--[[ | 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_base" SWEP.PrintName = "Glock 17" SWEP.Author = "DrVrej" 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 = 1 -- Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 1 -- Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.SwayScale = 2 -- Default is 1, The scale of the viewmodel sway end -- NPC Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.NPC_NextPrimaryFire = 0.25 -- Next time it can use primary fire SWEP.NPC_CustomSpread = 0.8 -- This is added on top of the custom spread that's set inside the SNPC! | Starting from 1: Closer to 0 = better accuracy, Farther than 1 = worse accuracy -- Main Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.ViewModel = "models/vj_weapons/v_glock.mdl" SWEP.WorldModel = "models/vj_weapons/w_glock.mdl" SWEP.HoldType = "pistol" SWEP.ViewModelFOV = 70 -- Player FOV for the view model SWEP.Spawnable = true SWEP.AdminSpawnable = false -- Primary Fire --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Primary.AllowFireInWater = true -- If true, you will be able to use primary fire in water SWEP.Primary.Damage = 25 -- Damage SWEP.Primary.PlayerDamage = 15 -- 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 = 5 -- Force applied on the object the bullet hits SWEP.Primary.ClipSize = 17 -- Max amount of bullets per clip SWEP.Primary.Recoil = 0.3 -- How much recoil does the player get? SWEP.Primary.Cone = 5 -- How accurate is the bullet? (Players) SWEP.Primary.Delay = 0.25 -- Time until it can shoot again SWEP.Primary.Automatic = true -- Is it automatic? SWEP.Primary.Ammo = "Pistol" -- Ammo type SWEP.Primary.Sound = {"vj_weapons/glock_17/glock17_single.wav"} SWEP.Primary.DistantSound = {"vj_weapons/glock_17/glock17_single_dist.wav"} SWEP.PrimaryEffects_MuzzleAttachment = 1 SWEP.PrimaryEffects_ShellAttachment = "ejectbrass" SWEP.PrimaryEffects_ShellType = "VJ_Weapon_PistolShell1" -- ====== Secondary Fire Variables ====== -- SWEP.Secondary.Automatic = true -- Is it automatic? SWEP.Secondary.Ammo = "Pistol" -- Ammo type -- Deployment Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.AnimTbl_Deploy = {ACT_VM_IDLE_TO_LOWERED} -- Reload Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.HasReloadSound = true -- Does it have a reload sound? Remember even if this is set to false, the animation sound will still play! SWEP.ReloadSound = "vj_weapons/glock_17/reload.wav" SWEP.Reload_TimeUntilAmmoIsSet = 1.5 -- Time until ammo is set to the weapon --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnSecondaryAttack() self.Primary.Delay = 0.175 self.Primary.Cone = 20 self:PrimaryAttack() self.Primary.Delay = 0.25 self.Primary.Cone = 5 self:SetNextSecondaryFire(CurTime() + 0.175) return false end