Files
lifestorm 6a58f406b1 Upload
2024-08-04 23:54:45 +03:00

166 lines
7.6 KiB
Lua

--[[
| 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 = "SPAS-12"
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 = 3 -- 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_NextPrimaryFire = 1.5 -- Next time it can use primary fire
SWEP.NPC_CustomSpread = 2.5 -- This is added on top of the custom spread that's set inside the SNPC! | Starting from 1: Closer to 0 = better accuracy, Farther than 1 = worse accuracy
SWEP.NPC_ExtraFireSound = {} -- Plays an extra sound after it fires (Example: Bolt action sound)
-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.ViewModel = "models/weapons/c_shotgun.mdl"
SWEP.WorldModel = "models/weapons/w_annabelle.mdl"
SWEP.HoldType = "shotgun"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Primary.Damage = 12 -- 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 = 3 -- Force applied on the object the bullet hits
SWEP.Primary.NumberOfShots = 7 -- How many shots per attack?
SWEP.Primary.ClipSize = 2 -- Max amount of bullets per clip
SWEP.Primary.Cone = 3 -- How accurate is the bullet? (Players)
SWEP.Primary.Delay = 0.8 -- Time until it can shoot again
SWEP.Primary.Automatic = false -- Is it automatic?
SWEP.Primary.Ammo = "Buckshot" -- Ammo type
SWEP.Primary.Sound = {"Weapon_Shotgun.Single"}
SWEP.Primary.HasDistantSound = true -- Does it have a distant sound when the gun is shot?
SWEP.Primary.DistantSound = {"Weapon_Shotgun.NPC_Single"}
SWEP.Primary.DistantSoundVolume = 0.55 -- Distant sound volume
SWEP.PrimaryEffects_MuzzleAttachment = 1
SWEP.PrimaryEffects_ShellAttachment = 2
SWEP.PrimaryEffects_ShellType = "VJ_Weapon_ShotgunShell1"
-- 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/shotgun/shotgun_reload1.wav","weapons/shotgun/shotgun_reload2.wav","weapons/shotgun/shotgun_reload3.wav"}
SWEP.Reload_TimeUntilAmmoIsSet = 0.3 -- Time until ammo is set to the weapon
SWEP.Reload_TimeUntilFinished = 0.5 -- How much time until the player can play idle animation, shoot, etc.
-- 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 = 1.8 -- How much time until it plays the idle animation after attacking(Primary)
-- Custom
SWEP.FirstTimeShotShotgun = false
---------------------------------------------------------------------------------------------------------------------------------------------
/*function SWEP:CustomOnNPC_ServerThink()
print("debeck")
if self.Owner:GetActivity() != ACT_RANGE_ATTACK1 then
print("Fuck")
self.FirstTimeShotShotgun = false
end
end*/
function SWEP:CustomOnThink()
if self.Owner.SquadName == "resistance" then
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SHOTGUN}
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_SHOTGUN_AGITATED}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_Walk = {ACT_WALK_RIFLE}
end
end
if self.Owner.SquadName == "metrocop" then
self.HoldType = "smg"
self.Primary.Damage = 10
self.Primary.ClipSize = 1
self.Owner.WeaponSpread = 0
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
self.Owner.AnimTbl_Run = {ACT_RUN}
self.Owner.AnimTbl_WeaponReload = {ACT_RELOAD_SMG1}
self.Owner.AnimTbl_Walk = {ACT_WALK}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_SMG1}
self.Owner.AnimTbl_Run = {ACT_RUN_RIFLE}
self.Owner.AnimTbl_WeaponReload = {ACT_RELOAD_SMG1}
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_SHOTGUN}
self.Owner.AnimTbl_Run = {ACT_RUN_AIM_SHOTGUN}
self.Owner.AnimTbl_Walk = {ACT_WALK_AIM_SHOTGUN}
end
end
if self.Owner.SquadName == "combine_nova" 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_IDLE_SMG1}
end
if self.Owner.FollowingPlayer == true then
self.Owner.AnimTbl_IdleStand = {ACT_IDLE_ANGRY_SHOTGUN}
self.Owner.AnimTbl_Run = {ACT_RUN_AIM_SHOTGUN}
self.Owner.AnimTbl_Walk = {ACT_WALK_AIM_SHOTGUN}
end
end
if self.Owner.SquadName == "metrocops" then
self.HoldType = "smg"
if self.Owner.FollowingPlayer == false then
self.Owner.AnimTbl_Run = {ACT_RUN}
self.Owner.AnimTbl_IdleStand = {ACT_IDLE}
self.Owner.AnimTbl_Walk = {ACT_IDLE}
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
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:CustomOnPrimaryAttack_AfterShoot()
//if self.Owner:IsNPC() && (self.Owner.IsVJBaseSNPC) && self.FirstTimeShotShotgun == true /*&& self.Owner:GetActivity() != ACT_RANGE_ATTACK1*/ then
//self.FirstTimeShotShotgun = true
//self.Owner:VJ_ACT_PLAYACTIVITY(ACT_RANGE_ATTACK_SHOTGUN,false,0,true)
//end
//self.FirstTimeShotShotgun = true
timer.Simple(0.2,function()
if IsValid(self) && IsValid(self.Owner) && self.Owner:IsPlayer() then
self.Weapon:EmitSound(Sound("weapons/shotgun/shotgun_empty.wav"),80,100)
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_PUMP)
end
end)
end