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-- Variables that are used on both client and server
SWEP.Gun = ("m9k_auga3") -- 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 Assault Rifles"
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 = "Steyr AUG A3" -- Weapon name (Shown on HUD)
SWEP.Slot = 2 -- Slot in the weapon selection menu
SWEP.SlotPos = 26 -- 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 from hip
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.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair
SWEP.BoltAction = false -- Is this a bolt action rifle?
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_auga3sa.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_auga3.mdl" -- Weapon world model
SWEP.Base = "bobs_scoped_base"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.Sound = Sound("aug_a3.Single") -- script that calls the primary fire sound
SWEP.Primary.RPM = 700 -- 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 = .4 -- Maximum up recoil (rise)
SWEP.Primary.KickDown = .4 -- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock)
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
SWEP.Primary.Ammo = "ar2" -- 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.ScopeZoom = 4
SWEP.Secondary.UseACOG = false -- Choose one scope type
SWEP.Secondary.UseMilDot = false -- I mean it, only one
SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all
SWEP.Secondary.UseParabolic = false
SWEP.Secondary.UseElcan = false
SWEP.Secondary.UseGreenDuplex = false
SWEP.Secondary.UseAimpoint = true
SWEP.Secondary.UseMatador = false
SWEP.data = {}
SWEP.data.ironsights = 1
SWEP.ScopeScale = 0.5
SWEP.ReticleScale = 0.6
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
SWEP.Primary.Damage = 22 --base damage per bullet
SWEP.Primary.Spread = .025 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .02 -- ironsight accuracy, should be the same for shotguns
-- enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector (2.275, -2.9708, 0.5303)
SWEP.IronSightsAng = Vector (0, 0, 0)
SWEP.SightsPos = Vector (2.275, -2.9708, 0.5303)
SWEP.SightsAng = Vector (0, 0, 0)
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
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
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