--[[ | 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 SWEP.Primary.Force = 0 -- Force applied on the object the bullet hits SWEP.NPC_NextPrimaryFireT2 = math.random(6.5,10) SWEP.NPC_TimeUntilFires = math.random(6.5,10) -- How much time until the bullet/projectile is fired? SWEP.NPC_NextSecondaryFire = math.random(10.093,15.093) -- Primary Fire --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Primary.Damage = math.random(5,7) -- 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 = {"Weapon_SMG1.Single"} SWEP.Primary.HasDistantSound = true -- Does it have a distant sound when the gun is shot? SWEP.Primary.DistantSound = {"Weapon_SMG1.NPC_Single"} SWEP.PrimaryEffects_MuzzleAttachment = 1 SWEP.PrimaryEffects_ShellAttachment = 2 SWEP.PrimaryEffects_ShellType = "VJ_Weapon_PistolShell1" -- 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 = 0.1 -- How much time until it plays the idle animation after attacking(Primary) SWEP.NPC_NextPrimaryFire = math.random(0.09,0.19) SWEP.NPC_CustomSpread = 1 SWEP.NPC_HasSecondaryFire = true -- Can the weapon have a secondary fire? SWEP.NPC_SecondaryFireEnt = "obj_vj_hl2_shell" -- The entity to fire, this only applies if self:NPC_SecondaryFire() has NOT been overridden! SWEP.NPC_SecondaryFireChance = 1 -- Chance that the secondary fire is used | 1 = always SWEP.NPC_SecondaryFireNext = VJ_Set(3, 8) -- How much time until the secondary fire can be used again? SWEP.NPC_SecondaryFireDistance = 2000 -- How close does the owner's enemy have to be for it to fire? SWEP.NPC_HasSecondaryFireSound = true -- Can the secondary fire sound be played? SWEP.NPC_SecondaryFireSound = {"vj_mili_tank/tank_fire"..math.random(1,4)..".wav"} -- The sound it plays when the secondary fire is used SWEP.NPC_SecondaryFireSoundLevel = 75 -- The sound level to use for the secondary firing sound SWEP.AnimTbl_SecondaryFire = {ACT_VM_SECONDARYATTACK} SWEP.Secondary.DistantSound = {"n_toz34_shot.mp3"} function SWEP:CustomOnThink() if self.Owner.SquadName == "resistance" then self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000) self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired? self.NPC_NextSecondaryFire = math.random(10000.093,20000.093) if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_RPG} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE_RELAXED} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE_RELAXED} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE} self.Owner.AnimTbl_Run = {ACT_RUN_RPG} self.Owner.AnimTbl_Walk = {ACT_WALK_RPG_RELAXED} end end if self.Owner.SquadName == "metrocop" then self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000) self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired? self.NPC_NextSecondaryFire = math.random(10000.093,20000.093) if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1} 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 == "metrocopg" then self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000) self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired? self.NPC_NextSecondaryFire = math.random(10000.093,20000.093) if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_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 == "combine" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1} end end if self.Owner.SquadName == "combine_elit" then if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE} end if self.Owner.FollowingPlayer == true then self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SMG1} self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE} self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1} end end if self.Owner.SquadName == "metrocops" then self.NPC_NextPrimaryFireT2 = math.random(60000.5,200000) self.NPC_TimeUntilFires = math.random(60000.5,20000) -- How much time until the bullet/projectile is fired? self.NPC_NextSecondaryFire = math.random(10000.093,20000.093) if self.Owner.FollowingPlayer == false then self.Owner.AnimTbl_Run = {ACT_RUN} self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1} self.Owner.AnimTbl_Walk = {ACT_IDLE_SMG1} 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 end