add sborka
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267
garrysmod/addons/tfa_antitank/lua/weapons/weapon_sw_rpg28.lua
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267
garrysmod/addons/tfa_antitank/lua/weapons/weapon_sw_rpg28.lua
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-- БИБА СТРОЧКА 100!!!!!!!
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SWEP.Gun = ("weapon_sw_rpg28") -- must be the name of your swep but NO CAPITALS!
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SWEP.Category = "FT | Antitank" --Category where you will find your weapons
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SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
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SWEP.ShellEjectAttachment = "1" -- Should be "2" for CSS models or "1" for hl2 models
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SWEP.Author = "Shtormer, Scripty"
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SWEP.Contact = ""
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SWEP.Purpose = ""
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SWEP.Manufacturer = "FT_Scripty"
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SWEP.Instructions = ""
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SWEP.PrintName = "RPG-28" -- Weapon name (Shown on HUD)
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SWEP.Slot = 4 -- Slot in the weapon selection menu
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SWEP.SlotPos = 4 -- 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 = 89 -- 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 = "rpg" -- how others view you carrying the weapon
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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 makes 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/javelin_c.mdl" -- Weapon view model
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SWEP.WorldModel = "models/weapons/rpg28_launcher.mdl" -- Weapon world model
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SWEP.ShowWorldModel = true
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SWEP.Base = "tfa_bash_base" --the Base this weapon will work on. PLEASE RENAME THE 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.Type = "Man-Portable Anti-Tank Weapon"
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SWEP.IronSightTime = 0.5
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SWEP.Primary.Sound = Sound("weapons/at4/at4_fp.wav")
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SWEP.Primary.RPM = 325 -- 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 = 3 -- Bullets you start with
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SWEP.Primary.KickUp = 2.25 -- Maximum up recoil (rise)
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SWEP.Primary.KickDown = 1.75 -- Maximum down recoil (skeet)
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SWEP.Primary.KickHorizontal = 1.45 -- Maximum up recoil (stock)
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SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
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SWEP.Primary.Ammo = "rpg_round" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
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SWEP.Primary.StaticRecoilFactor = 1.3
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SWEP.SelectiveFire = false
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SWEP.ShowViewModel = false
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SWEP.ShowWorldModel = false
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SWEP.Secondary.BashInterrupt = false -- Do you need to be in a "ready" status to bash?
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SWEP.Secondary.BashDelay = 0.1
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SWEP.Secondary.BashLength = 52
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SWEP.Secondary.BashEnd = 2.25 -- Override bash sequence length easier
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SWEP.Secondary.BashDamage = 56
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SWEP.Secondary.IronFOV = 25 -- How much you 'zoom' in. Less is more!
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SWEP.data = {} --The starting firemode
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SWEP.Primary.Damage = 225 -- Base damage per bullet
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SWEP.Primary.Spread = .021 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
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SWEP.Primary.IronAccuracy = .008 -- Ironsight accuracy, should be the same for shotguns
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SWEP.Scoped = true
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-- Enter iron sight info and bone mod info below
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SWEP.IronSightsPos = Vector(-9, 1, -9)
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SWEP.IronSightsAng = Vector(0, -5, 0)
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SWEP.IronSightsPos_Pgo7 = Vector(-2.5, -1, 0.6)
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SWEP.IronSightsAng_Pgo7 = Vector(0, 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.Offset = {
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Pos = {
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Up = -1.5,
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Right = 1,
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Forward = 0
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},
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Ang = {
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Up = -1,
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Right = -2,
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Forward = 178
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},
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Scale = 1
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} --Procedural world model animation, defaulted for CS:S purposes.
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SWEP.ViewModelBoneMods = {
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["j_gun"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(-18, -5, -8), angle = Angle(-10, 0, 3) }
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}
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SWEP.VElements = {
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["nlaw"] = { type = "Model", model = "models/weapons/rpg28_launcher.mdl", bone = "j_gun", rel = "", pos = Vector(0, 0, 0), angle = Angle(0, 180, 0), size = Vector(0.8, 0.8, 0.8), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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SWEP.WElements = {
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["nlaw"] = { type = "Model", model = "models/weapons/rpg28_launcher.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(0.3, 2, 1), angle = Angle(10, 180, 180), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
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}
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SWEP.Sights_Mode = TFA.Enum.LOCOMOTION_HYBRID -- ANI = mdl, HYBRID = lua but continue idle, Lua = stop mdl animation
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SWEP.Idle_Mode = TFA.Enum.IDLE_BOTH --TFA.Enum.IDLE_DISABLED = no idle, TFA.Enum.IDLE_LUA = lua idle, TFA.Enum.IDLE_ANI = mdl idle, TFA.Enum.IDLE_BOTH = TFA.Enum.IDLE_ANI + TFA.Enum.IDLE_LUA
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SWEP.Sprint_Mode = TFA.Enum.LOCOMOTION_LUA -- ANI = mdl, HYBRID = ani + lua, Lua = lua only
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SWEP.RunSightsPos = Vector(0, -5, 0) --Change this, using SWEP Creation Kit preferably
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SWEP.RunSightsAng = Vector(20, 0, 0) --Change this, using SWEP Creation Kit preferably
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SWEP.SprintBobMult = 1.3
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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.ReticleScale = 0.7
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SWEP.ScopeScale = 0.5
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DEFINE_BASECLASS( SWEP.Base )
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SWEP.Primary.AttacksWithNoAmmo = true
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SWEP.Primary.ClipSize = -1
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function SWEP:PrimaryAttack()
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if not SERVER then return end
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if self._NextFire and self._NextFire > CurTime() then return end
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self._NextFire = CurTime() + 0.5
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self:FireShot()
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end
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function SWEP:FireShot()
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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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ply:EmitSound("weapons/at4/at4_fp.wav", 100, 100, 1, CHAN_WEAPON)
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local eyePos = ply:GetShootPos()
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local eyeAng = ply:EyeAngles()
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local safetyDist = 3 * 52.49
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local tr = util.TraceLine({
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start = eyePos,
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endpos = eyePos + eyeAng:Forward() * safetyDist,
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filter = ply
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})
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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/fas2/world/explosives/rpg26/rocket.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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ply:StripWeapon(self:GetClass())
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return
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end
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local spawnPos = eyePos + eyeAng:Forward() * 40
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local missile = ents.Create("lvs_missile")
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if not IsValid(missile) then return end
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missile:SetPos(spawnPos)
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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(3000)
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missile:SetRadius(180)
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missile:SetForce(90000)
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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(1800)
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missile.Autopilot = false
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timer.Simple(0, function()
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if IsValid(missile) then
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local phys = missile:GetPhysicsObject()
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if IsValid(phys) then
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phys:SetVelocity(eyeAng:Forward() * 1800)
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phys:SetAngles(eyeAng)
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end
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end
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end)
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missile:Enable()
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ParticleEffect("ins_weapon_rpg_frontblast", spawnPos, eyeAng, ply)
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ParticleEffect("ins_weapon_rpg_backblast", spawnPos - eyeAng:Forward()*80, eyeAng - Angle(0,180,0), ply)
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local phys = ply:GetPhysicsObject()
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if IsValid(phys) then
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phys:ApplyForceOffset(-eyeAng:Forward() * 2000, eyePos)
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end
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self:DropTube()
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ply:StripWeapon(self:GetClass())
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end
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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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if CLIENT then
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SWEP.Secondary.ScopeTable =
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{
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ScopeBorder = Color(0, 0, 0, 255),
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ScopeMaterial = Material("models/eryx/noise"),
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ScopeOverlay = Material("models/eryx/overlay"),
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ScopeCrosshair = { -- can also be just a Material() value
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r = 0, g = 0, b = 0, a = 255, -- color
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scale = 1, -- scale or crosshair line width if no material specified
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Material = Material("scope/gdcw_acogcross"), -- material, OPTIONAL!
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}
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}
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end
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SWEP.SequenceRateOverrideScaled = {
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[ACT_VM_PRIMARYATTACK] = 0.85,
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[ACT_VM_PRIMARYATTACK_1] = 0.85
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}
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SWEP.ProjectileVelocity = 7150 * 12 / 10 --Entity to shoot's velocity
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SWEP.DisableChambering = true
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