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wnsrc/lua/weapons/weapon_vj_rpg/shared.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

97 lines
5.6 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
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SWEP.Base = "weapon_vj_base"
SWEP.PrintName = "RPG"
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 = 4 -- 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 = 5 -- Next time it can use primary fire
SWEP.NPC_TimeUntilFire = 0.8 -- How much time until the bullet/projectile is fired?
SWEP.NPC_ReloadSound = {"vj_weapons/reload_rpg.wav"}
SWEP.NPC_BulletSpawnAttachment = "missile" -- The attachment that the bullet spawns on, leave empty for base to decide!
SWEP.NPC_FiringDistanceScale = 2.5 -- Changes how far the NPC can fire | 1 = No change, x < 1 = closer, x > 1 = farther
SWEP.NPC_StandingOnly = true -- If true, the weapon can only be fired if the NPC is standing still
-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.ViewModel = "models/vj_weapons/c_rpg7.mdl" // "models/weapons/c_rpg.mdl"
SWEP.WorldModel = "models/vj_weapons/w_ins_rpg7.mdl" // "models/weapons/w_rocket_launcher.mdl"
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(-10, 0, 180)
SWEP.WorldModel_CustomPositionOrigin = Vector(-1.5, -0.5, 1)
SWEP.HoldType = "rpg"
SWEP.ViewModelFOV = 60 -- Player FOV for the view model
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Primary.Damage = 5 -- Damage
SWEP.Primary.Force = 5 -- Force applied on the object the bullet hits
SWEP.Primary.ClipSize = 1 -- Max amount of bullets per clip
SWEP.Primary.Recoil = 0.6 -- How much recoil does the player get?
SWEP.Primary.Delay = 0.3 -- Time until it can shoot again
SWEP.Primary.Automatic = true -- Is it automatic?
SWEP.Primary.Ammo = "RPG_Round" -- Ammo type
SWEP.Primary.Sound = {"vj_weapons/rpg/rpg_fire.wav"}
SWEP.Primary.DistantSound = {"vj_weapons/rpg/rpg_fire_far.wav"}
SWEP.Primary.DisableBulletCode = true -- The bullet won't spawn, this can be used when creating a projectile-based weapon
SWEP.PrimaryEffects_MuzzleAttachment = 1
SWEP.PrimaryEffects_SpawnShells = false
-- 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.Reload_TimeUntilAmmoIsSet = 0.8 -- Time until ammo is set to the weapon
SWEP.ReloadSound = "vj_weapons/reload_rpg.wav"
---------------------------------------------------------------------------------------------------------------------------------------------
function SWEP:CustomOnPrimaryAttack_BeforeShoot()
if CLIENT then return end
local owner = self:GetOwner()
local proj = ents.Create("obj_vj_tank_shell")
local ply_Ang = owner:GetAimVector():Angle()
local ply_Pos = owner:GetShootPos() + ply_Ang:Forward()*-20 + ply_Ang:Up()*-9 + ply_Ang:Right()*10
if owner:IsPlayer() then proj:SetPos(ply_Pos) else proj:SetPos(self:GetNW2Vector("VJ_CurBulletPos")) end
if owner:IsPlayer() then proj:SetAngles(ply_Ang) else proj:SetAngles(owner:GetAngles()) end
proj:SetOwner(owner)
proj:Activate()
proj:Spawn()
local phys = proj:GetPhysicsObject()
if IsValid(phys) then
if owner:IsPlayer() then
phys:SetVelocity(owner:GetAimVector() * 2500)
else
phys:SetVelocity(owner:CalculateProjectile("Line", self:GetNW2Vector("VJ_CurBulletPos"), owner:GetEnemy():GetPos() + owner:GetEnemy():OBBCenter(), 2500))
end
end
self:SetBodygroup(1, 1)
end
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function SWEP:CustomOnPrimaryAttackEffects()
//ParticleEffect("vj_rpg2_smoke1", self:GetAttachment(3).Pos, Angle(0,0,0), self)
ParticleEffectAttach("smoke_exhaust_01a", PATTACH_POINT_FOLLOW, self, 2)
ParticleEffectAttach("smoke_exhaust_01a", PATTACH_POINT_FOLLOW, self, 2)
ParticleEffectAttach("smoke_exhaust_01a", PATTACH_POINT_FOLLOW, self, 2)
timer.Simple(4, function() if IsValid(self) then self:StopParticles() end end)
return true
end
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function SWEP:CustomOnReload_Finish()
self:SetBodygroup(1, 0)
return true
end