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This commit is contained in:
271
lua/weapons/mg_crossbow/animations.lua
Normal file
271
lua/weapons/mg_crossbow/animations.lua
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AddCSLuaFile()
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SWEP.Animations = {
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["Idle"] = {--idle is a special animation index, movement animations are played when this is on
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Sequences = {"idle"},
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Fps = 30,
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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--does not need NextSequence to loop, it's an exception to the rule
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},
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["Draw"] = {
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Sequences = {"draw"},
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Length = 0.85,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0.067, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_raise_01")) end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Holster"] = {
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Sequences = {"holster"},
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Length = 0.6,
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Fps = 30,
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Events = {
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{Time = 0.067, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_drop_01")) end},
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}
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},
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["Equip"] = {
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Sequences = {"draw_First"},
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Length = 1.25,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0.333, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_raise_first_01")) end},
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{Time = 0.567, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_raise_first_02")) end},
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{Time = 0.7, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Reload"] = {
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Sequences = {"reload"},
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Length = 3.1,
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MagLength = 2.3,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 2.167, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_04")) end},
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{Time = 0.133, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_01")) end},
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{Time = 0.433, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_02")) end},
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{Time = 1.833, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_03")) end},
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{Time = 0.0, Callback = function(self) self:DisableGrip() end},
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{Time = 2.767, Callback = function(self) self:EnableGrip() end},
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{Time = 2.367, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_045")) end},
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{Time = 2.633, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_05")) end},
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}
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},
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["Reload_Fast"] = {
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Sequences = {"reload_fast"},
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Length = 2.26,
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MagLength = 1.66,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 1.467, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_04")) end},
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{Time = 0.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_01")) end},
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{Time = 0.0, Callback = function(self) self:DisableGrip() end},
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{Time = 2.033, Callback = function(self) self:EnableGrip() end},
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{Time = 1.667, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_045")) end},
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{Time = 0.467, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_02")) end},
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{Time = 1.133, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_03")) end},
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{Time = 1.8, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_05")) end},
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}
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},
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["Reload_Empty"] = {
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Sequences = {"reload"},
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Length = 3.1,
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MagLength = 2.3,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 2.167, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_04")) end},
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{Time = 0.133, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_01")) end},
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{Time = 0.433, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_02")) end},
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{Time = 1.833, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_03")) end},
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{Time = 0.0, Callback = function(self) self:DisableGrip() end},
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{Time = 2.767, Callback = function(self) self:EnableGrip() end},
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{Time = 2.367, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_045")) end},
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{Time = 2.633, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_05")) end},
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}
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},
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["Reload_Empty_Fast"] = {
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Sequences = {"reload_fast"},
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Length = 2.26,
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MagLength = 1.66,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 1.467, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_04")) end},
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{Time = 0.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_01")) end},
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{Time = 0.0, Callback = function(self) self:DisableGrip() end},
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{Time = 2.033, Callback = function(self) self:EnableGrip() end},
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{Time = 1.667, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_045")) end},
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{Time = 0.467, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_02")) end},
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{Time = 1.133, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_03")) end},
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{Time = 1.8, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_reload_fast_05")) end},
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}
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},
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["Fire"] = {
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Sequences = {"fire"},
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Fps = 60,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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},
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["Fire_Last"] = {
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Sequences = {"fire"},
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Fps = 60,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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},
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["Ads_In"] = {
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Sequences = {"ads_in"},
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Length = 0.25,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.sksierra.ads.up")) end},
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}
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},
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["Ads_Out"] = {
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Sequences = {"ads_out"},
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Length = 0.25,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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{Time = 0, Callback = function(self) self:DoSound(Sound("mw19.sksierra.ads.down")) end},
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}
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},
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["Sprint_In"] = {
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Sequences = {"sprint_in"},
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Fps = 24,
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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--NextSequence = "Sprint_Loop",
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},
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["Sprint_Loop"] = {
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Sequences = {"sprint_loop"},
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Fps = 30,
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NextSequence = "Sprint_Loop", --make our state loop
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--while sprinting, the playback rate of the viewmodel is scaled with velocity (cod-like behaviour)
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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},
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["Sprint_Out"] = {
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Sequences = {"sprint_out"},
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Length = 0.3,
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Fps = 24,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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},
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["Inspect"] = {
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Sequences = {"inspect"},
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Length = 5,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0.133, Callback = function(self) self:DisableGrip() end},
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{Time = 4.3, Callback = function(self) self:EnableGrip() end},
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{Time = 3.333, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_04")) end},
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{Time = 4.233, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_05")) end},
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{Time = 0.1, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_01")) end},
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{Time = 1.333, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_02")) end},
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{Time = 2.367, Callback = function(self) self:DoSound(Sound("wfoly_plr_sn_crossbow_inspect_03")) end},
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}
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},
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["Jog_Out"] = {
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Sequences = {"jog_out"},
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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},
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["Jump"] = {
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Sequences = {"jump"},
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Fps = 15,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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},
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["Land"] = {
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Sequences = {"jump_land"},
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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{Time = 0, Callback = function(self) self:EnableGrip2() end},
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}
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},
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["Melee"] = {
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Sequences = {"melee_miss_01", "melee_miss_02"},
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Length = 0.6, --if melee misses
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Size = 15,
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Range = 40,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Miss_Medium")) end},
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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["Melee_Hit"] = {
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Sequences = {"melee_hit_01", "melee_hit_02"},
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Length = 0.3, --if melee hits
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Damage = 45,
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Fps = 30,
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NextSequence = "Idle",
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Events = {
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{Time = 0, Callback = function(self) self:DoSound(Sound("MW_Melee.Flesh_Medium")) end},
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{Time = 0, Callback = function(self) self:EnableGrip() end},
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}
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},
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}
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1019
lua/weapons/mg_crossbow/customization.lua
Normal file
1019
lua/weapons/mg_crossbow/customization.lua
Normal file
File diff suppressed because it is too large
Load Diff
178
lua/weapons/mg_crossbow/shared.lua
Normal file
178
lua/weapons/mg_crossbow/shared.lua
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@@ -0,0 +1,178 @@
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AddCSLuaFile()
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PrecacheParticleSystem("AC_muzzle_shotgun")
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PrecacheParticleSystem("AC_muzzle_shotgun_db")
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PrecacheParticleSystem("AC_muzzle_pistol_suppressed")
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PrecacheParticleSystem("AC_muzzle_pistol_ejection")
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PrecacheParticleSystem("AC_muzzle_pistol_smoke_barrel")
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PrecacheParticleSystem("AC_muzzle_minigun_smoke_barrel")
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include("animations.lua")
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include("customization.lua")
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if CLIENT then
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killicon.Add( "mg_crossbow", "VGUI/entities/mg_crossbow", Color(255, 0, 0, 255))
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SWEP.WepSelectIcon = surface.GetTextureID("VGUI/spawnicons/icon_cac_weapon_sn_crossbow")
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end
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SWEP.GripPoseParameters = {"grip_ang_offset", "grip_vert_offset", "grip_vertpro_offset"}
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-- SWEP.GripPoseParameters2 = {"grip_pistolgrip_offset"}
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SWEP.Base = "mg_base"
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SWEP.PrintName = "Crossbow"
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SWEP.Category = "Modern Warfare"
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SWEP.SubCategory = "Marksman Rifles"
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SWEP.Spawnable = true
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SWEP.VModel = Model("models/viper/mw/weapons/v_crossbow.mdl")
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SWEP.WorldModel = Model("models/viper/mw/weapons/w_crossbow.mdl")
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SWEP.Trigger = {
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PressedSound = Sound("mw19.sksierra.fire.first"),
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ReleasedSound = Sound("mw19.sksierra.disconnector"),
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Time = 0.03
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}
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SWEP.Slot = 3
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SWEP.HoldType = "Rifle"
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SWEP.Primary.Sound = Sound("weap_crossbow_fire_plr")
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SWEP.Primary.Ammo = "XBowBolt"
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SWEP.Primary.ClipSize = 1
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SWEP.Primary.Automatic = true
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SWEP.Primary.BurstRounds = 1
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SWEP.Primary.BurstDelay = 0
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SWEP.Primary.RPM = 328
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SWEP.CanChamberRound = false
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SWEP.CanDisableAimReload = false
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SWEP.ReloadRechambers = true
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SWEP.Projectile = {
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Class = "mg_arrow", --bullet entity class
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Speed = 8500,
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Gravity = 1
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}
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SWEP.ParticleEffects = {
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["MuzzleFlash"] = "mw_fas2_muzzleflash_dmr",
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["MuzzleFlash_Suppressed"] = "mw_fas2_muzzleflash_suppressed",
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["Ejection"] = "mw_ins2_shell_eject",
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}
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SWEP.Reverb = {
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RoomScale = 50000, --(cubic hu)
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--how big should an area be before it is categorized as 'outside'?
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Sounds = {
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Outside = {
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Layer = Sound(""),
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Reflection = Sound("")
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},
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Inside = {
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Layer = Sound(""),
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Reflection = Sound("")
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}
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}
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}
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SWEP.Firemodes = {
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[1] = {
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Name = "Semi-Automatic",
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OnSet = function(self)
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self.Primary.Automatic = false
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return "Firemode_Semi"
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end
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},
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}
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SWEP.BarrelSmoke = {
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Particle = "AC_muzzle_minigun_smoke_barrel",
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Attachment = "muzzle",
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ShotTemperatureIncrease = 75,
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TemperatureThreshold = 100, --temperature that triggers smoke
|
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TemperatureCooldown = 65 --degrees per second
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}
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SWEP.Cone = {
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Hip = 0.35, --accuracy while hip
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Ads = 0.033, --accuracy while aiming
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Increase = 0.086, --increase cone size by this amount every time we shoot
|
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AdsMultiplier = 0.025, --multiply the increase value by this amount while aiming
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Max = 2.5, --the cone size will not go beyond this size
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Decrease = 1, -- amount (in seconds) for the cone to completely reset (from max)
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Seed = 6985 --just give this a random number
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}
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||||
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SWEP.Recoil = {
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||||
Vertical = {0, 0}, --random value between the 2
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||||
Horizontal = {0, 0}, --random value between the 2
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Shake = 3, --camera shake
|
||||
AdsMultiplier = 0.05, --multiply the values by this amount while aiming
|
||||
Seed = 3584, --give this a random number until you like the current recoil pattern
|
||||
}
|
||||
|
||||
SWEP.Bullet = {
|
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Damage = {150, 90}, --first value is damage at 0 meters from impact, second value is damage at furthest point in effective range
|
||||
EffectiveRange = 100, --in meters, damage scales within this distance
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DropOffStartRange = 10,
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||||
Range = 100, --in meters, after this distance the bullet stops existing
|
||||
Tracer = false, --show tracer
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||||
NumBullets = 1, --the amount of bullets to fire
|
||||
PhysicsMultiplier = 1.25, --damage is multiplied by this amount when pushing objects
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||||
Penetration = {
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||||
DamageMultiplier = 0.85, --how much damaged is multipled by when leaving a surface.
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||||
MaxCount = 12, --how many times the bullet can penetrate.
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||||
Thickness = 25, --in hu, how thick an obstacle has to be to stop the bullet.
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||||
}
|
||||
}
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||||
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||||
SWEP.Zoom = {
|
||||
FovMultiplier = 0.95,
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||||
ViewModelFovMultiplier = 1,
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||||
Blur = {
|
||||
EyeFocusDistance = 10
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||||
}
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||||
}
|
||||
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||||
SWEP.WorldModelOffsets = {
|
||||
Bone = "tag_sling",
|
||||
Angles = Angle(15,0,-180),
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||||
Pos = Vector(9,-1,-3.5)
|
||||
}
|
||||
|
||||
SWEP.ViewModelOffsets = {
|
||||
Aim = {
|
||||
Angles = Angle(0, 0, 0),
|
||||
Pos = Vector(0, 0, 0)
|
||||
},
|
||||
Idle = {
|
||||
Angles = Angle(0, 0, 0),
|
||||
Pos = Vector(0, 0, 0)
|
||||
},
|
||||
Inspection = {
|
||||
Bone = "tag_sling",
|
||||
X = {
|
||||
[0] = {Pos = Vector(0, 3, 3), Angles = Angle(40, 0, -30)},
|
||||
[1] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 0, 0)}
|
||||
},
|
||||
Y = {
|
||||
[0] = {Pos = Vector(0, 0, 0), Angles = Angle(-10, 20, 0)},
|
||||
[1] = {Pos = Vector(4, 0, 1.5), Angles = Angle(10, -20, 0)}
|
||||
}
|
||||
},
|
||||
|
||||
RecoilMultiplier = 1,
|
||||
KickMultiplier = 1,
|
||||
AimKickMultiplier = 1
|
||||
}
|
||||
|
||||
local BaseClass = baseclass.Get(SWEP.Base)
|
||||
|
||||
function SWEP:PostAttachment(attachment)
|
||||
BaseClass.PostAttachment(self, attachment)
|
||||
|
||||
if (!self:HasAttachment("attachment_vm_sn_crossbow_mag_gordonbolt")) then
|
||||
self.Projectile.Velocity = nil
|
||||
self.Primary.TrailingSound = nil
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user