--[[ | 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_melee_base_v2" SWEP.PrintName = "Shocker VJ" SWEP.Author = "Comrade Communist" 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.SwayScale = 1 -- Default is 1, The scale of the viewmodel sway end -- Main Settings --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.ViewModel = "models/weapons/c_stunbaton.mdl" SWEP.WorldModel = "models/weapons/w_stunbaton.mdl" SWEP.HoldType = "melee" SWEP.Spawnable = true SWEP.AdminSpawnable = false SWEP.IsVJBaseWeapon = true -- Primary Fire --------------------------------------------------------------------------------------------------------------------------------------------- SWEP.Primary.Damage = math.random(22,27) -- Damage SWEP.Primary.PlayerDamage = "Double" -- Only applies for players | "Same" = Same as self.Primary.Damage, "Double" = Double the self.Primary.Damage OR put a number to be different from self.Primary.Damage SWEP.Primary.Force = math.random(1,2) -- Force applied on the object the bullet hits SWEP.Primary.ClipSize = 10000000 -- Max amount of bullets per clip SWEP.Primary.Recoil = 1.3 -- How much recoil does the player get? SWEP.NPC_TimeUntilFires = math.random(0.4,0.8) SWEP.NPC_NextPrimaryFire = 1.093 SWEP.Primary.Delay = 0.8 -- Time until it can shoot again SWEP.Primary.Automatic = false -- Is it automatic? SWEP.UseHands = true SWEP.ViewModelFOV = 50 function SWEP:CustomOnThink() self.Owner.Weapon_FiringDistanceFar = math.random(35,45) self.Owner.Weapon_FiringDistanceClose = math.random(-100,-1000) self.Owner.WeaponReloadAnimationFaceEnemy = false self.Owner.HasWeaponBackAway = false self.Owner.AllowWeaponReloading = true self.Owner.CanCrouchOnWeaponAttack = false self.Owner.RunAwayOnUnknownDamage = false self.Owner.MoveOrHideOnDamageByEnemy = false self.Owner.DisableWeaponReloadAnimation = true self.Owner.WaitForEnemyToComeOut = false self.Owner.NoWeapon_UseScaredBehavior = false self.Owner.RunFromEnemy_Distance = 0 end function SWEP:CustomOnInitialize() self.Owner.MeleeAttackDamage = math.random(20,30) self.Owner.NextMeleeAttackTime = math.random(0.9,1.3) self.Owner.AnimTbl_MeleeAttack = {"swing","pica_1"} self.Owner.DefaultSoundTbl_MeleeAttack = {"Flesh.ImpactHard"} self.Owner.DefaultSoundTbl_MeleeAttackMiss = {"Weapon_Melee.MacheteLight"} self.Owner.AnimTbl_WeaponAttack = {ACT_IDLE} end