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

76 lines
4.7 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 = "Blaster"
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_NextPrimaryFire = 0.3 -- Next time it can use primary fire
SWEP.NPC_ReloadSound = {"vj_weapons/blaster/blaster_reload.wav"} -- Sounds it plays when the base detects the SNPC playing a reload animation
-- Main Settings ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.ViewModel = "models/vj_weapons/c_e5.mdl"
SWEP.WorldModel = "models/vj_weapons/w_e5.mdl"
SWEP.HoldType = "ar2"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
-- Primary Fire ---------------------------------------------------------------------------------------------------------------------------------------------
SWEP.Primary.Damage = 10 -- Damage
SWEP.Primary.Force = 5 -- Force applied on the object the bullet hits
SWEP.Primary.ClipSize = 30 -- 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.TracerType = "VJ_Laserrod_Red" -- Tracer type (Examples: AR2, laster, 9mm)
SWEP.Primary.Automatic = true -- Is it automatic?
SWEP.Primary.Ammo = "SMG1" -- Ammo type
SWEP.Primary.Sound = {"vj_weapons/blaster/blaster_fire.wav"} -- npc/roller/mine/rmine_explode_shock1.wav
SWEP.Primary.HasDistantSound = false -- Does it have a distant sound when the gun is shot?
//SWEP.Primary.DisableBulletCode = true -- The bullet won't spawn, this can be used when creating a projectile-based weapon
SWEP.PrimaryEffects_MuzzleParticles = {"vj_rifle_smoke","vj_rifle_smoke_dark","vj_rifle_smoke_flash","vj_rifle_sparks2"}
SWEP.PrimaryEffects_MuzzleParticlesAsOne = true -- If set to true, the base will spawn all the given particles instead of picking one
SWEP.PrimaryEffects_MuzzleAttachment = "muzzle"
SWEP.PrimaryEffects_SpawnShells = false
SWEP.PrimaryEffects_DynamicLightColor = Color(255, 0, 0)
-- 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 = {"vj_weapons/blaster/blaster_reload.wav"}
SWEP.Reload_TimeUntilAmmoIsSet = 0.8 -- Time until ammo is set to the weapon
---------------------------------------------------------------------------------------------------------------------------------------------
/*function SWEP:CustomOnPrimaryAttack_BeforeShoot()
if CLIENT then return end
local SpawnBlaserRod = ents.Create("obj_vj_blasterrod")
local OwnerPos = self:GetOwner():GetShootPos()
local OwnerAng = self:GetOwner():GetAimVector():Angle()
OwnerPos = OwnerPos + OwnerAng:Forward()*-33 + OwnerAng:Up()*-5 + OwnerAng:Right()*6
if self:GetOwner():IsPlayer() then SpawnBlaserRod:SetPos(OwnerPos) else SpawnBlaserRod:SetPos(self:GetAttachment(self:LookupAttachment("muzzle")).Pos) end
if self:GetOwner():IsPlayer() then SpawnBlaserRod:SetAngles(OwnerAng) else SpawnBlaserRod:SetAngles(self:GetOwner():GetAngles()) end
SpawnBlaserRod:SetOwner(self:GetOwner())
SpawnBlaserRod:Activate()
SpawnBlaserRod:Spawn()
local phy = SpawnBlaserRod:GetPhysicsObject()
if phy:IsValid() then
if self:GetOwner():IsPlayer() then
phy:ApplyForceCenter(self:GetOwner():GetAimVector() * 4000) else //200000
phy:ApplyForceCenter((self:GetOwner():GetEnemy():GetPos() - self:GetOwner():GetPos()) * 4000)
end
end
end*/