--[[ | 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 = "HLA IRIFLE V2" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "This weapon is made for NPCs" SWEP.Instructions = "Controls are like a regular weapon." SWEP.Category = "Half-Life: Alyx" SWEP.MadeForNPCsOnly = true -- Is this weapon meant to be for NPCs only? -- Main Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.WorldModel = "models/weapons/w_vr_irifle.mdl" -- The world model (Third person, when a NPC is holding it, on ground, etc.) SWEP.WorldModel_UseCustomPosition = true -- Should the gun use custom position? This can be used to fix guns that are in the crotch SWEP.WorldModel_CustomPositionAngle = Vector(0, 90, 0) SWEP.WorldModel_CustomPositionOrigin = Vector(-3, 0, 1) SWEP.WorldModel_CustomPositionBone = "hand_R" -- The bone it will use as the main point (Owner's bone) SWEP.NPC_NextPrimaryFire = 0.9 SWEP.NPC_TimeUntilFireExtraTimers = {0.1,0.3,0.5,0.7} -- Extra timers, which will make the gun fire again! | The seconds are counted after the self.NPC_TimeUntilFire! -- ====== Reload Variables ====== -- SWEP.NPC_HasReloadSound = true -- Should it play a sound when the base detects the SNPC playing a reload animation? SWEP.NPC_CanBePickedUp = false -- Can this weapon be picked up by NPCs? (Ex: Rebels) ------ Primary Stuff ------ SWEP.Primary.Damage = 12 -- Damage SWEP.Primary.ClipSize = 30 -- Max amount of bullets per clip SWEP.Primary.Sound = {"weapons/w_hla_irifle/wpn_combine_ar_fire_body_01.wav","weapons/w_hla_irifle/wpn_combine_ar_fire_body_02.wav","weapons/w_hla_irifle/wpn_combine_ar_fire_body_03.wav","weapons/w_hla_irifle/wpn_combine_ar_fire_body_04.wav"} SWEP.Primary.DistantSound = {"weapons/w_hla_irifle/wpn_combine_ar_fire_tail_01.wav","weapons/w_hla_irifle/wpn_combine_ar_fire_tail_02.wav","weapons/w_hla_irifle/wpn_combine_ar_fire_tail_03.wav","weapons/w_hla_irifle/wpn_combine_ar_fire_tail_04.wav"} -- ====== Effect Variables ====== -- SWEP.PrimaryEffects_MuzzleFlash = true ---------------------------------------- SWEP.AR2LFE = {"weapons/W_HLA_IRIFLE/wpn_combine_ar_fire_lfe_01.wav","weapons/W_HLA_IRIFLE/wpn_combine_ar_fire_lfe_02.wav","weapons/W_HLA_IRIFLE/wpn_combine_ar_fire_lfe_03.wav","weapons/W_HLA_IRIFLE/wpn_combine_ar_fire_lfe_04.wav"} SWEP.AR2HEAD = {"weapons/W_HLA_IRIFLE/wpn_combine_ar_fire_head_01.wav","weapons/W_HLA_IRIFLE/wpn_combine_ar_fire_head_02.wav","weapons/W_HLA_IRIFLE/wpn_combine_ar_fire_head_03.wav","weapons/W_HLA_IRIFLE/wpn_combine_ar_fire_head_04.wav"} ---------------------------------------- function SWEP:CustomOnInitialize() if GetConVarNumber("vj_hla_enable_hard_difficulty") == 1 then self.Damage = 18 else self.Damage = 12 end end function SWEP:CustomOnPrimaryAttack_AfterShoot() VJ_EmitSound(self,self.AR2HEAD,75,100) VJ_EmitSound(self,self.AR2LFE,75,100) end -- All functions and variables are located inside the base files. It can be found in the GitHub Repository: https://github.com/DrVrej/VJ-Base