--[[ | 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/ --]] /*-------------------------------------------------- *** Copyright (c) 2012-2023 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. --------------------------------------------------*/ AddCSLuaFile() if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end ENT.Type = "anim" ENT.Base = "obj_vj_projectile_base" ENT.PrintName = "Rifle Grenade" ENT.Author = "DrVrej" ENT.Contact = "http://steamcommunity.com/groups/vrejgaming" ENT.Information = "Projectiles for my addons" ENT.Category = "VJ Base" ENT.Spawnable = false ENT.AdminOnly = false ENT.VJ_IsDetectableDanger = true if CLIENT then local Name = "Rifle Grenade" local LangName = "obj_vj_grenade_rifle" language.Add(LangName, Name) killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255)) language.Add("#"..LangName, Name) killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255)) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ if !SERVER then return end ENT.Model = {"models/weapons/ar2_grenade.mdl"} -- The models it should spawn with | Picks a random one from the table ENT.DoesRadiusDamage = true -- Should it do a blast damage when it hits something? ENT.RadiusDamageRadius = 150 -- How far the damage go? The farther away it's from its enemy, the less damage it will do | Counted in world units ENT.RadiusDamage = 80 -- How much damage should it deal? Remember this is a radius damage, therefore it will do less damage the farther away the entity is from its enemy ENT.RadiusDamageUseRealisticRadius = true -- Should the damage decrease the farther away the enemy is from the position that the projectile hit? ENT.RadiusDamageType = DMG_BLAST -- Damage type ENT.RadiusDamageForce = 90 -- Put the force amount it should apply | false = Don't apply any force ENT.DecalTbl_DeathDecals = {"Scorch"} -- Decals that paint when the projectile dies | It picks a random one from this table ENT.SoundTbl_OnRemove = {""} ENT.OnRemoveSoundLevel = 100 --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitializeBeforePhys() self:PhysicsInitSphere(5, "metal_bouncy") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() ParticleEffectAttach("smoke_gib_01", PATTACH_ABSORIGIN_FOLLOW, self, 0) ParticleEffectAttach("Rocket_Smoke_Trail", PATTACH_ABSORIGIN_FOLLOW, self, 0) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomPhysicsObjectOnInitialize(phys) phys:Wake() phys:SetMass(1) phys:EnableGravity(true) phys:EnableDrag(false) phys:SetBuoyancyRatio(0) phys:AddAngleVelocity(Vector(0,math.random(300,400),0)) end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:DeathEffects() local effectData = EffectData() effectData:SetOrigin(self:GetPos()) //effectData:SetScale( 500 ) util.Effect( "HelicopterMegaBomb", effectData ) util.Effect( "ThumperDust", effectData ) util.Effect( "Explosion", effectData ) util.Effect( "VJ_Small_Explosion1", effectData ) local ExplosionLight1 = ents.Create("light_dynamic") ExplosionLight1:SetKeyValue("brightness", "4") ExplosionLight1:SetKeyValue("distance", "300") ExplosionLight1:SetLocalPos(self:GetPos()) ExplosionLight1:SetLocalAngles( self:GetAngles() ) ExplosionLight1:Fire("Color", "255 150 0") ExplosionLight1:SetParent(self) ExplosionLight1:Spawn() ExplosionLight1:Activate() ExplosionLight1:Fire("TurnOn", "", 0) self:DeleteOnRemove(ExplosionLight1) util.ScreenShake(self:GetPos(), 100, 200, 1, 2500) end