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- //General Settings \\
- SWEP.AdminSpawnable = true // Is the swep spawnable for admin
- SWEP.ViewModelFOV = 64 // How much of the weapon do u see ?
- SWEP.ViewModel = "models/weapons/star wars the force awakens/spartanmark6/riot_control_stunbaton.mdl" // The viewModel, the model you se when you are holding it-.-
- SWEP.WorldModel = "models/weapons/star wars the force awakens/spartanmark6/riot_control_stunbaton.mdl" // The worlmodel, The model yu when it's down on the ground
- SWEP.AutoSwitchTo = false // when someone walks over the swep, chould i automatectly change to your swep ?
- SWEP.Slot = 1 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
- SWEP.HoldType = "Pistol" // How the swep is hold Pistol smg greanade melee
- SWEP.PrintName = "ForceAwakens StunBaton" // your sweps name
- SWEP.Author = "Mini Pickels" // Your name
- SWEP.Spawnable = false // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true.
- SWEP.AutoSwitchFrom = false // Does the weapon get changed by other sweps if you pick them up ?
- SWEP.FiresUnderwater = false // Does your swep fire under water ?
- SWEP.Weight = 5 // Chose the weight of the Swep
- SWEP.DrawCrosshair = true // Do you want it to have a crosshair ?
- SWEP.Category = "stunbaton" // Make your own catogory for the swep
- SWEP.SlotPos = 0 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
- SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False
- SWEP.ReloadSound = "Weapon_Pistol.Reload" // Reload sound, you can use the default ones, or you can use your one; Example; "sound/myswepreload.waw"
- SWEP.Instructions = "Stun bad people" // How do pepole use your swep ?
- SWEP.Contact = "cocopickersgt@gmail.com" // How Pepole chould contact you if they find bugs, errors, etc
- SWEP.Purpose = "stunbaton" // What is the purpose with this swep ?
- SWEP.base = "weapon_base"
- //General settings\\
- //PrimaryFire Settings\\
- SWEP.Primary.Sound = "Weapon_StunStick.Swing" // The sound that plays when you shoot :]
- SWEP.Primary.Damage = 0 // How much damage the swep is doing
- SWEP.Primary.TakeAmmo = 0 // How much ammo does it take for each shot ?
- SWEP.Primary.ClipSize = 0 // The clipsize
- SWEP.Primary.Ammo = "stunstick" // ammmo type pistol/ smg1
- SWEP.Primary.DefaultClip = 32 // How much ammo does the swep come with `?
- SWEP.Primary.Spread = 0.1 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1
- SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot.
- SWEP.Primary.Automatic = true // Is the swep automatic ?
- SWEP.Primary.Recoil = 1 // How much we should punch the view
- SWEP.Primary.Delay = 0.1 // How long time before you can fire again
- SWEP.Primary.Force = 10 // The force of the shot
- //PrimaryFire settings\\
- //SecondaryProp Settings\\
- SWEP.Secondary.NumberofShots = 0 // How many props are you firing for each shot
- SWEP.Secondary.Force = 30 // The props force.
- SWEP.Secondary.Spread = 0 // How much does the props spread ?
- SWEP.Secondary.Sound = "Weapon_StunStick.Swing" // Sound for the swep..
- SWEP.Secondary.DefaultClip = 0 // ClipSize
- SWEP.Secondary.Automatic = false // Is it automatic ?
- SWEP.Secondary.AngVelocity = Angle(0,0,0) // Scary Stuff, Dont look at it !
- SWEP.Secondary.Ammo = "stunstick" // ammo, Leave this as pistol
- SWEP.Secondary.Model = "models/props_c17/FurnitureChair001a.mdl" // the model you want to fire.
- SWEP.Secondary.Recoil = 3 // How much we should punch the view
- SWEP.Secondary.Delay = 0 // How much time before you can fire again
- SWEP.Secondary.TakeAmmo = 0 // Ammo each shot take
- SWEP.Secondary.ClipSize = 0 // ClipSize
- SWEP.Secondary.Damage = 0 // Damage of the prop -.-
- //SecondaryProp Settings \\
- -- Just leave this stuff untouched :)
- //SWEP:Initialize()\\
- function SWEP:Initialize()
- util.PrecacheSound(self.Primary.Sound)
- util.PrecacheSound(self.Secondary.Sound)
- if ( SERVER ) then
- self:SetWeaponHoldType( self.HoldType )
- end
- end
- //SWEP:Initialize()\\
- //SWEP:PrimaryFire()\\
- function SWEP:PrimaryAttack()
- if ( !self:CanPrimaryAttack() ) then return end
- local bullet = {}
- bullet.Num = self.Primary.NumberofShots
- bullet.Src = self.Owner:GetShootPos()
- bullet.Dir = self.Owner:GetAimVector()
- bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
- bullet.Tracer = 0
- bullet.Force = self.Primary.Force
- bullet.Damage = self.Primary.Damage
- bullet.AmmoType = self.Primary.Ammo
- local rnda = self.Primary.Recoil * -1
- local rndb = self.Primary.Recoil * math.random(-1, 1)
- self:ShootEffects()
- self.Owner:FireBullets( bullet )
- self.Weapon:EmitSound(Sound(self.Primary.Sound))
- self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
- self:TakePrimaryAmmo(self.Primary.TakeAmmo)
- self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
- self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
- end
- //SWEP:PrimaryFire()\\
- //SWEP:SecondaryFire()\\
- function SWEP:SecondaryAttack()
- self:TakePrimaryAmmo(self.Secondary.TakeAmmo)
- self:Throw_Attack (self.Secondary.Model, self.Primary.Sound, self.Secondary.AngVelocity)
- self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay )
- self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
- end
- //SWEP:SecondaryFire()\\
- //SWEP:Throw_Attack(Model, Sound, Angle)\\
- function SWEP:Throw_Attack (Model, Sound, Angle)
- local tr = self.Owner:GetEyeTrace()
- self.Weapon:EmitSound (Sound)
- self.BaseClass.ShootEffects (self)
- if (!SERVER) then return end
- local ent = ents.Create ("prop_physics")
- ent:SetModel (Model)
- ent:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
- ent:SetAngles (self.Owner:EyeAngles())
- ent:Spawn()
- local phys = ent:GetPhysicsObject()
- local shot_length = tr.HitPos:Length()
- phys:ApplyForceCenter (self.Owner:GetAimVector():GetNormalized() * math.pow (shot_length, 7))
- phys:AddAngleVelocity(Angle)
- cleanup.Add (self.Owner, "props", ent)
- undo.Create ("Thrown model")
- undo.AddEntity (ent)
- undo.SetPlayer (self.Owner)
- undo.Finish()
- end
- //Throw_Attack(Model, Sound, Angle)\\
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