Pastebin launched a little side project called VERYVIRAL.com, check it out ;-) Want more features on Pastebin? Sign Up, it's FREE!
Guest

HELP

By: a guest on Dec 4th, 2010  |  syntax: None  |  size: 16.90 KB  |  views: 71  |  expires: Never
download  |  raw  |  embed  |  report abuse  |  print
Text below is selected. Please press Ctrl+C to copy to your clipboard. (⌘+C on Mac)
  1. //General Settings \\
  2. SWEP.AdminSpawnable = true                          // Is the swep spawnable for admin
  3. SWEP.ViewModelFOV = 64                              // How much of the weapon do u see ?
  4. SWEP.ViewModel = "SWEP.VElements = {
  5.         ["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 = ""},
  6.         ["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 = ""},
  7.         ["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 = ""}
  8. }"      // The viewModel, the model you se when you are holding it-.-
  9. SWEP.WorldModel = "SWEP.WElements = {
  10.         ["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 = ""},
  11.         ["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 = ""}
  12. }"     // The worlmodel, The model yu when it's down on the ground
  13. SWEP.AutoSwitchTo = false                           // when someone walks over the swep, chould i automatectly change to your swep ?
  14. SWEP.Slot = 3                                      // Deside wich slot you want your swep do be in 1 2 3 4 5 6
  15. SWEP.HoldType = "smg"                            // How the swep is hold Pistol smg greanade melee
  16. SWEP.PrintName = "AR3 Heavy"                         // your sweps name
  17. SWEP.Author = "floof5467"                            // Your name
  18. SWEP.Spawnable = true                               //  Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true.
  19. SWEP.AutoSwitchFrom = false                         // Does the weapon get changed by other sweps if you pick them up ?
  20. SWEP.FiresUnderwater = true                       // Does your swep fire under water ?
  21. SWEP.Weight = 8                                     // Chose the weight of the Swep
  22. SWEP.DrawCrosshair = true                           // Do you want it to have a crosshair ?
  23. SWEP.Category = "Other"                      // Make your own catogory for the swep
  24. SWEP.SlotPos = 0                                    // Deside wich slot you want your swep do be in 1 2 3 4 5 6
  25. SWEP.DrawAmmo = true                                // Does the ammo show up when you are using it ? True / False
  26. SWEP.ReloadSound = "Weapon_pistol.Reload"           // Reload sound, you can use the default ones, or you can use your one; Example; "sound/myswepreload.waw"
  27. SWEP.Instructions = "AR3"              // How do pepole use your swep ?
  28. SWEP.Contact = "YourMailAdress"                     // How Pepole chould contact you if they find bugs, errors, etc
  29. SWEP.Purpose = "WhatsThePurposeOfThisSwep"          // What is the purpose with this swep ?
  30. SWEP.base = "weapon_base"
  31. //General settings\\
  32.  
  33. //PrimaryFire Settings\\
  34. SWEP.Primary.Sound = "Weapon_SMG1.Single"        // The sound that plays when you shoot :]
  35. SWEP.Primary.Damage = 10                           // How much damage the swep is doing
  36. SWEP.Primary.TakeAmmo = 1                          // How much ammo does it take for each shot ?
  37. SWEP.Primary.ClipSize = 16                         // The clipsize
  38. SWEP.Primary.Ammo = "smg1"                       // ammmo type pistol/ smg1
  39. SWEP.Primary.DefaultClip = 238                      // How much ammo does the swep come with `?
  40. 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
  41. SWEP.Primary.NumberofShots = 1                     // How many bullets you are firing each shot.
  42. SWEP.Primary.Automatic = false                     // Is the swep automatic ?
  43. SWEP.Primary.Recoil = 5                            //  How much we should punch the view
  44. SWEP.Primary.Delay = 0.1                           // How long time before you can fire again
  45. SWEP.Primary.Force = 50                            // The force of the shot
  46. //PrimaryFire settings\\
  47.  
  48. //Secondary Fire Variables\\
  49. SWEP.Secondary.NumberofShots = 1                  // How many explosions for each shot
  50. SWEP.Secondary.Force = 10                         // Explosions Force
  51. SWEP.Secondary.Spread = 20                      // How much the explosion does spread
  52. SWEP.Secondary.Sound = "Weapon_RPG.Single"        // Fire sound
  53. SWEP.Secondary.DefaultClip = 6                  // How much ammo the secoindary swep comes with
  54. SWEP.Secondary.Automatic = false                  // Is it automactic ?
  55. SWEP.Secondary.Ammo = "Pistol"                    // Leave as Pistol !
  56. SWEP.Secondary.Recoil = 1                         // How uch we should punch the  view
  57. SWEP.Secondary.Delay = 0.2                        //  How long you have to wait before fire a new shot
  58. SWEP.Secondary.TakeAmmo = 1                       // How much ammo Does it take ?
  59. SWEP.Secondary.ClipSize = 16                      // ClipSize
  60. SWEP.Secondary.Damage = 70                        -- The damage the explosion does.
  61. SWEP.Secondary.Magnitude = "175"                  -- How big its the explosion ?
  62. //Secondary Fire Variables\\
  63.  
  64. //SWEP:Initialize()\\
  65. function SWEP:Initialize()
  66.         util.PrecacheSound(self.Primary.Sound)
  67.         util.PrecacheSound(self.Secondary.Sound)
  68.         if ( SERVER ) then
  69.                 self:SetWeaponHoldType( self.HoldType )
  70.         end
  71. end
  72. //SWEP:Initialize()\\
  73.  
  74. //SWEP:PrimaryFire()\\
  75. function SWEP:PrimaryAttack()
  76.         if ( !self:CanPrimaryAttack() ) then return end
  77.         local bullet = {}
  78.                 bullet.Num = self.Primary.NumberofShots
  79.                 bullet.Src = self.Owner:GetShootPos()
  80.                 bullet.Dir = self.Owner:GetAimVector()
  81.                 bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
  82.                 bullet.Tracer = 0
  83.                 bullet.Force = self.Primary.Force
  84.                 bullet.Damage = self.Primary.Damage
  85.                 bullet.AmmoType = self.Primary.Ammo
  86.         local rnda = self.Primary.Recoil * -1
  87.         local rndb = self.Primary.Recoil * math.random(-1, 1)
  88.         self:ShootEffects()
  89.         self.Owner:FireBullets( bullet )
  90.         self.Weapon:EmitSound(Sound(self.Primary.Sound))
  91.         self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
  92.         self:TakePrimaryAmmo(self.Primary.TakeAmmo)
  93.         self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
  94.         self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
  95. end
  96. //SWEP:PrimaryFire()\\
  97.  
  98. //SWEP:SecondaryFire()\\
  99. function SWEP:SecondaryAttack()
  100.         if ( !self:CanSecondaryAttack() ) then return end
  101.         local rnda = -self.Secondary.Recoil
  102.         local rndb = self.Secondary.Recoil * math.random(-1, 1)
  103.         self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
  104.         local eyetrace = self.Owner:GetEyeTrace()
  105.         self.Weapon:EmitSound ( self.Secondary.Sound )
  106.         self:ShootEffects()
  107.         local explode = ents.Create("env_explosion")
  108.         explode:SetPos( eyetrace.HitPos )
  109.         explode:SetOwner( self.Owner )
  110.         explode:Spawn()
  111.         explode:SetKeyValue("iMagnitude","175")
  112.         explode:Fire("Explode", 0, 0 )
  113.         explode:EmitSound("weapon_AWP.Single", 400, 400 )
  114.         self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay )
  115.         self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
  116.         self:TakePrimaryAmmo(self.Secondary.TakeAmmo)
  117. end
  118. //SWEP:SecondaryFire()\\
  119.  
  120. function SWEP:Initialize()
  121.  
  122.  self:SetWeaponHoldType( self.HoldType )
  123.  self.Weapon:SetNetworkedBool( "Ironsights", false )
  124.      
  125.     if CLIENT then
  126.         self:CreateModels(self.VElements) // create viewmodels
  127.         self:CreateModels(self.WElements) // create worldmodels
  128.     end
  129.  
  130. end
  131.  
  132. function SWEP:OnRemove()
  133.      
  134.     if CLIENT then
  135.         self:RemoveModels() // cleanup
  136.     end
  137.      
  138. end
  139.  
  140. if CLIENT then
  141.  
  142.     SWEP.vRenderOrder = nil
  143.     function SWEP:ViewModelDrawn()
  144.          
  145.         local vm = self.Owner:GetViewModel()
  146.         if !ValidEntity(vm) then return end
  147.         if (!self.VElements) then return end
  148.          
  149.         if (!self.vRenderOrder) then
  150.              
  151.             // we build a render order because sprites need to be drawn after models
  152.             self.vRenderOrder = {}
  153.  
  154.             for k, v in pairs( self.VElements ) do
  155.                 if (v.type == "Model") then
  156.                     table.insert(self.vRenderOrder, 1, k)
  157.                 elseif (v.type == "Sprite") then
  158.                     table.insert(self.vRenderOrder, k)
  159.                 end
  160.             end
  161.              
  162.         end
  163.  
  164.         for k, name in ipairs( self.vRenderOrder ) do
  165.          
  166.             local v = self.VElements[name]
  167.             if (!v) then self.vRenderOrder = nil break end
  168.          
  169.             local model = v.modelEnt
  170.             local sprite = v.spriteMaterial
  171.              
  172.             if (!v.bone) then continue end
  173.             local bone = vm:LookupBone(v.bone)
  174.             if (!bone) then continue end
  175.              
  176.             local pos, ang = Vector(0,0,0), Angle(0,0,0)
  177.             local m = vm:GetBoneMatrix(bone)
  178.             if (m) then
  179.                 pos, ang = m:GetTranslation(), m:GetAngle()
  180.             end
  181.              
  182.             if (self.ViewModelFlip) then
  183.                 ang.r = -ang.r // Fixes mirrored models
  184.             end
  185.              
  186.             if (v.type == "Model" and ValidEntity(model)) then
  187.  
  188.                 model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
  189.                 ang:RotateAroundAxis(ang:Up(), v.angle.y)
  190.                 ang:RotateAroundAxis(ang:Right(), v.angle.p)
  191.                 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
  192.  
  193.                 model:SetAngles(ang)
  194.                 model:SetModelScale(v.size)
  195.                  
  196.                 if (v.material == "") then
  197.                     model:SetMaterial("")
  198.                 elseif (model:GetMaterial() != v.material) then
  199.                     model:SetMaterial( v.material )
  200.                 end
  201.                  
  202.                 if (v.surpresslightning) then
  203.                     render.SuppressEngineLighting(true)
  204.                 end
  205.                  
  206.                 render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
  207.                 render.SetBlend(v.color.a/255)
  208.                 model:DrawModel()
  209.                 render.SetBlend(1)
  210.                 render.SetColorModulation(1, 1, 1)
  211.                  
  212.                 if (v.surpresslightning) then
  213.                     render.SuppressEngineLighting(false)
  214.                 end
  215.                  
  216.             elseif (v.type == "Sprite" and sprite) then
  217.                  
  218.                 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
  219.                 render.SetMaterial(sprite)
  220.                 render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
  221.                  
  222.             end
  223.              
  224.         end
  225.          
  226.     end
  227.      
  228.     SWEP.wRenderOrder = nil
  229.     function SWEP:DrawWorldModel()
  230.          
  231.         if (!self.WElements) then return end
  232.          
  233.         if (!self.wRenderOrder) then
  234.  
  235.             self.wRenderOrder = {}
  236.  
  237.             for k, v in pairs( self.WElements ) do
  238.                 if (v.type == "Model") then
  239.                     table.insert(self.wRenderOrder, 1, k)
  240.                 elseif (v.type == "Sprite") then
  241.                     table.insert(self.wRenderOrder, k)
  242.                 end
  243.             end
  244.  
  245.         end
  246.  
  247.         local bone_ent
  248.         local opos, oang = self:GetPos(), self:GetAngles()
  249.          
  250.         self:DrawModel()
  251.         if (ValidEntity(self.Owner)) then
  252.             bone_ent = self.Owner
  253.         else
  254.             // when the weapon is dropped
  255.             bone_ent = self
  256.         end
  257.          
  258.         local bone = bone_ent:LookupBone("ValveBiped.Bip01_R_Hand")
  259.         if (bone) then
  260.             local m = bone_ent:GetBoneMatrix(bone)
  261.             if (m) then
  262.                 opos, oang = m:GetTranslation(), m:GetAngle()
  263.             end
  264.         end
  265.          
  266.         for k, name in pairs( self.wRenderOrder ) do
  267.          
  268.             local v = self.WElements[name]
  269.             if (!v) then self.wRenderOrder = nil break end
  270.          
  271.             local model = v.modelEnt
  272.             local sprite = v.spriteMaterial
  273.  
  274.             local pos, ang = Vector(opos.x, opos.y, opos.z), Angle(oang.p, oang.y, oang.r)
  275.  
  276.             if (v.type == "Model" and ValidEntity(model)) then
  277.  
  278.                 model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
  279.                 ang:RotateAroundAxis(ang:Up(), v.angle.y)
  280.                 ang:RotateAroundAxis(ang:Right(), v.angle.p)
  281.                 ang:RotateAroundAxis(ang:Forward(), v.angle.r)
  282.  
  283.                 model:SetAngles(ang)
  284.                 model:SetModelScale(v.size)
  285.                  
  286.                 if (v.material == "") then
  287.                     model:SetMaterial("")
  288.                 elseif (model:GetMaterial() != v.material) then
  289.                     model:SetMaterial( v.material )
  290.                 end
  291.                  
  292.                 if (v.surpresslightning) then
  293.                     render.SuppressEngineLighting(true)
  294.                 end
  295.                  
  296.                 render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
  297.                 render.SetBlend(v.color.a/255)
  298.                 model:DrawModel()
  299.                 render.SetBlend(1)
  300.                 render.SetColorModulation(1, 1, 1)
  301.                  
  302.                 if (v.surpresslightning) then
  303.                     render.SuppressEngineLighting(false)
  304.                 end
  305.                  
  306.             elseif (v.type == "Sprite" and sprite) then
  307.                  
  308.                 local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
  309.                 render.SetMaterial(sprite)
  310.                 render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
  311.                  
  312.             end
  313.              
  314.         end
  315.          
  316.     end
  317.  
  318.     function SWEP:CreateModels( tab )
  319.      
  320.         if (!tab) then return end
  321.      
  322.         // Create the clientside models here because Garry says we can't do it in the render hook
  323.         for k, v in pairs( tab ) do
  324.             if (v.type == "Model" and v.model and v.model != "" and (!ValidEntity(v.modelEnt) or v.createdModel != v.model) and
  325.                     string.find(v.model, ".mdl") and file.Exists ("../"..v.model) ) then
  326.                  
  327.                 v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
  328.                 if (ValidEntity(v.modelEnt)) then
  329.                     v.modelEnt:SetPos(self:GetPos())
  330.                     v.modelEnt:SetAngles(self:GetAngles())
  331.                     v.modelEnt:SetParent(self)
  332.                     v.modelEnt:SetNoDraw(true)
  333.                     v.createdModel = v.model
  334.                 else
  335.                     v.modelEnt = nil
  336.                 end
  337.                  
  338.             elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
  339.                 and file.Exists ("../materials/"..v.sprite..".vmt")) then
  340.                  
  341.                 local name = v.sprite.."-"
  342.                 local params = { ["$basetexture"] = v.sprite }
  343.                 // make sure we create a unique name based on the selected options
  344.                 local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
  345.                 for i, j in pairs( tocheck ) do
  346.                     if (v[j]) then
  347.                         params["$"..j] = 1
  348.                         name = name.."1"
  349.                     else
  350.                         name = name.."0"
  351.                     end
  352.                 end
  353.  
  354.                 v.createdSprite = v.sprite
  355.                 v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
  356.                  
  357.             end
  358.         end
  359.          
  360.     end
  361.      
  362.     function SWEP:RemoveModels()
  363.         if (self.VElements) then
  364.             for k, v in pairs( self.VElements ) do
  365.                 if (ValidEntity( v.modelEnt )) then v.modelEnt:Remove() end
  366.             end
  367.         end
  368.         if (self.WElements) then
  369.             for k, v in pairs( self.WElements ) do
  370.                 if (ValidEntity( v.modelEnt )) then v.modelEnt:Remove() end
  371.             end
  372.         end
  373.         self.VElements = nil
  374.         self.WElements = nil
  375.     end
  376.  
  377. end