leave nil to autodetect using ironsights.
|
||||
SWEP.Bodygroups_V = nil -- {
|
||||
-- [0] = 1,
|
||||
-- [1] = 4,
|
||||
-- [2] = etc.
|
||||
-- }
|
||||
|
||||
SWEP.AllowIronSightsDoF = true -- whenever allow DoF effect on viewmodel when zoomed in with iron sights
|
||||
|
||||
SWEP.IronSightsReloadEnabled = nil -- Enable ADS reload animations support (requires animations to be enabled in SWEP.Animations)
|
||||
SWEP.IronSightsReloadLock = true -- Lock ADS state when reloading
|
||||
|
||||
-- WORLDMODEL
|
||||
SWEP.WorldModel = "models/your/wmodel/path/here.mdl" -- Weapon world model path
|
||||
SWEP.Bodygroups_W = nil -- {
|
||||
-- [0] = 1,
|
||||
-- [1] = 4,
|
||||
-- [2] = etc.
|
||||
-- }
|
||||
|
||||
SWEP.HoldType = "" -- This is how others view you carrying the weapon. Options include:
|
||||
-- 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.Offset = {
|
||||
Pos = {
|
||||
Up = 0,
|
||||
Right = 0,
|
||||
Forward = 0
|
||||
},
|
||||
Ang = {
|
||||
Up = -1,
|
||||
Right = -2,
|
||||
Forward = 178
|
||||
},
|
||||
Scale = 1
|
||||
} -- Procedural world model animation, defaulted for CS:S purposes.
|
||||
|
||||
SWEP.ThirdPersonReloadDisable = false -- Disable third person reload? True disables.
|
||||
|
||||
-- SCOPES
|
||||
SWEP.IronSightsSensitivity = 1 -- Useful for a RT scope. Change this to 0.25 for 25% sensitivity. This is if normal FOV compenstaion isn't your thing for whatever reason, so don't change it for normal scopes.
|
||||
SWEP.BoltAction = false -- Unscope/sight after you shoot?
|
||||
SWEP.Scoped = false -- Draw a scope overlay?
|
||||
SWEP.ScopeOverlayThreshold = 0.875 -- Percentage you have to be sighted in to see the scope.
|
||||
SWEP.BoltTimerOffset = 0.25 -- How long you stay sighted in after shooting, with a bolt action.
|
||||
SWEP.ScopeScale = 0.5 -- Scale of the scope overlay
|
||||
SWEP.ReticleScale = 0.7 -- Scale of the reticle overlay
|
||||
-- GDCW Overlay Options. Only choose one.
|
||||
SWEP.Secondary.UseACOG = false -- Overlay option
|
||||
SWEP.Secondary.UseMilDot = false -- Overlay option
|
||||
SWEP.Secondary.UseSVD = false -- Overlay option
|
||||
SWEP.Secondary.UseParabolic = false -- Overlay option
|
||||
SWEP.Secondary.UseElcan = false -- Overlay option
|
||||
SWEP.Secondary.UseGreenDuplex = false -- Overlay option
|
||||
if surface then
|
||||
SWEP.Secondary.ScopeTable = nil --[[
|
||||
{
|
||||
scopetex = surface.GetTextureID("scope/gdcw_closedsight"),
|
||||
reticletex = surface.GetTextureID("scope/gdcw_acogchevron"),
|
||||
dottex = surface.GetTextureID("scope/gdcw_acogcross")
|
||||
}
|
||||
]] --
|
||||
end
|
||||
-- [[SHOTGUN CODE]] --
|
||||
SWEP.Shotgun = false -- Enable shotgun style reloading.
|
||||
SWEP.ShotgunEmptyAnim = false -- Enable emtpy reloads on shotguns?
|
||||
SWEP.ShotgunEmptyAnim_Shell = true -- Enable insertion of a shell directly into the chamber on empty reload?
|
||||
SWEP.ShotgunStartAnimShell = false -- shotgun start anim inserts shell
|
||||
SWEP.ShellTime = .35 -- For shotguns, how long it takes to insert a shell.
|
||||
-- [[SPRINTING]] --
|
||||
SWEP.RunSightsPos = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
|
||||
SWEP.RunSightsAng = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
|
||||
-- [[CROUCHING]] --
|
||||
-- Viewmodel offset when player is crouched
|
||||
-- SWEP.CrouchPos = Vector(0, 0, 0)
|
||||
-- SWEP.CrouchAng = Vector(0, 0, 0)
|
||||
-- [[IRONSIGHTS]] --
|
||||
SWEP.data = {}
|
||||
SWEP.data.ironsights = 1 -- Enable Ironsights
|
||||
SWEP.Secondary.IronFOV = 70 -- How much you "zoom" in. Less is more! Don't have this be <= 0. A good value for ironsights is like 70.
|
||||
-- SWEP.IronViewModelFOV = 65 -- Target viewmodel FOV when aiming down the sights.
|
||||
SWEP.IronSightsPos = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
|
||||
SWEP.IronSightsAng = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
|
||||
-- [[INSPECTION]] --
|
||||
SWEP.InspectPos = nil -- Vector(0, 0, 0) -- Replace with a vector, in style of ironsights position, to be used for inspection
|
||||
SWEP.InspectAng = nil -- Vector(0, 0, 0) -- Replace with a vector, in style of ironsights angle, to be used for inspection
|
||||
-- [[VIEWMODEL BLOWBACK]] --
|
||||
SWEP.BlowbackEnabled = false -- Enable Blowback?
|
||||
SWEP.BlowbackVector = Vector(0, -1, 0) -- Vector to move bone <or root> relative to bone <or view> orientation.
|
||||
SWEP.BlowbackAngle = nil -- Angle(0, 0, 0)
|
||||
SWEP.BlowbackCurrentRoot = 0 -- Amount of blowback currently, for root
|
||||
SWEP.BlowbackCurrent = 0 -- Amount of blowback currently, for bones
|
||||
SWEP.BlowbackBoneMods = nil -- Viewmodel bone mods via SWEP Creation Kit
|
||||
SWEP.Blowback_Only_Iron = true -- Only do blowback on ironsights
|
||||
SWEP.Blowback_PistolMode = false -- Do we recover from blowback when empty?
|
||||
SWEP.Blowback_Shell_Enabled = true -- Shoot shells through blowback animations
|
||||
SWEP.Blowback_Shell_Effect = "ShellEject" -- Which shell effect to use
|
||||
SWEP.BlowbackAllowAnimation = nil -- Allow playing shoot animation with blowback?
|
||||
-- [[VIEWMODEL PROCEDURAL ANIMATION]] --
|
||||
SWEP.DoProceduralReload = false -- Animate first person reload using lua?
|
||||
SWEP.ProceduralReloadTime = 1 -- Procedural reload time?
|
||||
-- [[HOLDTYPES]] --
|
||||
SWEP.IronSightHoldTypeOverride = "" -- This variable overrides the ironsights holdtype, choosing it instead of something from the above tables. Change it to "" to disable.
|
||||
SWEP.SprintHoldTypeOverride = "" -- This variable overrides the sprint holdtype, choosing it instead of something from the above tables. Change it to "" to disable.
|
||||
-- [[ANIMATION]] --
|
||||
|
||||
SWEP.StatusLengthOverride = {} -- Changes the status delay of a given animation; only used on reloads. Otherwise, use SequenceLengthOverride or one of the others
|
||||
SWEP.SequenceLengthOverride = {} -- Changes both the status delay and the nextprimaryfire of a given animation
|
||||
SWEP.SequenceTimeOverride = {} -- Like above but changes animation length to a target
|
||||
SWEP.SequenceRateOverride = {} -- Like above but scales animation length rather than being absolute
|
||||
|
||||
SWEP.ProceduralHolsterEnabled = nil
|
||||
SWEP.ProceduralHolsterTime = 0.3
|
||||
SWEP.ProceduralHolsterPos = Vector(3, 0, -5)
|
||||
SWEP.ProceduralHolsterAng = Vector(-40, -30, 10)
|
||||
|
||||
SWEP.Idle_Mode = TFA.Enum.IDLE_BOTH -- TFA.Enum.IDLE_DISABLED = no idle, TFA.Enum.IDLE_LUA = lua idle, TFA.Enum.IDLE_ANI = mdl idle, TFA.Enum.IDLE_BOTH = TFA.Enum.IDLE_ANI + TFA.Enum.IDLE_LUA
|
||||
SWEP.Idle_Blend = 0.25 -- Start an idle this far early into the end of a transition
|
||||
SWEP.Idle_Smooth = 0.05 -- Start an idle this far early into the end of another animation
|
||||
-- MDL Animations Below
|
||||
|
||||
SWEP.Sights_Mode = TFA.Enum.LOCOMOTION_LUA -- LOCOMOTION_ANI = mdl, LOCOMOTION_HYBRID = ani + lua, LOCOMOTION_LUA = lua only
|
||||
--[[
|
||||
SWEP.IronAnimation = {
|
||||
["in"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Idle_To_Iron", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Idle_To_Iron_Dry",
|
||||
["transition"] = true
|
||||
}, -- Inward transition
|
||||
["loop"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Idle_Iron", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Idle_Iron_Dry"
|
||||
}, -- Looping Animation
|
||||
["out"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Iron_To_Idle", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Iron_To_Idle_Dry",
|
||||
["transition"] = true
|
||||
}, -- Outward transition
|
||||
["shoot"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Fire_Iron", -- Number for act, String/Number for sequence
|
||||
["value_last"] = "Fire_Iron_Last",
|
||||
["value_empty"] = "Fire_Iron_Dry"
|
||||
} -- What do you think
|
||||
}
|
||||
]]
|
||||
|
||||
SWEP.Sprint_Mode = TFA.Enum.LOCOMOTION_LUA -- LOCOMOTION_ANI = mdl, LOCOMOTION_HYBRID = ani + lua, LOCOMOTION_LUA = lua only
|
||||
--[[
|
||||
SWEP.SprintAnimation = {
|
||||
["in"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Idle_to_Sprint", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Idle_to_Sprint_Empty",
|
||||
["transition"] = true
|
||||
}, -- Inward transition
|
||||
["loop"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Sprint_", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Sprint_Empty_",
|
||||
["is_idle"] = true
|
||||
}, -- looping animation
|
||||
["out"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Sprint_to_Idle", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Sprint_to_Idle_Empty",
|
||||
["transition"] = true
|
||||
} -- Outward transition
|
||||
}
|
||||
]]
|
||||
|
||||
SWEP.Walk_Mode = TFA.Enum.LOCOMOTION_LUA -- LOCOMOTION_ANI = mdl, LOCOMOTION_HYBRID = ani + lua, LOCOMOTION_LUA = lua only
|
||||
--[[
|
||||
SWEP.WalkAnimation = {
|
||||
["in"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Idle_to_Walk", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Idle_to_Walk_Empty",
|
||||
["transition"] = true
|
||||
}, -- Inward transition
|
||||
["loop"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Walk", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Walk_Empty",
|
||||
["is_idle"] = true
|
||||
}, -- looping animation
|
||||
["out"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "Walk_to_Idle", -- Number for act, String/Number for sequence
|
||||
["value_empty"] = "Walk_to_Idle_Empty",
|
||||
["transition"] = true
|
||||
} -- Outward transition
|
||||
}
|
||||
]]
|
||||
|
||||
--[[
|
||||
-- Looping fire animation (full-auto only)
|
||||
SWEP.ShootAnimation = {
|
||||
["in"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "ShootLoop_Start", -- Number for act, String/Number for sequence
|
||||
["value_is"] = "ShootLoop_Iron_Start", -- Number for act, String/Number for sequence
|
||||
["transition"] = true
|
||||
}, -- Looping Start, fallbacks to loop
|
||||
["loop"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "ShootLoop", -- Number for act, String/Number for sequence,
|
||||
["value_is"] = "ShootLoop_Iron", -- Number for act, String/Number for sequence,
|
||||
["is_idle"] = true,
|
||||
}, -- Looping Animation
|
||||
["out"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "ShootLoop_End", -- Number for act, String/Number for sequence
|
||||
["value_is"] = "ShootLoop_Iron_End", -- Number for act, String/Number for sequence
|
||||
["transition"] = true
|
||||
}, -- Looping End
|
||||
}
|
||||
]]
|
||||
|
||||
SWEP.Customize_Mode = TFA.Enum.LOCOMOTION_LUA -- LOCOMOTION_ANI = mdl, LOCOMOTION_HYBRID = ani + lua, LOCOMOTION_LUA = lua only
|
||||
--[[
|
||||
SWEP.CustomizeAnimation = {
|
||||
["in"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "customization_in", -- Number for act, String/Number for sequence
|
||||
["transition"] = true
|
||||
},
|
||||
["loop"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "customization_idle", -- Number for act, String/Number for sequence
|
||||
["is_idle"] = true
|
||||
},
|
||||
["out"] = {
|
||||
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
|
||||
["value"] = "customization_out", -- Number for act, String/Number for sequence
|
||||
["transition"] = true
|
||||
}
|
||||
}
|
||||
]]
|
||||
|
||||
--[[
|
||||
SWEP.PumpAction = { -- Pump/bolt animations
|
||||
["type"] = TFA.Enum.ANIMATION_ACT, -- Sequence or act
|
||||
["value"] = ACT_VM_PULLBACK_HIGH, -- Number for act, String/Number for sequence
|
||||
["value_empty"] = ACT_VM_PULLBACK, -- Last shot pump
|
||||
["value_is"] = ACT_VM_PULLBACK_LOW, -- ADS pump
|
||||
}
|
||||
]] --
|
||||
|
||||
-- [[EFFECTS]] --
|
||||
-- Attachments
|
||||
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
|
||||
SWEP.ShellAttachment = "2" -- Should be "2" for CSS models or "shell" for hl2 models
|
||||
SWEP.MuzzleFlashEnabled = true -- Enable muzzle flash
|
||||
SWEP.MuzzleAttachmentRaw = nil -- This will override whatever string you gave. This is the raw attachment number. This is overridden or created when a gun makes a muzzle event.
|
||||
SWEP.AutoDetectMuzzleAttachment = false -- For multi-barrel weapons, detect the proper attachment?
|
||||
SWEP.MuzzleFlashEffect = nil -- Change to a string of your muzzle flash effect. Copy/paste one of the existing from the base.
|
||||
SWEP.SmokeParticle = nil -- Smoke particle (ID within the PCF), defaults to something else based on holdtype; "" to disable
|
||||
SWEP.EjectionSmokeEnabled = true -- Disable automatic ejection smoke
|
||||
-- Shell eject override
|
||||
SWEP.LuaShellEject = false -- Enable shell ejection through lua?
|
||||
SWEP.LuaShellEjectDelay = 0 -- The delay to actually eject things
|
||||
SWEP.LuaShellModel = nil -- The model to use for ejected shells
|
||||
SWEP.LuaShellScale = nil -- The model scale to use for ejected shells
|
||||
SWEP.LuaShellYaw = nil -- The model yaw rotation ( relative ) to use for ejected shells
|
||||
-- Tracer Stuff
|
||||
SWEP.TracerName = nil -- Change to a string of your tracer name. Can be custom. There is a nice example at https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/base/entities/effects/tooltracer.lua
|
||||
SWEP.TracerCount = 3 -- 0 disables, otherwise, 1 in X chance
|
||||
-- Impact Effects
|
||||
SWEP.ImpactEffect = nil -- Impact Effect
|
||||
SWEP.ImpactDecal = nil -- Impact Decal
|
||||
-- [[EVENT TABLE]] --
|
||||
SWEP.EventTable = {} -- Event Table, used for custom events when an action is played. This can even do stuff like playing a pump animation after shooting.
|
||||
-- example:
|
||||
-- SWEP.EventTable = {
|
||||
-- [ACT_VM_RELOAD] = {
|
||||
-- -- ifp is IsFirstTimePredicted()
|
||||
-- { ["time"] = 0.1, ["type"] = "lua", ["value"] = function( wep, viewmodel, ifp ) end, ["client"] = true, ["server"] = true},
|
||||
-- { ["time"] = 0.1, ["type"] = "sound", ["value"] = Sound("x") }
|
||||
-- }
|
||||
-- }
|
||||
-- [[RENDER TARGET]] --
|
||||
SWEP.RTMaterialOverride = nil -- Take the material you want out of print(LocalPlayer():GetViewModel():GetMaterials()), subtract 1 from its index, and set it to this.
|
||||
SWEP.RTOpaque = false -- Do you want your render target to be opaque?
|
||||
SWEP.RTCode = nil -- function(self) return end -- This is the function to draw onto your rendertarget
|
||||
SWEP.RTBGBlur = true -- Draw background blur when 3D scope is active?
|
||||
-- [[AKIMBO]] --
|
||||
SWEP.Akimbo = false -- Akimbo gun? Alternates between primary and secondary attacks.
|
||||
SWEP.AnimCycle = 1 -- Start on the right
|
||||
SWEP.AkimboHUD = true -- Draw holographic HUD for both weapons?
|
||||
-- [[ATTACHMENTS]] --
|
||||
SWEP.VElements = nil -- Export from SWEP Creation Kit. For each item that can/will be toggled, set active=false in its individual table
|
||||
SWEP.WElements = nil -- Export from SWEP Creation Kit. For each item that can/will be toggled, set active=false in its individual table
|
||||
SWEP.Attachments = {
|
||||
-- [ORDER] = = { atts = { "si_eotech" }, sel = 0 }
|
||||
-- sel allows you to have an attachment pre-selected, and is used internally by the base to show which attachment is selected in each category.
|
||||
}
|
||||
SWEP.AttachmentDependencies = {} -- {["si_acog"] = {"bg_rail", ["type"] = "OR"}} -- type could also be AND to require multiple
|
||||
SWEP.AttachmentExclusions = {} -- { ["si_iron"] = { [1] = "bg_heatshield"} }
|
||||
SWEP.AttachmentTableOverride = {} --[[{ -- overrides WeaponTable for attachments
|
||||
["ins2_ub_laser"] = { -- attachment id, root of WeaponTable override
|
||||
["VElements"] = {
|
||||
["laser_rail"] = {
|
||||
["active"] = true
|
||||
},
|
||||
},
|
||||
}
|
||||
}]]
|
||||
|
||||
SWEP.DInv2_GridSizeX = nil -- DInventory/2 Specific. Determines weapon's width in grid. This is not TFA Base specific and can be specified to any Scripted SWEP.
|
||||
SWEP.DInv2_GridSizeY = nil -- DInventory/2 Specific. Determines weapon's height in grid. This is not TFA Base specific and can be specified to any Scripted SWEP.
|
||||
SWEP.DInv2_Volume = nil -- DInventory/2 Specific. Determines weapon's volume in liters. This is not TFA Base specific and can be specified to any Scripted SWEP.
|
||||
SWEP.DInv2_Mass = nil -- DInventory/2 Specific. Determines weapon's mass in kilograms. This is not TFA Base specific and can be specified to any Scripted SWEP.
|
||||
|
||||
-- [[MISC INFO FOR MODELERS]] --
|
||||
--[[
|
||||
|
||||
Used Animations (for modelers):
|
||||
|
||||
ACT_VM_DRAW - Draw
|
||||
ACT_VM_DRAW_EMPTY - Draw empty
|
||||
ACT_VM_DRAW_SILENCED - Draw silenced, overrides empty
|
||||
|
||||
ACT_VM_IDLE - Idle
|
||||
ACT_VM_IDLE_SILENCED - Idle empty, overwritten by silenced
|
||||
ACT_VM_IDLE_SILENCED - Idle silenced
|
||||
|
||||
ACT_VM_PRIMARYATTACK - Shoot
|
||||
ACT_VM_PRIMARYATTACK_EMPTY - Shoot last chambered bullet
|
||||
ACT_VM_PRIMARYATTACK_SILENCED - Shoot silenced, overrides empty
|
||||
ACT_VM_PRIMARYATTACK_1 - Shoot ironsights, overriden by everything besides normal shooting
|
||||
ACT_VM_DRYFIRE - Dryfire
|
||||
|
||||
ACT_VM_RELOAD - Reload / Tactical Reload / Insert Shotgun Shell
|
||||
ACT_SHOTGUN_RELOAD_START - Start shotgun reload, unless ACT_VM_RELOAD_EMPTY is there.
|
||||
ACT_SHOTGUN_RELOAD_FINISH - End shotgun reload.
|
||||
ACT_VM_RELOAD_EMPTY - Empty mag reload, chambers the new round. Works for shotguns too, where applicable.
|
||||
ACT_VM_RELOAD_SILENCED - Silenced reload, overwrites all
|
||||
|
||||
|
||||
ACT_VM_HOLSTER - Holster
|
||||
ACT_VM_HOLSTER_SILENCED - Holster empty, overwritten by silenced
|
||||
ACT_VM_HOLSTER_SILENCED - Holster silenced
|
||||
|
||||
]] --
|
||||
DEFINE_BASECLASS( SWEP.Base )
|
||||
102
lua/tfa/documentation/tfa_melee_template.lua
Normal file
102
lua/tfa/documentation/tfa_melee_template.lua
Normal file
@@ -0,0 +1,102 @@
|
||||
--[[
|
||||
| This file was obtained through the combined efforts
|
||||
| of Madbluntz & Plymouth Antiquarian Society.
|
||||
|
|
||||
| Credits: lifestorm, Gregory Wayne Rossel JR.,
|
||||
| Maloy, DrPepper10 @ RIP, Atle!
|
||||
|
|
||||
| Visit for more: https://plymouth.thetwilightzone.ru/
|
||||
--]]
|
||||
|
||||
|
||||
-- TFA Base Melee Template by TFA Base Devs
|
||||
|
||||
-- To the extent possible under law, the person who associated CC0 with
|
||||
-- TFA Base Template has waived all copyright and related or neighboring rights
|
||||
-- to TFA Base Template.
|
||||
|
||||
-- You should have received a copy of the CC0 legalcode along with this
|
||||
-- work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
|
||||
|
||||
-- M9K compatible version is dated as 0 (and 0 is also fallback if TFADataVersion not present)
|
||||
-- as well as everything made for TFA Base before 4.7
|
||||
SWEP.TFADataVersion = 1
|
||||
|
||||
----------------- Basic Garry's Mod SWEP structure stats / TFA Base properties
|
||||
SWEP.Base = "tfa_melee_base"
|
||||
SWEP.Category = "TFA Template" -- The category.
|
||||
-- Please, just choose something generic or something I've already done if you plan on only doing like one (or two or three) swep(s).
|
||||
SWEP.Manufacturer = nil -- Gun Manufactrer (e.g. Hoeckler and Koch)
|
||||
SWEP.Author = "" -- Author Tooltip
|
||||
SWEP.Contact = "" -- Contact Info Tooltip
|
||||
SWEP.Purpose = "" -- Purpose Tooltip
|
||||
SWEP.Instructions = "" -- Instructions Tooltip
|
||||
SWEP.Spawnable = false -- Can you, as a normal user, spawn this?
|
||||
SWEP.AdminSpawnable = false -- Can an adminstrator spawn this? Does not tie into your admin mod necessarily, unless its coded to allow for GMod's default ranks somewhere in its code. Evolve and ULX should work, but try to use weapon restriction rather than these.
|
||||
SWEP.DrawCrosshair = true -- Draw the crosshair?
|
||||
|
||||
SWEP.PrintName = "TFA Base Melee Template" -- Weapon name (Shown on HUD)
|
||||
SWEP.Slot = 0 -- Slot in the weapon selection menu. Subtract 1, as this starts at 0.
|
||||
SWEP.SlotPos = 73 -- Position in the slot
|
||||
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.Weight = 30 -- This controls how "good" the weapon is for autopickup.
|
||||
-- For base values please refer to the base template at lua/weapons/tfa_base_template/shared.lua
|
||||
|
||||
-- Display values (inspection screen etc.)
|
||||
SWEP.Primary.Damage = 0.01 -- Damage, in standard damage points.
|
||||
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute / RPM
|
||||
|
||||
----------------- ViewModel related
|
||||
SWEP.ViewModel = "models/your/path/here.mdl" -- Viewmodel path
|
||||
SWEP.ViewModelFOV = 65 -- This controls how big the viewmodel looks. Less is more.
|
||||
SWEP.ViewModelFlip = false -- Set this to true for CSS models, or false for everything else (with a righthanded viewmodel.)
|
||||
SWEP.UseHands = false -- Use gmod c_arms system.
|
||||
|
||||
----------------- Worldmodel related
|
||||
SWEP.WorldModel = "models/your/wmodel/path/here.mdl" -- Weapon world model path
|
||||
SWEP.HoldType = "" -- This is how others view you carrying the weapon. Options include:
|
||||
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
|
||||
|
||||
-- Attacks - Primary
|
||||
SWEP.Primary.Attacks = { -- main attacks table, the values are selected randomly
|
||||
{
|
||||
["act"] = ACT_VM_HITLEFT, -- Animation acvitity to use (ACT_ enum value)
|
||||
["len"] = 8 * 4.5, -- Trace distance
|
||||
["src"] = Vector(20, 10, 0), -- Trace source; X ( +right, -left ), Y ( +forward, -back ), Z ( +up, -down )
|
||||
["dir"] = Vector(-40, 30, 0), -- Trace direction/length; X ( +right, -left ), Y ( +forward, -back ), Z ( +up, -down )
|
||||
["dmg"] = 60, -- Damage
|
||||
["dmgtype"] = DMG_SLASH, -- Damage type (DMG_ enum value)
|
||||
["delay"] = 0.2, -- Delay (in seconds) before attack trace
|
||||
["force"] = 12, -- Damage force
|
||||
["hull"] = 10, -- Trace hull size
|
||||
["spr"] = true, -- Allow attack while sprinting?
|
||||
["snd"] = "Swing.Sound", -- Soundscript name for swing sound
|
||||
["hitflesh"] = "TFA.BashFlesh", -- Soundscript name for flesh hit
|
||||
["hitworld"] = "TFA.BashWall", -- Soundscript name for non-flesh hit
|
||||
["snd_delay"] = 0.1, -- Delay before swing sound
|
||||
["viewpunch"] = Angle(1, -10, 0), -- Viewpunch angle
|
||||
["end"] = 0.5, -- Time (from attack start) until next attack is allowed
|
||||
["direction"] = "L", -- Swing direction (for directional preference); L,R,F,B
|
||||
},
|
||||
}
|
||||
SWEP.Primary.MaxCombo = -1 -- How many attacks are allowed on single attack key hold
|
||||
SWEP.Primary.Directional = false -- Prefer attacks with player's movement direction first
|
||||
|
||||
-- Attacks - Secondary
|
||||
-- If secondary attacks table is empty or not defined, it falls back to primary table
|
||||
SWEP.Secondary.Attacks = {} -- same as SWEP.Primary.Attacks
|
||||
SWEP.Secondary.MaxCombo = -1
|
||||
SWEP.Secondary.Directional = false
|
||||
|
||||
-- Attacks - Alternative (melee bash)
|
||||
SWEP.Secondary.CanBash = true -- set to false to disable bashing
|
||||
SWEP.Secondary.BashDamage = 25 -- Melee bash damage
|
||||
SWEP.Secondary.BashSound = "TFA.Bash" -- Soundscript name for bash swing sound
|
||||
SWEP.Secondary.BashHitSound = "TFA.BashWall" -- Soundscript name for non-flesh hit sound
|
||||
SWEP.Secondary.BashHitSound_Flesh = "TFA.BashFlesh" -- Soundscript name for flesh hit sound
|
||||
SWEP.Secondary.BashLength = 54 -- Length of bash melee trace in units
|
||||
SWEP.Secondary.BashDelay = 0.2 -- Delay (in seconds) from bash start to bash attack trace
|
||||
SWEP.Secondary.BashDamageType = DMG_SLASH -- Damage type (DMG_ enum value)
|
||||
SWEP.Secondary.BashEnd = nil -- Bash end time (in seconds), defaults to animation end if undefined
|
||||
SWEP.Secondary.BashInterrupt = false -- Bash attack interrupts everything (reload, draw, whatever)
|
||||
Reference in New Issue
Block a user