add sborka
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-- Variables that are used on both client and server
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SWEP.Gun = ("weapon_sw_panzerfaust3") -- must be the name of your swep but NO CAPITALS!
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SWEP.Category = "FT | Antitank"
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SWEP.Manufacturer = "FT_Scripty" --Gun Manufactrer (e.g. Hoeckler and Koch )
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SWEP.Author = "The Master MLG, Scripty"
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SWEP.Contact = ""
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SWEP.Purpose = ""
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SWEP.Instructions = ""
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SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
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SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
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SWEP.PrintName = "PanzerFaust - 3" -- Weapon name (Shown on HUD)
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SWEP.Slot = 2 -- Slot in the weapon selection menu
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SWEP.SlotPos = 3 -- Position in the slot
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SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
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SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
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SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
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SWEP.DrawCrosshair = true -- set false if you want no crosshair
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SWEP.Weight = 2 -- rank relative ot other weapons. bigger is better
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SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
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SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
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SWEP.HoldType = "smg" -- how others view you carrying the weapon
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SWEP.Type = "Anti-Tank Rocket Launcher"
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-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
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-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
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SWEP.ViewModelFOV = 70
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SWEP.ViewModelFlip = false
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SWEP.ViewModel = "models/weapons/v_panzerfaust3_sandstorm.mdl" -- Weapon view model
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SWEP.WorldModel = "models/weapons/w_panzerfaust3_sandstorm.mdl" -- Weapon world model
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SWEP.Base = "tfa_3dbash_base"
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SWEP.Spawnable = true
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SWEP.AdminSpawnable = true
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SWEP.FiresUnderwater = false
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SWEP.UseHands = true
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SWEP.Primary.Sound = Sound("weapons/at4/at4_fp.wav")
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SWEP.Primary.RPM = 125 -- This is in Rounds Per Minute
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SWEP.Primary.ClipSize = 1 -- Size of a clip
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SWEP.Primary.DefaultClip = 1 -- Bullets you start with
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SWEP.Primary.KickUp = 0.345 -- Maximum up recoil (rise)
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SWEP.Primary.KickDown = 0.267 -- Maximum down recoil (skeet)
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SWEP.Primary.KickHorizontal = 0.186 -- Maximum up recoil (stock)
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SWEP.Primary.StaticRecoilFactor = 0.63 --Amount of recoil to directly apply to EyeAngles. Enter what fraction or percentage (in decimal form) you want. This is also affected by a convar that defaults to 0.5.
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SWEP.IronRecoilMultiplier = 0.61
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SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
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SWEP.Primary.Ammo = "PanzerFaust3 Rocket" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
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-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
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SWEP.Secondary.IronFOV = 70 -- How much you 'zoom' in. Less is more! Don't have this be <= 0. A good value for ironsights is like 70.
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SWEP.MoveSpeed = 0.72 --Multiply the player's movespeed by this.
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SWEP.IronSightsMoveSpeed = SWEP.MoveSpeed * 0.91
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SWEP.data = {} --The starting firemode
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SWEP.data.ironsights = 1
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SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
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SWEP.Primary.Damage = 1000 -- Base damage per bullet
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SWEP.Primary.Spread = .001 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
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SWEP.Primary.IronAccuracy = .001 -- Ironsight accuracy, should be the same for shotguns
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SWEP.DisableChambering = true
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-- Enter iron sight info and bone mod info below
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SWEP.IronSightsPos = Vector(-0.565, -4, 0.97)
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SWEP.IronSightsAng = Vector(16.535, 0, 0)
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SWEP.RunSightsPos = Vector(4.762, -4.238, -0.717)
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SWEP.RunSightsAng = Vector(-6.743, 46.284, 0)
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SWEP.InspectPos = Vector(7.76, -2, 0.016)
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SWEP.InspectAng = Vector(1, 37.277, 3.2)
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SWEP.ProjectileVelocity = 7000 * 16 / 12 --Entity to shoot's velocity
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SWEP.FireModeName = "One-Shot"
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SWEP.RTMaterialOverride = -1 --the number of the texture, which you subtract from GetAttachment
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SWEP.ScopeAngleTransforms = {
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{"P",-6}, --Pitch, 1
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{"Y",1.25}, --Yaw, 1
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{"R",20}, --Roll, 1
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}
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SWEP.RTScopeFOV = 9.32
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SWEP.RTScopeAttachment = 3
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SWEP.RTMaterialOverride = -1
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SWEP.IronSightsSensitivity = 1 / 3
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SWEP.ScopeShadow = nil
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SWEP.UpdateScopeType = function() end
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SWEP.RTScopeAttachment = 3
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SWEP.Primary.UseLuaBullet = false
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SWEP.Primary.Projectile = nil
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SWEP.Primary.Damage = 0
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SWEP.ScopeReticule = ("models/weapons/panzerfaust3_sandstorm/panzefaust_reticle")
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SWEP.SelectiveFire = false
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SWEP.DisableBurstFire = false --Only auto/single?
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SWEP.Offset = {
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Pos = {
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Up = -8.8,
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Right = 2,
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Forward = 7.5,
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},
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Ang = {
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Up = -5,
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Right = 170,
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Forward = 185,
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},
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Scale = 1
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}
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SWEP.VElements = {
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["RT_Scope"] = { type = "Model", model = "models/rtcircle.mdl", bone = "Weapon", rel = "", pos = Vector(2.644, -3.55, 5.192), angle = Angle(0, 90, -20), size = Vector(0.428, 0.428, 0.428), color = Color(255, 255, 255, 255), surpresslightning = false, material = "!tfa_rtmaterial", skin = 0, bodygroup = {} }
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}
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SWEP.Sprint_Mode = TFA.Enum.LOCOMOTION_ANI -- ANI = mdl, HYBRID = ani + lua, Lua = lua only
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SWEP.SprintAnimation = {
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["loop"] = {
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["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act
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["value"] = "base_sprint", --Number for act, String/Number for sequence
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["is_idle"] = true
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}
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}
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SWEP.WElements = {
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["ref"] = { type = "Model", model = SWEP.WorldModel, bone = "oof", rel = "", pos = Vector(0, 0, 0), angle = Angle(0, 0, 0), size = Vector(0.9, 0.9, 0.9), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, bonemerge = true, active = false }
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}
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function SWEP:DropTube()
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local ply = self:GetOwner()
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if not IsValid(ply) then return end
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local eyePos = ply:EyePos()
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local eyeAng = ply:EyeAngles()
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local tube = ents.Create("prop_physics")
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if not IsValid(tube) then return end
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tube:SetModel(self.WorldModel)
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tube:SetPos(eyePos + eyeAng:Forward() * -20)
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tube:SetAngles(eyeAng)
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tube:Spawn()
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tube:Activate()
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ply:StripWeapon(self:GetClass())
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timer.Simple(3, function()
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if IsValid(tube) then tube:Remove() end
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end)
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end
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function SWEP:PrimaryAttack()
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if not SERVER then return end
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self:ShootBullet()
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end
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function SWEP:ShootBullet()
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if not SERVER then return end
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local ply = self:GetOwner()
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if not IsValid(ply) then return end
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local eyePos = ply:EyePos()
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local eyeAng = ply:EyeAngles()
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local tr = util.TraceLine({
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start = eyePos,
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endpos = eyePos + eyeAng:Forward() * (3 * 52.49),
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filter = ply
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})
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ply:EmitSound("weapons/at4/at4_fp.wav", 100, 100, 1, CHAN_WEAPON)
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if tr.Hit then
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ply:EmitSound("weapons/rpg/rocketclose.wav", 75, 100, 1, CHAN_ITEM)
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local inert = ents.Create("prop_physics")
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if IsValid(inert) then
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inert:SetModel("models/weapons/w_panzerfaust3_sandstorm_projectile.mdl")
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inert:SetPos(eyePos + eyeAng:Forward() * 10)
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inert:SetAngles(eyeAng)
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inert:Spawn()
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inert:Activate()
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local phys = inert:GetPhysicsObject()
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if IsValid(phys) then
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phys:SetVelocity(eyeAng:Forward() * 300)
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end
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timer.Simple(10, function()
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if IsValid(inert) then inert:Remove() end
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end)
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end
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self:DropTube()
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return
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end
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local missile = ents.Create("lvs_missile")
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if not IsValid(missile) then
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self:DropTube()
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return
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end
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missile:SetPos(eyePos)
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missile:SetAngles(eyeAng)
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missile:Spawn()
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missile:Activate()
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missile:SetDamage(1000)
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missile:SetRadius(120)
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missile:SetForce(60000)
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missile:SetAttacker(ply)
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missile:SetEntityFilter({ply})
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missile:SetTurnSpeed(0)
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missile:SetSpeed(1500)
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missile:Enable()
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ParticleEffect("ins_weapon_rpg_frontblast", eyePos, eyeAng, ply)
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ParticleEffect("ins_weapon_rpg_backblast", eyePos - eyeAng:Forward()*80, eyeAng - Angle(0,180,0), ply)
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local pphys = ply:GetPhysicsObject()
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if IsValid(pphys) then
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pphys:ApplyForceOffset(-eyeAng:Forward() * 2000, eyePos)
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end
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self:DropTube()
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end
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