//General Settings \\ SWEP.AdminSpawnable = true // Is the swep spawnable for admin SWEP.ViewModelFOV = 64 // How much of the weapon do u see ? SWEP.ViewModel = "SWEP.VElements = { ["models/Items/combine_rifle_ammo01.mdl"] = { type = "Model", model = "models/Items/combine_rifle_ammo01.mdl", bone = "ValveBiped", pos = Vector(17.288, 3.062, 5.949), angle = Angle(4.099, 100.681, -82.656), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = ""}, ["models/Items/BoxFlares.mdl"] = { type = "Model", model = "models/Items/BoxFlares.mdl", bone = "ValveBiped", pos = Vector(17.274, 5.388, 3.898), angle = Angle(-5.819, 12.649, -5.719), size = Vector(0.3, 0.3, 0.3), color = Color(255, 255, 255, 255), surpresslightning = false, material = ""}, ["models/Gibs/airboat_broken_engine.mdl"] = { type = "Model", model = "models/Gibs/airboat_broken_engine.mdl", bone = "ValveBiped", pos = Vector(17.774, 6.337, 6.313), angle = Angle(-2.095, 9.381, 83.081), size = Vector(0.331, 0.331, 0.331), color = Color(255, 255, 255, 255), surpresslightning = false, material = ""} }" // The viewModel, the model you se when you are holding it-.- SWEP.WorldModel = "SWEP.WElements = { ["models/Items/combine_rifle_ammo01.mdl"] = { type = "Model", model = "models/Items/combine_rifle_ammo01.mdl", pos = Vector(10.607, -0.445, -9.832), angle = Angle(73.938, 9.536, -7.694), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = ""}, ["models/Gibs/airboat_broken_engine.mdl"] = { type = "Model", model = "models/Gibs/airboat_broken_engine.mdl", pos = Vector(2.444, 1.587, -2.645), angle = Angle(-10.756, -0.219, 9.112), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = ""} }" // 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 = 3 // Deside wich slot you want your swep do be in 1 2 3 4 5 6 SWEP.HoldType = "smg" // How the swep is hold Pistol smg greanade melee SWEP.PrintName = "AR3 Heavy" // your sweps name SWEP.Author = "floof5467" // Your name SWEP.Spawnable = true // 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 = true // Does your swep fire under water ? SWEP.Weight = 8 // Chose the weight of the Swep SWEP.DrawCrosshair = true // Do you want it to have a crosshair ? SWEP.Category = "Other" // 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 = "AR3" // How do pepole use your swep ? SWEP.Contact = "YourMailAdress" // How Pepole chould contact you if they find bugs, errors, etc SWEP.Purpose = "WhatsThePurposeOfThisSwep" // What is the purpose with this swep ? SWEP.base = "weapon_base" //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = "Weapon_SMG1.Single" // The sound that plays when you shoot :] SWEP.Primary.Damage = 10 // How much damage the swep is doing SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ? SWEP.Primary.ClipSize = 16 // The clipsize SWEP.Primary.Ammo = "smg1" // ammmo type pistol/ smg1 SWEP.Primary.DefaultClip = 238 // 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 = false // Is the swep automatic ? SWEP.Primary.Recoil = 5 // How much we should punch the view SWEP.Primary.Delay = 0.1 // How long time before you can fire again SWEP.Primary.Force = 50 // The force of the shot //PrimaryFire settings\\ //Secondary Fire Variables\\ SWEP.Secondary.NumberofShots = 1 // How many explosions for each shot SWEP.Secondary.Force = 10 // Explosions Force SWEP.Secondary.Spread = 20 // How much the explosion does spread SWEP.Secondary.Sound = "Weapon_RPG.Single" // Fire sound SWEP.Secondary.DefaultClip = 6 // How much ammo the secoindary swep comes with SWEP.Secondary.Automatic = false // Is it automactic ? SWEP.Secondary.Ammo = "Pistol" // Leave as Pistol ! SWEP.Secondary.Recoil = 1 // How uch we should punch the view SWEP.Secondary.Delay = 0.2 // How long you have to wait before fire a new shot SWEP.Secondary.TakeAmmo = 1 // How much ammo Does it take ? SWEP.Secondary.ClipSize = 16 // ClipSize SWEP.Secondary.Damage = 70 -- The damage the explosion does. SWEP.Secondary.Magnitude = "175" -- How big its the explosion ? //Secondary Fire Variables\\ //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() if ( !self:CanSecondaryAttack() ) then return end local rnda = -self.Secondary.Recoil local rndb = self.Secondary.Recoil * math.random(-1, 1) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) local eyetrace = self.Owner:GetEyeTrace() self.Weapon:EmitSound ( self.Secondary.Sound ) self:ShootEffects() local explode = ents.Create("env_explosion") explode:SetPos( eyetrace.HitPos ) explode:SetOwner( self.Owner ) explode:Spawn() explode:SetKeyValue("iMagnitude","175") explode:Fire("Explode", 0, 0 ) explode:EmitSound("weapon_AWP.Single", 400, 400 ) self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay ) self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay ) self:TakePrimaryAmmo(self.Secondary.TakeAmmo) end //SWEP:SecondaryFire()\\ function SWEP:Initialize() self:SetWeaponHoldType( self.HoldType ) self.Weapon:SetNetworkedBool( "Ironsights", false ) if CLIENT then self:CreateModels(self.VElements) // create viewmodels self:CreateModels(self.WElements) // create worldmodels end end function SWEP:OnRemove() if CLIENT then self:RemoveModels() // cleanup end end if CLIENT then SWEP.vRenderOrder = nil function SWEP:ViewModelDrawn() local vm = self.Owner:GetViewModel() if !ValidEntity(vm) then return end if (!self.VElements) then return end if (!self.vRenderOrder) then // we build a render order because sprites need to be drawn after models self.vRenderOrder = {} for k, v in pairs( self.VElements ) do if (v.type == "Model") then table.insert(self.vRenderOrder, 1, k) elseif (v.type == "Sprite") then table.insert(self.vRenderOrder, k) end end end for k, name in ipairs( self.vRenderOrder ) do local v = self.VElements[name] if (!v) then self.vRenderOrder = nil break end local model = v.modelEnt local sprite = v.spriteMaterial if (!v.bone) then continue end local bone = vm:LookupBone(v.bone) if (!bone) then continue end local pos, ang = Vector(0,0,0), Angle(0,0,0) local m = vm:GetBoneMatrix(bone) if (m) then pos, ang = m:GetTranslation(), m:GetAngle() end if (self.ViewModelFlip) then ang.r = -ang.r // Fixes mirrored models end if (v.type == "Model" and ValidEntity(model)) then model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ) ang:RotateAroundAxis(ang:Up(), v.angle.y) ang:RotateAroundAxis(ang:Right(), v.angle.p) ang:RotateAroundAxis(ang:Forward(), v.angle.r) model:SetAngles(ang) model:SetModelScale(v.size) if (v.material == "") then model:SetMaterial("") elseif (model:GetMaterial() != v.material) then model:SetMaterial( v.material ) end if (v.surpresslightning) then render.SuppressEngineLighting(true) end render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255) render.SetBlend(v.color.a/255) model:DrawModel() render.SetBlend(1) render.SetColorModulation(1, 1, 1) if (v.surpresslightning) then render.SuppressEngineLighting(false) end elseif (v.type == "Sprite" and sprite) then local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z render.SetMaterial(sprite) render.DrawSprite(drawpos, v.size.x, v.size.y, v.color) end end end SWEP.wRenderOrder = nil function SWEP:DrawWorldModel() if (!self.WElements) then return end if (!self.wRenderOrder) then self.wRenderOrder = {} for k, v in pairs( self.WElements ) do if (v.type == "Model") then table.insert(self.wRenderOrder, 1, k) elseif (v.type == "Sprite") then table.insert(self.wRenderOrder, k) end end end local bone_ent local opos, oang = self:GetPos(), self:GetAngles() self:DrawModel() if (ValidEntity(self.Owner)) then bone_ent = self.Owner else // when the weapon is dropped bone_ent = self end local bone = bone_ent:LookupBone("ValveBiped.Bip01_R_Hand") if (bone) then local m = bone_ent:GetBoneMatrix(bone) if (m) then opos, oang = m:GetTranslation(), m:GetAngle() end end for k, name in pairs( self.wRenderOrder ) do local v = self.WElements[name] if (!v) then self.wRenderOrder = nil break end local model = v.modelEnt local sprite = v.spriteMaterial local pos, ang = Vector(opos.x, opos.y, opos.z), Angle(oang.p, oang.y, oang.r) if (v.type == "Model" and ValidEntity(model)) then model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z ) ang:RotateAroundAxis(ang:Up(), v.angle.y) ang:RotateAroundAxis(ang:Right(), v.angle.p) ang:RotateAroundAxis(ang:Forward(), v.angle.r) model:SetAngles(ang) model:SetModelScale(v.size) if (v.material == "") then model:SetMaterial("") elseif (model:GetMaterial() != v.material) then model:SetMaterial( v.material ) end if (v.surpresslightning) then render.SuppressEngineLighting(true) end render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255) render.SetBlend(v.color.a/255) model:DrawModel() render.SetBlend(1) render.SetColorModulation(1, 1, 1) if (v.surpresslightning) then render.SuppressEngineLighting(false) end elseif (v.type == "Sprite" and sprite) then local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z render.SetMaterial(sprite) render.DrawSprite(drawpos, v.size.x, v.size.y, v.color) end end end function SWEP:CreateModels( tab ) if (!tab) then return end // Create the clientside models here because Garry says we can't do it in the render hook for k, v in pairs( tab ) do if (v.type == "Model" and v.model and v.model != "" and (!ValidEntity(v.modelEnt) or v.createdModel != v.model) and string.find(v.model, ".mdl") and file.Exists ("../"..v.model) ) then v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE) if (ValidEntity(v.modelEnt)) then v.modelEnt:SetPos(self:GetPos()) v.modelEnt:SetAngles(self:GetAngles()) v.modelEnt:SetParent(self) v.modelEnt:SetNoDraw(true) v.createdModel = v.model else v.modelEnt = nil end elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite) and file.Exists ("../materials/"..v.sprite..".vmt")) then local name = v.sprite.."-" local params = { ["$basetexture"] = v.sprite } // make sure we create a unique name based on the selected options local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" } for i, j in pairs( tocheck ) do if (v[j]) then params["$"..j] = 1 name = name.."1" else name = name.."0" end end v.createdSprite = v.sprite v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params) end end end function SWEP:RemoveModels() if (self.VElements) then for k, v in pairs( self.VElements ) do if (ValidEntity( v.modelEnt )) then v.modelEnt:Remove() end end end if (self.WElements) then for k, v in pairs( self.WElements ) do if (ValidEntity( v.modelEnt )) then v.modelEnt:Remove() end end end self.VElements = nil self.WElements = nil end end