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  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 = "models/Weapons/v_smg1_dx7.mdl" // The viewModel, the model you se when you are holding it-.-
  5. SWEP.WorldModel = "models/Weapons/w_smg1.mdl" // The worlmodel, The model yu when it's down on the ground
  6. SWEP.AutoSwitchTo = false // when someone walks over the swep, chould i automatectly change to your swep ?
  7. SWEP.Slot = 3 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
  8. SWEP.HoldType = "smg" // How the swep is hold Pistol smg greanade melee
  9. SWEP.PrintName = "AR3 Heavy" // your sweps name
  10. SWEP.Author = "floof5467" // Your name
  11. SWEP.Spawnable = true // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true.
  12. SWEP.AutoSwitchFrom = false // Does the weapon get changed by other sweps if you pick them up ?
  13. SWEP.FiresUnderwater = true // Does your swep fire under water ?
  14. SWEP.Weight = 8 // Chose the weight of the Swep
  15. SWEP.DrawCrosshair = true // Do you want it to have a crosshair ?
  16. SWEP.Category = "Other" // Make your own catogory for the swep
  17. SWEP.SlotPos = 0 // Deside wich slot you want your swep do be in 1 2 3 4 5 6
  18. SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False
  19. SWEP.ReloadSound = "Weapon_pistol.Reload" // Reload sound, you can use the default ones, or you can use your one; Example; "sound/myswepreload.waw"
  20. SWEP.Instructions = "AR3" // How do pepole use your swep ?
  21. SWEP.Contact = "YourMailAdress" // How Pepole chould contact you if they find bugs, errors, etc
  22. SWEP.Purpose = "WhatsThePurposeOfThisSwep" // What is the purpose with this swep ?
  23. SWEP.base = "weapon_base"
  24. //General settings\\
  25.  
  26. //PrimaryFire Settings\\
  27. SWEP.Primary.Sound = "Weapon_SMG1.Single" // The sound that plays when you shoot :]
  28. SWEP.Primary.Damage = 10 // How much damage the swep is doing
  29. SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ?
  30. SWEP.Primary.ClipSize = 16 // The clipsize
  31. SWEP.Primary.Ammo = "smg1" // ammmo type pistol/ smg1
  32. SWEP.Primary.DefaultClip = 238 // How much ammo does the swep come with `?
  33. SWEP.Primary.Spread = 0 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1
  34. SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot.
  35. SWEP.Primary.Automatic = true // Is the swep automatic ?
  36. SWEP.Primary.Recoil = 5 // How much we should punch the view
  37. SWEP.Primary.Delay = 0.1 // How long time before you can fire again
  38. SWEP.Primary.Force = 50 // The force of the shot
  39. //PrimaryFire settings\\
  40.  
  41. //Secondary Fire Variables\\
  42. SWEP.Secondary.NumberofShots = 1 // How many explosions for each shot
  43. SWEP.Secondary.Force = 10 // Explosions Force
  44. SWEP.Secondary.Spread = 20 // How much the explosion does spread
  45. SWEP.Secondary.Sound = "Weapon_RPG.Single" // Fire sound
  46. SWEP.Secondary.DefaultClip = 6 // How much ammo the secoindary swep comes with
  47. SWEP.Secondary.Automatic = false // Is it automactic ?
  48. SWEP.Secondary.Ammo = "Pistol" // Leave as Pistol !
  49. SWEP.Secondary.Recoil = 1 // How uch we should punch the view
  50. SWEP.Secondary.Delay = 0.2 // How long you have to wait before fire a new shot
  51. SWEP.Secondary.TakeAmmo = 1 // How much ammo Does it take ?
  52. SWEP.Secondary.ClipSize = 16 // ClipSize
  53. SWEP.Secondary.Damage = 70 -- The damage the explosion does.
  54. SWEP.Secondary.Magnitude = "175" -- How big its the explosion ?
  55. //Secondary Fire Variables\\
  56.  
  57. //SWEP:Initialize()\\
  58. function SWEP:Initialize()
  59.  
  60. util.PrecacheSound(self.Primary.Sound)
  61. util.PrecacheSound(self.Secondary.Sound)
  62.  
  63. self:SetWeaponHoldType( self.HoldType )
  64. self.Weapon:SetNetworkedBool( "Ironsights", false )
  65.  
  66. if CLIENT then
  67. self:CreateModels(SWEP.VElements = {
  68. ["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 = ""},
  69. ["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 = ""},
  70. ["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 = ""}
  71. }) // create viewmodels
  72. self:CreateModels(SWEP.WElements = {
  73. ["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 = ""},
  74. ["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 = ""}
  75. }) // create worldmodels
  76. end
  77.  
  78. end
  79. //SWEP:Initialize()\\
  80.  
  81. //SWEP:PrimaryFire()\\
  82. function SWEP:PrimaryAttack()
  83. if ( !self:CanPrimaryAttack() ) then return end
  84. local bullet = {}
  85. bullet.Num = self.Primary.NumberofShots
  86. bullet.Src = self.Owner:GetShootPos()
  87. bullet.Dir = self.Owner:GetAimVector()
  88. bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0)
  89. bullet.Tracer = 0
  90. bullet.Force = self.Primary.Force
  91. bullet.Damage = self.Primary.Damage
  92. bullet.AmmoType = self.Primary.Ammo
  93. local rnda = self.Primary.Recoil * -1
  94. local rndb = self.Primary.Recoil * math.random(-1, 1)
  95. self:ShootEffects()
  96. self.Owner:FireBullets( bullet )
  97. self.Weapon:EmitSound(Sound(self.Primary.Sound))
  98. self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
  99. self:TakePrimaryAmmo(self.Primary.TakeAmmo)
  100. self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
  101. self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay )
  102. end
  103. //SWEP:PrimaryFire()\\
  104.  
  105. //SWEP:SecondaryFire()\\
  106. function SWEP:SecondaryAttack()
  107. if ( !self:CanSecondaryAttack() ) then return end
  108. local rnda = -self.Secondary.Recoil
  109. local rndb = self.Secondary.Recoil * math.random(-1, 1)
  110. self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) )
  111. local eyetrace = self.Owner:GetEyeTrace()
  112. self.Weapon:EmitSound ( self.Secondary.Sound )
  113. self:ShootEffects()
  114. local explode = ents.Create("env_explosion")
  115. explode:SetPos( eyetrace.HitPos )
  116. explode:SetOwner( self.Owner )
  117. explode:Spawn()
  118. explode:SetKeyValue("iMagnitude","175")
  119. explode:Fire("Explode", 0, 0 )
  120. explode:EmitSound("weapon_AWP.Single", 400, 400 )
  121. self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay )
  122. self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
  123. self:TakePrimaryAmmo(self.Secondary.TakeAmmo)
  124. end
  125. //SWEP:SecondaryFire()\\
  126.  
  127. self:SetWeaponHoldType( self.HoldType )
  128. self.Weapon:SetNetworkedBool( "Ironsights", false )
  129.  
  130. if CLIENT then
  131. self:CreateModels(self.VElements) // create viewmodels
  132. self:CreateModels(self.WElements) // create worldmodels
  133. end
  134.  
  135. end
  136.  
  137. function SWEP:OnRemove()
  138.  
  139. if CLIENT then
  140. self:RemoveModels() // cleanup
  141. end
  142.  
  143. end
  144.  
  145. if CLIENT then
  146.  
  147. SWEP.vRenderOrder = nil
  148. function SWEP:ViewModelDrawn()
  149.  
  150. local vm = self.Owner:GetViewModel()
  151. if !ValidEntity(vm) then return end
  152. if (!self.VElements) then return end
  153.  
  154. if (!self.vRenderOrder) then
  155.  
  156. // we build a render order because sprites need to be drawn after models
  157. self.vRenderOrder = {}
  158.  
  159. for k, v in pairs( self.VElements ) do
  160. if (v.type == "Model") then
  161. table.insert(self.vRenderOrder, 1, k)
  162. elseif (v.type == "Sprite") then
  163. table.insert(self.vRenderOrder, k)
  164. end
  165. end
  166.  
  167. end
  168.  
  169. for k, name in ipairs( self.vRenderOrder ) do
  170.  
  171. local v = self.VElements[name]
  172. if (!v) then self.vRenderOrder = nil break end
  173.  
  174. local model = v.modelEnt
  175. local sprite = v.spriteMaterial
  176.  
  177. if (!v.bone) then continue end
  178. local bone = vm:LookupBone(v.bone)
  179. if (!bone) then continue end
  180.  
  181. local pos, ang = Vector(0,0,0), Angle(0,0,0)
  182. local m = vm:GetBoneMatrix(bone)
  183. if (m) then
  184. pos, ang = m:GetTranslation(), m:GetAngle()
  185. end
  186.  
  187. if (self.ViewModelFlip) then
  188. ang.r = -ang.r // Fixes mirrored models
  189. end
  190.  
  191. if (v.type == "Model" and ValidEntity(model)) then
  192.  
  193. model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
  194. ang:RotateAroundAxis(ang:Up(), v.angle.y)
  195. ang:RotateAroundAxis(ang:Right(), v.angle.p)
  196. ang:RotateAroundAxis(ang:Forward(), v.angle.r)
  197.  
  198. model:SetAngles(ang)
  199. model:SetModelScale(v.size)
  200.  
  201. if (v.material == "") then
  202. model:SetMaterial("")
  203. elseif (model:GetMaterial() != v.material) then
  204. model:SetMaterial( v.material )
  205. end
  206.  
  207. if (v.surpresslightning) then
  208. render.SuppressEngineLighting(true)
  209. end
  210.  
  211. render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
  212. render.SetBlend(v.color.a/255)
  213. model:DrawModel()
  214. render.SetBlend(1)
  215. render.SetColorModulation(1, 1, 1)
  216.  
  217. if (v.surpresslightning) then
  218. render.SuppressEngineLighting(false)
  219. end
  220.  
  221. elseif (v.type == "Sprite" and sprite) then
  222.  
  223. local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
  224. render.SetMaterial(sprite)
  225. render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
  226.  
  227. end
  228.  
  229. end
  230.  
  231. end
  232.  
  233. SWEP.wRenderOrder = nil
  234. function SWEP:DrawWorldModel()
  235.  
  236. if (!self.WElements) then return end
  237.  
  238. if (!self.wRenderOrder) then
  239.  
  240. self.wRenderOrder = {}
  241.  
  242. for k, v in pairs( self.WElements ) do
  243. if (v.type == "Model") then
  244. table.insert(self.wRenderOrder, 1, k)
  245. elseif (v.type == "Sprite") then
  246. table.insert(self.wRenderOrder, k)
  247. end
  248. end
  249.  
  250. end
  251.  
  252. local bone_ent
  253. local opos, oang = self:GetPos(), self:GetAngles()
  254.  
  255. self:DrawModel()
  256. if (ValidEntity(self.Owner)) then
  257. bone_ent = self.Owner
  258. else
  259. // when the weapon is dropped
  260. bone_ent = self
  261. end
  262.  
  263. local bone = bone_ent:LookupBone("ValveBiped.Bip01_R_Hand")
  264. if (bone) then
  265. local m = bone_ent:GetBoneMatrix(bone)
  266. if (m) then
  267. opos, oang = m:GetTranslation(), m:GetAngle()
  268. end
  269. end
  270.  
  271. for k, name in pairs( self.wRenderOrder ) do
  272.  
  273. local v = self.WElements[name]
  274. if (!v) then self.wRenderOrder = nil break end
  275.  
  276. local model = v.modelEnt
  277. local sprite = v.spriteMaterial
  278.  
  279. local pos, ang = Vector(opos.x, opos.y, opos.z), Angle(oang.p, oang.y, oang.r)
  280.  
  281. if (v.type == "Model" and ValidEntity(model)) then
  282.  
  283. model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
  284. ang:RotateAroundAxis(ang:Up(), v.angle.y)
  285. ang:RotateAroundAxis(ang:Right(), v.angle.p)
  286. ang:RotateAroundAxis(ang:Forward(), v.angle.r)
  287.  
  288. model:SetAngles(ang)
  289. model:SetModelScale(v.size)
  290.  
  291. if (v.material == "") then
  292. model:SetMaterial("")
  293. elseif (model:GetMaterial() != v.material) then
  294. model:SetMaterial( v.material )
  295. end
  296.  
  297. if (v.surpresslightning) then
  298. render.SuppressEngineLighting(true)
  299. end
  300.  
  301. render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
  302. render.SetBlend(v.color.a/255)
  303. model:DrawModel()
  304. render.SetBlend(1)
  305. render.SetColorModulation(1, 1, 1)
  306.  
  307. if (v.surpresslightning) then
  308. render.SuppressEngineLighting(false)
  309. end
  310.  
  311. elseif (v.type == "Sprite" and sprite) then
  312.  
  313. local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
  314. render.SetMaterial(sprite)
  315. render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
  316.  
  317. end
  318.  
  319. end
  320.  
  321. end
  322.  
  323. function SWEP:CreateModels( tab )
  324.  
  325. if (!tab) then return end
  326.  
  327. // Create the clientside models here because Garry says we can't do it in the render hook
  328. for k, v in pairs( tab ) do
  329. if (v.type == "Model" and v.model and v.model != "" and (!ValidEntity(v.modelEnt) or v.createdModel != v.model) and
  330. string.find(v.model, ".mdl") and file.Exists ("../"..v.model) ) then
  331.  
  332. v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
  333. if (ValidEntity(v.modelEnt)) then
  334. v.modelEnt:SetPos(self:GetPos())
  335. v.modelEnt:SetAngles(self:GetAngles())
  336. v.modelEnt:SetParent(self)
  337. v.modelEnt:SetNoDraw(true)
  338. v.createdModel = v.model
  339. else
  340. v.modelEnt = nil
  341. end
  342.  
  343. elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
  344. and file.Exists ("../materials/"..v.sprite..".vmt")) then
  345.  
  346. local name = v.sprite.."-"
  347. local params = { ["$basetexture"] = v.sprite }
  348. // make sure we create a unique name based on the selected options
  349. local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
  350. for i, j in pairs( tocheck ) do
  351. if (v[j]) then
  352. params["$"..j] = 1
  353. name = name.."1"
  354. else
  355. name = name.."0"
  356. end
  357. end
  358.  
  359. v.createdSprite = v.sprite
  360. v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
  361.  
  362. end
  363. end
  364.  
  365. end
  366.  
  367. function SWEP:RemoveModels()
  368. if (self.VElements) then
  369. for k, v in pairs( self.VElements ) do
  370. if (ValidEntity( v.modelEnt )) then v.modelEnt:Remove() end
  371. end
  372. end
  373. if (self.WElements) then
  374. for k, v in pairs( self.WElements ) do
  375. if (ValidEntity( v.modelEnt )) then v.modelEnt:Remove() end
  376. end
  377. end
  378. self.VElements = nil
  379. self.WElements = nil
  380. end
  381.  
  382. end
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