--[[ | 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 = "SMG1" 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 = 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.UseHands = true end -- Main Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.ViewModel = "models/weapons/c_smg1.mdl" SWEP.WorldModel = "models/weapons/w_smg1.mdl" SWEP.HoldType = "smg" SWEP.Spawnable = true SWEP.AdminSpawnable = false -- NPC Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.NPC_HasSecondaryFire = true -- Can the weapon have a secondary fire? SWEP.NPC_SecondaryFireSound = {"weapons/ar2/ar2_altfire.wav"} -- The sound it plays when the secondary fire is used -- Primary Fire --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Primary.Damage = 5 -- Damage SWEP.Primary.ClipSize = 45 -- Max amount of bullets per clip SWEP.Primary.Delay = 0.09 -- Time until it can shoot again SWEP.Primary.Automatic = true -- Is it automatic? SWEP.Primary.Ammo = "SMG1" -- Ammo type SWEP.Primary.Sound = {"vj_weapons/hl2_smg1/smg1_single1.wav","vj_weapons/hl2_smg1/smg1_single2.wav","vj_weapons/hl2_smg1/smg1_single3.wav"} SWEP.Primary.DistantSound = {"Weapon_SMG1.NPC_Single"} SWEP.PrimaryEffects_MuzzleAttachment = 1 SWEP.PrimaryEffects_ShellAttachment = 2 SWEP.PrimaryEffects_ShellType = "VJ_Weapon_PistolShell1" -- ====== Secondary Fire Variables ====== -- SWEP.Secondary.Automatic = true -- Is it automatic? SWEP.Secondary.Ammo = "SMG1_Grenade" -- Ammo type -- 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/smg1/smg1_reload.wav"} --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnSecondaryAttack() local owner = self:GetOwner() owner:ViewPunch(Angle(-self.Primary.Recoil *3, 0, 0)) VJ_EmitSound(self, "weapons/ar2/ar2_altfire.wav", 85) local proj = ents.Create(self.NPC_SecondaryFireEnt) proj:SetPos(owner:GetShootPos()) proj:SetAngles(owner:GetAimVector():Angle()) proj:SetOwner(owner) proj:Spawn() proj:Activate() local phys = proj:GetPhysicsObject() if IsValid(phys) then phys:Wake() phys:SetVelocity(owner:GetAimVector() * 2000) end return true end