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Mar 23rd, 2019
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  1. SWEP.Gun = ("lhs_e11")
  2. if (GetConVar(SWEP.Gun.."_allowed")) != nil then
  3. if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "tfa_blacklisted" SWEP.PrintName = SWEP.Gun return end
  4. end
  5. SWEP.Base = "tfa_gun_base" // tfa_gun_base
  6. SWEP.Category = "TFA Star Wars by LHS"
  7. SWEP.Manufacturer = ""
  8. SWEP.Author = "Luexx&Servius(code), Venator(model)"
  9. SWEP.Contact = ""
  10. SWEP.Spawnable = true
  11. SWEP.AdminSpawnable = true
  12. SWEP.DrawCrosshair = true
  13. SWEP.DrawCrosshairIS = false
  14. SWEP.PrintName = "E-11 LHS"
  15. SWEP.Type = "Precision Blaster Rifle"
  16. SWEP.DrawAmmo = true
  17. SWEP.data = {}
  18. SWEP.data.ironsights = 1
  19. SWEP.Secondary.IronFOV = 78
  20. SWEP.Slot = 3
  21. SWEP.SlotPos = 5
  22.  
  23.  
  24. SWEP.FiresUnderwater = true
  25.  
  26. SWEP.IronInSound = nil
  27. SWEP.IronOutSound = nil
  28. SWEP.CanBeSilenced = false
  29. SWEP.Silenced = false
  30. SWEP.DoMuzzleFlash = false
  31. SWEP.SelectiveFire = true
  32. SWEP.DisableBurstFire = false
  33. SWEP.OnlyBurstFire = false
  34. SWEP.DefaultFireMode = "auto"
  35. SWEP.FireModeName = nil
  36. SWEP.DisableChambering = true
  37.  
  38. SWEP.Primary.ClipSize = 28
  39. SWEP.Primary.DefaultClip = 56
  40. SWEP.Primary.RPM = 225
  41. SWEP.Primary.RPM_Burst = 225
  42. SWEP.Primary.Ammo = "ar2"
  43. SWEP.Primary.AmmoConsumption = 1
  44. SWEP.Primary.Range = 10000
  45. SWEP.Primary.RangeFalloff = -1
  46. SWEP.Primary.NumShots = 1
  47. SWEP.Primary.Automatic = true
  48. SWEP.Primary.RPM_Semi = nil
  49. SWEP.Primary.BurstDelay = .1
  50. SWEP.Primary.Sound = Sound ("weapons/bf3/e11_a.wav");
  51. SWEP.Primary.ReloadSound = Sound ("weapons/bf3/standard_reload2.ogg");
  52. SWEP.Primary.PenetrationMultiplier = 0
  53. SWEP.Primary.Damage = 32.5
  54. SWEP.Primary.HullSize = 0
  55. SWEP.DamageType = nil
  56.  
  57. SWEP.DoMuzzleFlash = true
  58. SWEP.CustomMuzzleFlash = true
  59. SWEP.MuzzleFlashEffect = "tfa_muzzleflash_incendiary"
  60.  
  61. SWEP.FireModes = {
  62. "Automatic",
  63. "Single",
  64. }
  65.  
  66. SWEP.IronRecoilMultiplier = 0.01
  67. SWEP.CrouchRecoilMultiplier = 0.01
  68. SWEP.JumpRecoilMultiplier = 0.01
  69. SWEP.WallRecoilMultiplier = 0.02
  70. SWEP.ChangeStateRecoilMultiplier = 0.02
  71. SWEP.CrouchAccuracyMultiplier = 0.8
  72. SWEP.ChangeStateAccuracyMultiplier = 1
  73. SWEP.JumpAccuracyMultiplier = 10
  74. SWEP.WalkAccuracyMultiplier = 1.8
  75. SWEP.NearWallTime = 0.5
  76. SWEP.ToCrouchTime = 0.25
  77. SWEP.WeaponLength = 35
  78. SWEP.SprintFOVOffset = 12
  79. SWEP.ProjectileVelocity = 9
  80.  
  81. SWEP.ProjectileEntity = nil
  82. SWEP.ProjectileModel = nil
  83.  
  84. SWEP.ViewModel = "models/ven/sw_battlefront/weapons/bf2017/v_e11.mdl"
  85. SWEP.WorldModel = "models/bf2017/ven/w_e11.mdl"
  86. SWEP.ViewModelFOV = 70
  87. SWEP.ViewModelFlip = false
  88. SWEP.MaterialTable = nil
  89. SWEP.UseHands = true
  90. SWEP.HoldType = "ar2"
  91.  
  92. SWEP.ShowViewModel = true
  93. SWEP.ShowWorldModel = true
  94.  
  95. SWEP.BlowbackEnabled = true
  96. SWEP.BlowbackVector = Vector(0,-1,-0.00)
  97. SWEP.BlowbackCurrentRoot = 0
  98. SWEP.BlowbackCurrent = 0
  99. SWEP.BlowbackBoneMods = nil
  100. SWEP.Blowback_Only_Iron = true
  101. SWEP.Blowback_PistolMode = false
  102. SWEP.Blowback_Shell_Enabled = false
  103. SWEP.Blowback_Shell_Effect = "None"
  104.  
  105. SWEP.Tracer = 0
  106. SWEP.TracerName = "effect_sw_laser_red"
  107. SWEP.TracerCount = 1
  108. SWEP.TracerLua = false
  109. SWEP.TracerDelay = 0.01
  110. SWEP.ImpactEffect = "effect_sw_impact"
  111. SWEP.ImpactDecal = "FadingScorch"
  112.  
  113. SWEP.VMPos = Vector(0.5, -2, .5)
  114. SWEP.VMAng = Vector(0,0,0)
  115.  
  116. SWEP.IronSightTime = 0.5
  117. SWEP.Primary.KickUp = 0.03
  118. SWEP.Primary.KickDown = 0.01
  119. SWEP.Primary.KickHorizontal = 0.055
  120. SWEP.Primary.StaticRecoilFactor = 0.01
  121. SWEP.Primary.Spread = .02
  122. SWEP.Primary.IronAccuracy = .001
  123. SWEP.Primary.SpreadMultiplierMax = 1.5
  124. SWEP.Primary.SpreadIncrement = 0.35
  125. SWEP.Primary.SpreadRecovery = 0.98
  126. SWEP.DisableChambering = true
  127. SWEP.MoveSpeed = 1
  128. SWEP.IronSightsMoveSpeed = 0.75
  129.  
  130. SWEP.IronSightsPos = Vector(-3.9, -6, 1.75) //across //close //up&down
  131. SWEP.IronSightsAng = Vector(-.18, 0, 0)
  132. SWEP.RunSightsPos = Vector(4, -2, 1.5)
  133. SWEP.RunSightsAng = Vector(-28, 42, -25)
  134. SWEP.InspectPos = Vector(8, -5, -3)
  135. SWEP.InspectAng = Vector(14, 48, 0)
  136.  
  137.  
  138. SWEP.WorldModelBoneMods = {
  139. ["ATTACH_Muzzle"] = { scale = Vector(0.5, 0.5, 0.5), pos = Vector(7.025, 0.075, 2.475), angle = Angle(0, 0, 0) },
  140. }
  141.  
  142. SWEP.WElements = {
  143. ["scope"] = { type = "Model", model = "models/sw_battlefront/props/e11_scope/e11_scope.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.299, 1.379, -5.301), angle = Angle(-11, 0, 176), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  144. ["flashlight"] = { type = "Model", model = "models/sw_battlefront/props/flashlight/flashlight.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(11, -1.101, -4.676), angle = Angle(-12, 0, -180), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  145. ["powerpack"] = { type = "Model", model = "models/sw_battlefront/props/powerpack/power_pack.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5.599, 2.9, -4.7), angle = Angle(180, 90, -10.52), size = Vector(0.899, 0.899, 0.899), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  146. ["e11_grip"] = { type = "Model", model = "models/sw_battlefront/props/e11_grip/e11_grip.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(6.75, 1.2, -3), angle = Angle(180, 92, -10), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  147. ["powerprongs"] = { type = "Model", model = "models/sw_battlefront/props/powerprongs/power_prongs.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "powerpack", pos = Vector(0, 0.5, -0.331), angle = Angle(0, -90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  148. ["e11b_stock"] = { type = "Model", model = "models/sw_battlefront/props/e11b_stock/e11b_stock.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-5.901, 1.7, -1), angle = Angle(-7, 3, 180), size = Vector(0.899, 1, 0.899), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  149. ["e11r_stock"] = { type = "Model", model = "models/sw_battlefront/props/e11r_stock/e11r_stock.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-6.801, 1.5, -1), angle = Angle(180, 90, -8.183), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  150. ["ironsight"] = { type = "Model", model = "models/sw_battlefront/props/e11r_scope/e11r_scope.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3, 1.5, -4.801), angle = Angle(0, -90, 169.481), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  151. ["e11r_grip"] = { type = "Model", model = "models/sw_battlefront/props/e11r_grip/e11r_grip.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "e11_grip", pos = Vector(0, -3.27, 0), angle = Angle(0, 0, 1), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false }
  152. }
  153.  
  154. SWEP.VElements = {
  155. ["scope_beta"] = { type = "Model", model = "models/sw_battlefront/props/e11_scope/e11_scope.mdl", bone = "E11_GUN", rel = "", pos = Vector(0.1, -3.1, 3.4), angle = Angle(0, -90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, bonermerge = true, active = false},
  156. ["scope_beta_rt"] = { type = "Model", model = "models/rtcircle.mdl", bone = "E11_GUN", rel = "scope_beta", pos = Vector(-3.03, -.06, 0.25), angle = Angle(180, 0, 180), size = Vector(0.35, 0.35, 0.35), color = Color(255, 255, 255, 255), surpresslightning = false, material = "!tfa_rtmaterial", skin = 0, bodygroup = {}, bonermerge = true, active = false },
  157. ["flashlight"] = { type = "Model", model = "models/sw_battlefront/props/flashlight/flashlight.mdl", bone = "E11_GUN", rel = "", pos = Vector(-1.9, 5.4, 1), angle = Angle(0, -90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  158. ["e11bstock"] = { type = "Model", model = "models/sw_battlefront/props/e11b_stock/e11b_stock.mdl", bone = "E11_GUN", rel = "", pos = Vector(0.159, -13, -0.931), angle = Angle(6, -90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  159. ["ironsight"] = { type = "Model", model = "models/sw_battlefront/props/e11r_scope/e11r_scope.mdl", bone = "E11_GUN", rel = "", pos = Vector(0.13, -3, 2.93), angle = Angle(0, .5, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  160. ["powerprongs"] = { type = "Model", model = "models/sw_battlefront/props/powerprongs/power_prongs.mdl", bone = "E11_GUN", rel = "powerpack", pos = Vector(0, 1, -0.301), angle = Angle(0, -90, 0), size = Vector(0.8, 0.8, 0.8), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  161. ["powerpack"] = { type = "Model", model = "models/sw_battlefront/props/powerpack/power_pack.mdl", bone = "E11_GUN", rel = "", pos = Vector(1.659, -1, 2.299), angle = Angle(0, 0, 0), size = Vector(0.8, 0.8, 0.8), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  162. ["e11rgrip"] = { type = "Model", model = "models/sw_battlefront/props/e11r_grip/e11r_grip.mdl", bone = "E11_GUN", rel = "", pos = Vector(0.17, -2.5, 0.27), angle = Angle(0, 0, 2), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  163. ["grip1"] = { type = "Model", model = "models/sw_battlefront/props/e11_grip/e11_grip.mdl", bone = "E11_GUN", rel = "", pos = Vector(0.15, 0.8, 0.3), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false },
  164. ["stock1"] = { type = "Model", model = "models/sw_battlefront/props/e11r_stock/e11r_stock.mdl", bone = "E11_GUN", rel = "", pos = Vector(0.129, -13.141, 0.699), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {}, active = false }
  165. }
  166.  
  167. SWEP.Attachments = {
  168. [1] = { offset = { 0, 0 }, atts = {"blue_stun"}, order = 2 },
  169. }
  170.  
  171. SWEP.IronSightsPos_E11 = Vector(-3.9, -8, 1.5)
  172. SWEP.IronSightsAng_E11 = Vector(0, 0, 1)
  173. SWEP.AttachmentDependencies = {["scope_beta"] = {"scope_beta_rt"}}
  174.  
  175.  
  176. DEFINE_BASECLASS( SWEP.Base )
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