--[[ | 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 = "9mm Pistol" 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 = 4 -- Default is 1, The scale of the viewmodel sway SWEP.UseHands = true end -- NPC Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.NPC_NextPrimaryFire = math.random(0.45,0.65) -- Next time it can use primary fire SWEP.NPC_CustomSpread = 0.8 -- This i 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/weapons/c_pistol.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.HoldType = "pistol" SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.Primary.Force = 0 -- Force applied on the object the bullet hits -- Primary Fire --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Primary.Damage = math.random(8,10) -- Damage SWEP.Primary.ClipSize = 18 -- Max amount of bullets per clip SWEP.Primary.Delay = 0.35 -- Time until it can shoot again SWEP.Primary.Automatic = true -- Is it automatic? SWEP.Primary.Ammo = "Pistol" -- Ammo type SWEP.Primary.Sound = {"Weapon_Pistol.Single"} SWEP.Primary.HasDistantSound = true -- Does it have a distant sound when the gun is shot? SWEP.Primary.DistantSound = {"Weapon_Pistol.NPC_Single"} SWEP.Primary.AllowFireInWater = true -- If true, you will be able to use primary fire in water SWEP.PrimaryEffects_MuzzleAttachment = 1 SWEP.PrimaryEffects_ShellAttachment = 2 SWEP.PrimaryEffects_ShellType = "VJ_Weapon_PistolShell1" -- Deployment Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.DelayOnDeploy = 0.4 -- Time until it can shoot again after deploying the weapon -- 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 = "weapons/pistol/pistol_reload1.wav" SWEP.Reload_TimeUntilAmmoIsSet = 1 -- Time until ammo is set to the weapon SWEP.Reload_TimeUntilFinished = 1.4 -- How much time until the player can play idle animation, shoot, etc. -- Idle Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.HasIdleAnimation = true -- Does it have a idle animation? SWEP.AnimTbl_Idle = {ACT_VM_IDLE} SWEP.NextIdle_Deploy = 0.5 -- How much time until it plays the idle animation after the weapon gets deployed SWEP.NextIdle_PrimaryAttack = math.random(0.30,0.40) -- How much time until it plays the idle animation after attacking(Primary) SWEP.NPC_CustomSpread = 1 function SWEP:CustomOnInitialize() self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_WALK} end function SWEP:CustomOnThink() if self.Owner.SquadName == "metrocopg" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SHOTGUN} self.Owner.AnimTbl_Run = {ACT_RUN_AIM_SHOTGUN} self.Owner.AnimTbl_Walk = {ACT_WALK_AIM_SHOTGUN} end end if self.Owner.SquadName == "resistance" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_WALK} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE} self.Owner.AnimTbl_Run = {ACT_RUN_CROUCH} self.Owner.AnimTbl_Walk = {ACT_WALK} end end if self.Owner.SquadName == "barney" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_WALK} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_MELEE} self.Owner.AnimTbl_Run = {ACT_RUN_CROUCH} self.Owner.AnimTbl_Walk = {ACT_WALK} end end if self.Owner.SquadName == "metrocopga" then self.Owner.HoldType = "smg" self.Owner.AnimTbl_WeaponAttack = {ACT_RANGE_ATTACK_SMG1} if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_WALK_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end end if self.Owner.SquadName == "metrocop" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_WALK} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_PISTOL} self.Owner.AnimTbl_Run = {ACT_RUN_PISTOL} self.Owner.AnimTbl_Walk = {ACT_WALK_PISTOL} end end if self.Owner.SquadName == "metrocops" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_Walk = {ACT_IDLE} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_PISTOL} self.Owner.AnimTbl_Run = {ACT_RUN_PISTOL} self.Owner.AnimTbl_Walk = {ACT_WALK_PISTOL} end end end