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163
lua/weapons/weapon_vj_smg1_hl2/shared.lua
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163
lua/weapons/weapon_vj_smg1_hl2/shared.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 = "SMG1"
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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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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.ViewModel = "models/weapons/c_smg1.mdl"
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SWEP.WorldModel = "models/weapons/w_smg1.mdl"
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SWEP.HoldType = "smg"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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SWEP.Primary.Force = 0 -- Force applied on the object the bullet hits
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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(5,7) -- Damage
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SWEP.Primary.ClipSize = 45 -- Max amount of bullets per clip
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SWEP.Primary.Delay = 0.09 -- Time until it can shoot again
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SWEP.Primary.Automatic = true -- Is it automatic?
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SWEP.Primary.Ammo = "SMG1" -- Ammo type
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SWEP.Primary.Sound = {"Weapon_SMG1.Single"}
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SWEP.Primary.HasDistantSound = true -- Does it have a distant sound when the gun is shot?
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SWEP.Primary.DistantSound = {"Weapon_SMG1.NPC_Single"}
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SWEP.PrimaryEffects_MuzzleAttachment = 1
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SWEP.PrimaryEffects_ShellAttachment = 2
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SWEP.PrimaryEffects_ShellType = "VJ_Weapon_PistolShell1"
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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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SWEP.NPC_NextPrimaryFire = math.random(0.09,0.19)
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SWEP.NPC_CustomSpread = 1
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SWEP.NPC_HasSecondaryFire = true -- Can the weapon have a secondary fire?
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SWEP.NPC_SecondaryFireEnt = "obj_vj_hl2_shell" -- The entity to fire, this only applies if self:NPC_SecondaryFire() has NOT been overridden!
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SWEP.NPC_SecondaryFireChance = 1 -- Chance that the secondary fire is used | 1 = always
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SWEP.NPC_SecondaryFireNext = VJ_Set(3, 8) -- How much time until the secondary fire can be used again?
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SWEP.NPC_SecondaryFireDistance = 2000 -- How close does the owner's enemy have to be for it to fire?
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SWEP.NPC_HasSecondaryFireSound = true -- Can the secondary fire sound be played?
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SWEP.NPC_SecondaryFireSound = {"vj_mili_tank/tank_fire"..math.random(1,4)..".wav"} -- The sound it plays when the secondary fire is used
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SWEP.NPC_SecondaryFireSoundLevel = 75 -- The sound level to use for the secondary firing sound
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SWEP.AnimTbl_SecondaryFire = {ACT_VM_SECONDARYATTACK}
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SWEP.Secondary.DistantSound = {"n_toz34_shot.mp3"}
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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 == "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_Run = {ACT_RUN_RIFLE}
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self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1}
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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_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 == "metrocopg" 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_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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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_IDLE_SMG1}
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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_IDLE_SMG1}
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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_SMG1}
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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_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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