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lua/weapons/weapon_vj_statick/shared.lua
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76
lua/weapons/weapon_vj_statick/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_melee_base_v2"
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SWEP.PrintName = "Shocker VJ"
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SWEP.Author = "Comrade Communist"
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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.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway
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end
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-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.ViewModel = "models/weapons/c_stunbaton.mdl"
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SWEP.WorldModel = "models/weapons/w_stunbaton.mdl"
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SWEP.HoldType = "melee"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = false
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SWEP.IsVJBaseWeapon = true
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-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
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SWEP.Primary.Damage = math.random(22,27) -- Damage
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SWEP.Primary.PlayerDamage = "Double" -- Only applies for players | "Same" = Same as self.Primary.Damage, "Double" = Double the self.Primary.Damage OR put a number to be different from self.Primary.Damage
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SWEP.Primary.Force = math.random(1,2) -- Force applied on the object the bullet hits
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SWEP.Primary.ClipSize = 10000000 -- Max amount of bullets per clip
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SWEP.Primary.Recoil = 1.3 -- How much recoil does the player get?
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SWEP.NPC_TimeUntilFires = math.random(0.4,0.8)
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SWEP.NPC_NextPrimaryFire = 1.093
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SWEP.Primary.Delay = 0.8 -- Time until it can shoot again
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SWEP.Primary.Automatic = false -- Is it automatic?
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SWEP.UseHands = true
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SWEP.ViewModelFOV = 50
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function SWEP:CustomOnThink()
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self.Owner.Weapon_FiringDistanceFar = math.random(35,45)
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self.Owner.Weapon_FiringDistanceClose = math.random(-100,-1000)
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self.Owner.WeaponReloadAnimationFaceEnemy = false
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self.Owner.HasWeaponBackAway = false
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self.Owner.AllowWeaponReloading = true
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self.Owner.CanCrouchOnWeaponAttack = false
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self.Owner.RunAwayOnUnknownDamage = false
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self.Owner.MoveOrHideOnDamageByEnemy = false
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self.Owner.DisableWeaponReloadAnimation = true
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self.Owner.WaitForEnemyToComeOut = false
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self.Owner.NoWeapon_UseScaredBehavior = false
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self.Owner.RunFromEnemy_Distance = 0
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end
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function SWEP:CustomOnInitialize()
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self.Owner.MeleeAttackDamage = math.random(20,30)
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self.Owner.NextMeleeAttackTime = math.random(0.9,1.3)
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self.Owner.AnimTbl_MeleeAttack = {"swing","pica_1"}
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self.Owner.DefaultSoundTbl_MeleeAttack = {"Flesh.ImpactHard"}
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self.Owner.DefaultSoundTbl_MeleeAttackMiss = {"Weapon_Melee.MacheteLight"}
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self.Owner.AnimTbl_WeaponAttack = {ACT_IDLE}
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end
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