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authorAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-04-16 02:02:00 -0400
committerAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-04-16 02:02:00 -0400
commit7e5db609550cca0d8b8a76c4bf78ba4658962167 (patch)
tree4df54e0c4eccff0b022e0732c258b7b193fd6cfe /entities/weapons/m9k_kac_pdw
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Initial commit
Diffstat (limited to 'entities/weapons/m9k_kac_pdw')
-rw-r--r--entities/weapons/m9k_kac_pdw/shared.lua94
1 files changed, 94 insertions, 0 deletions
diff --git a/entities/weapons/m9k_kac_pdw/shared.lua b/entities/weapons/m9k_kac_pdw/shared.lua
new file mode 100644
index 0000000..72e2383
--- /dev/null
+++ b/entities/weapons/m9k_kac_pdw/shared.lua
@@ -0,0 +1,94 @@
+-- Variables that are used on both client and server
+SWEP.Gun = ("m9k_kac_pdw") -- must be the name of your swep but NO CAPITALS!
+if (GetConVar(SWEP.Gun.."_allowed")) != nil then
+ if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
+end
+SWEP.Category = "M9K Submachine Guns"
+SWEP.Author = ""
+SWEP.Contact = ""
+SWEP.Purpose = ""
+SWEP.Instructions = ""
+SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
+SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
+SWEP.PrintName = "KAC PDW" -- Weapon name (Shown on HUD)
+SWEP.Slot = 2 -- Slot in the weapon selection menu
+SWEP.SlotPos = 44 -- Position in the slot
+SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
+SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
+SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
+SWEP.DrawCrosshair = true -- set false if you want no crosshair
+SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
+SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
+SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
+SWEP.HoldType = "smg" -- how others view you carrying the weapon
+-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
+-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
+
+SWEP.ViewModelFOV = 70
+SWEP.ViewModelFlip = true
+SWEP.ViewModel = "models/weapons/v_kac_pdw1.mdl" -- Weapon view model
+SWEP.WorldModel = "models/weapons/w_kac_pdw.mdl" -- Weapon world model
+SWEP.Base = "bobs_gun_base"
+SWEP.Spawnable = true
+SWEP.AdminSpawnable = true
+SWEP.FiresUnderwater = false
+
+SWEP.Primary.Sound = Sound("KAC_PDW.Single") -- Script that calls the primary fire sound
+SWEP.Primary.SilencedSound = Sound("KAC_PDW.SilentSingle")
+SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
+SWEP.Primary.ClipSize = 30 -- Size of a clip
+SWEP.Primary.DefaultClip = 60 -- Bullets you start with
+SWEP.Primary.KickUp = 0.1 -- Maximum up recoil (rise)
+SWEP.Primary.KickDown = 0.1 -- Maximum down recoil (skeet)
+SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock)
+SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
+SWEP.Primary.Ammo = "smg1" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
+-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
+
+SWEP.SelectiveFire = true
+
+SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
+
+SWEP.data = {} --The starting firemode
+SWEP.data.ironsights = 1
+
+SWEP.CanBeSilenced = true
+
+SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
+SWEP.Primary.Damage = 15 -- Base damage per bullet
+SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
+SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns
+
+-- Enter iron sight info and bone mod info below
+SWEP.IronSightsPos = Vector(3.342, 0, 0.759)
+SWEP.IronSightsAng = Vector(2.46, -0.025, 0)
+SWEP.SightsPos = Vector(3.342, 0, 0.759)
+SWEP.SightsAng = Vector(2.46, -0.025, 0)
+SWEP.RunSightsPos = Vector(-4.646, -4.173, 0)
+SWEP.RunSightsAng = Vector(-10.197, -53.189, 0)
+
+SWEP.WElements = {
+ ["eotech"] = { type = "Model", model = "models/wystan/attachments/eotech557sight.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-7.539, 1.485, 10.295), angle = Angle(-172.297, 180, 0), size = Vector(1.378, 1.378, 1.378), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
+}
+
+SWEP.VElements = {
+ ["eotech"] = { type = "Model", model = "models/wystan/attachments/eotech557sight.mdl", bone = "DrawCall_0", rel = "", pos = Vector(-0.281, 10.85, -6.398), angle = Angle(0, 90, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
+}
+
+SWEP.ViewModelBoneMods = {
+ ["DrawCall_0009"] = { scale = Vector(1, 1, 1), pos = Vector(-0.154, 0, 0), angle = Angle(0, 0, 0) }
+}
+
+if GetConVar("M9KDefaultClip") == nil then
+ print("M9KDefaultClip is missing! You may have hit the lua limit!")
+else
+ if GetConVar("M9KDefaultClip"):GetInt() != -1 then
+ SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
+ end
+end
+
+if GetConVar("M9KUniqueSlots") != nil then
+ if not (GetConVar("M9KUniqueSlots"):GetBool()) then
+ SWEP.SlotPos = 2
+ end
+end \ No newline at end of file