--[[ | 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 = "AR2" 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 -- NPC Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.NPC_HasSecondaryFire = true -- Can the weapon have a secondary fire? SWEP.NPC_SecondaryFireEnt = "obj_vj_combineball" SWEP.NPC_SecondaryFireDistance = 3000 -- How close does the owner's enemy have to be for it to fire? SWEP.NPC_SecondaryFireChance = 4 -- Chance that the secondary fire is used | 1 = always SWEP.NPC_SecondaryFireNext = VJ_Set(15, 20) -- How much time until the secondary fire can be used again? SWEP.NPC_NextPrimaryFire = 0.9 -- Next time it can use primary fire SWEP.NPC_TimeUntilFire = 0.1 -- How much time until the bullet/projectile is fired? SWEP.NPC_TimeUntilFireExtraTimers = {0.1, 0.2, 0.3, 0.4, 0.5, 0.6} -- Extra timers, which will make the gun fire again! | The seconds are counted after the self.NPC_TimeUntilFire! -- Main Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.ViewModel = "models/weapons/c_irifle.mdl" SWEP.WorldModel = "models/weapons/w_irifle.mdl" SWEP.HoldType = "ar2" SWEP.Spawnable = true SWEP.AdminSpawnable = false -- Primary Fire --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Primary.Damage = 12 -- Damage SWEP.Primary.Force = 10 -- Force applied on the object the bullet hits SWEP.Primary.ClipSize = 30 -- Max amount of bullets per clip SWEP.Primary.Delay = 0.1 -- Time until it can shoot again SWEP.Primary.TracerType = "AR2Tracer" -- Tracer type (Examples: AR2, laster, 9mm) SWEP.Primary.Automatic = true -- Is it automatic? SWEP.Primary.Ammo = "AR2" -- Ammo type SWEP.Primary.Sound = {"vj_weapons/hl2_ar2/ar2_single1.wav","vj_weapons/hl2_ar2/ar2_single2.wav","vj_weapons/hl2_ar2/ar2_single3.wav"} SWEP.Primary.DistantSound = {"^weapons/ar1/ar1_dist1.wav","^weapons/ar1/ar1_dist2.wav"} SWEP.PrimaryEffects_MuzzleParticles = {"vj_rifle_full_blue"} SWEP.PrimaryEffects_SpawnShells = false SWEP.PrimaryEffects_DynamicLightColor = Color(0, 31, 225) -- ====== Secondary Fire Variables ====== -- SWEP.Secondary.Ammo = "AR2AltFire" -- Ammo type SWEP.DryFireSound = {"weapons/ar2/ar2_empty.wav"} -- Reload Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.HasReloadSound = false -- Does it have a reload sound? Remember even if this is set to false, the animation sound will still play! SWEP.ReloadSound = "weapons/ar2/ar2_reload.wav" SWEP.Reload_TimeUntilAmmoIsSet = 0.8 -- Time until ammo is set to the weapon --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_SecondaryFire_BeforeTimer(eneEnt, fireTime) VJ_EmitSound(self, "weapons/cguard/charging.wav", 70) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:NPC_SecondaryFire() local owner = self:GetOwner() local pos = self:GetNW2Vector("VJ_CurBulletPos") local proj = ents.Create(self.NPC_SecondaryFireEnt) proj:SetPos(pos) proj:SetAngles(owner:GetAngles()) proj:SetOwner(owner) proj:Spawn() proj:Activate() local phys = proj:GetPhysicsObject() if IsValid(phys) then phys:Wake() phys:SetVelocity(owner:CalculateProjectile("Line", pos, owner.EnemyData.LastVisiblePos, 2000)) end VJ_CreateSound(self, "weapons/irifle/irifle_fire2.wav", 90) end --------------------------------------------------------------------------------------------------------------------------------------------- function SWEP:CustomOnSecondaryAttack() local owner = self:GetOwner() local vm = owner:GetViewModel() local fidgetTime = VJ_GetSequenceDuration(vm, ACT_VM_FIDGET) local fireTime = VJ_GetSequenceDuration(vm, ACT_VM_SECONDARYATTACK) local totalTime = fidgetTime + fireTime local curTime = CurTime() self:SetNextSecondaryFire(curTime + totalTime) self.NextIdleT = curTime + totalTime self.NextReloadT = curTime + totalTime self:SendWeaponAnim(ACT_VM_FIDGET) VJ_CreateSound(self, "weapons/cguard/charging.wav", 85) timer.Simple(fidgetTime, function() if IsValid(self) && IsValid(owner) && owner:GetActiveWeapon() == self then VJ_CreateSound(self, "weapons/irifle/irifle_fire2.wav", 90) 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 owner:ViewPunch(Angle(-self.Primary.Recoil *3, 0, 0)) owner:SetAnimation(PLAYER_ATTACK1) self:SendWeaponAnim(ACT_VM_SECONDARYATTACK) self:TakeSecondaryAmmo(1) end end) return false end