This commit is contained in:
lifestorm
2024-08-04 23:54:45 +03:00
parent 0e770b2b49
commit df294d03aa
7526 changed files with 4011945 additions and 15 deletions

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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/
--]]
if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Base = "weapon_vj_melee_base_v2"
SWEP.PrintName = "Shocker VJ"
SWEP.Author = "Comrade Communist"
SWEP.Contact = "http://steamcommunity.com/groups/vrejgaming"
SWEP.Purpose = "This weapon is made for Players and NPCs"
SWEP.Instructions = "Controls are like a regular weapon."
SWEP.Category = "VJ Base"
-- Client Settings ---------------------------------------------------------------------------------------------------------------------------------------------
if (CLIENT) then
SWEP.Slot = 2 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6)
SWEP.SlotPos = 4 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6)
SWEP.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway
end
-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.ViewModel = "models/weapons/c_stunbaton.mdl"
SWEP.WorldModel = "models/weapons/w_stunbaton.mdl"
SWEP.HoldType = "melee"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
SWEP.IsVJBaseWeapon = true
-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Primary.Damage = math.random(22,27) -- Damage
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
SWEP.Primary.Force = math.random(1,2) -- Force applied on the object the bullet hits
SWEP.Primary.ClipSize = 10000000 -- Max amount of bullets per clip
SWEP.Primary.Recoil = 1.3 -- How much recoil does the player get?
SWEP.NPC_TimeUntilFires = math.random(0.4,0.8)
SWEP.NPC_NextPrimaryFire = 1.093
SWEP.Primary.Delay = 0.8 -- Time until it can shoot again
SWEP.Primary.Automatic = false -- Is it automatic?
SWEP.UseHands = true
SWEP.ViewModelFOV = 50
function SWEP:CustomOnThink()
self.Owner.Weapon_FiringDistanceFar = math.random(35,45)
self.Owner.Weapon_FiringDistanceClose = math.random(-100,-1000)
self.Owner.WeaponReloadAnimationFaceEnemy = false
self.Owner.HasWeaponBackAway = false
self.Owner.AllowWeaponReloading = true
self.Owner.CanCrouchOnWeaponAttack = false
self.Owner.RunAwayOnUnknownDamage = false
self.Owner.MoveOrHideOnDamageByEnemy = false
self.Owner.DisableWeaponReloadAnimation = true
self.Owner.WaitForEnemyToComeOut = false
self.Owner.NoWeapon_UseScaredBehavior = false
self.Owner.RunFromEnemy_Distance = 0
end
function SWEP:CustomOnInitialize()
self.Owner.MeleeAttackDamage = math.random(20,30)
self.Owner.NextMeleeAttackTime = math.random(0.9,1.3)
self.Owner.AnimTbl_MeleeAttack = {"swing","pica_1"}
self.Owner.DefaultSoundTbl_MeleeAttack = {"Flesh.ImpactHard"}
self.Owner.DefaultSoundTbl_MeleeAttackMiss = {"Weapon_Melee.MacheteLight"}
self.Owner.AnimTbl_WeaponAttack = {ACT_IDLE}
end