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-- Variables that are used on both client and server
SWEP.Gun = ("m9k_minigun") -- 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 Machine 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 = "M134 Minigun" -- Weapon name (Shown on HUD)
SWEP.Slot = 3 -- Slot in the weapon selection menu
SWEP.SlotPos = 37 -- 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 = "crossbow" -- 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 = 65
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/v_minigunvulcan.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_m134_minigun.mdl" -- Weapon world model
SWEP.Base = "bobs_gun_base"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.FiresUnderwater = false
SWEP.Primary.Sound = Sound("BlackVulcan.Single") -- Script that calls the primary fire sound
SWEP.Primary.RPM = 3500 -- This is in Rounds Per Minute
SWEP.Primary.ClipSize = 100 -- Size of a clip
SWEP.Primary.DefaultClip = 200 -- Bullets you start with
SWEP.Primary.KickUp = 0.5 -- Maximum up recoil (rise)
SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock)
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
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.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more!
SWEP.data = {} --The starting firemode
SWEP.data.ironsights = 1
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
SWEP.Primary.Damage = 25 -- Base damage per bullet
SWEP.Primary.Spread = .035 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .035 -- Ironsight accuracy, should be the same for shotguns
-- Enter iron sight info and bone mod info below
SWEP.RunSightsPos = Vector(0, -11.148, -8.033)
SWEP.RunSightsAng = Vector(55.082, 0, 0)
if ((gmod.GetGamemode().Name) == "Murderthon 9000") or ((gmod.GetGamemode().Name) == "Murderthon 9000 beta") then
SWEP.Primary.ClipSize = 100 -- Size of a clip
SWEP.Primary.DefaultClip = 200 -- Bullets you start with
else
SWEP.Primary.ClipSize = 300 -- Size of a clip
SWEP.Primary.DefaultClip = 600 -- Bullets you start with
end
function SWEP:Reload()
self.Weapon:DefaultReload(ACT_VM_RELOAD)
if !self.Owner:IsNPC() then
self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
-- When the current clip < full clip and the rest of your ammo > 0, then
self.Owner:SetFOV( 0, 0.3 )
-- Zoom = 0
self:SetIronsights(false)
-- Set the ironsight to false
self.Weapon:SetNWBool("Reloading", true)
end
local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
self:MiniGunIdle(waitdammit)
end
function SWEP:MiniGunIdle(wait)
timer.Simple(wait + .05, function()
if self.Weapon != nil then
self.Weapon:SetNWBool("Reloading", false)
if SERVER then
self.Weapon:SendWeaponAnim( ACT_VM_IDLE )
else return end end
end)
end
function SWEP:IronSight()
if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then // If you run then
self.Weapon:SetNextPrimaryFire(CurTime()+0.5) // Make it so you can't shoot for another quarter second
self.IronSightsPos = self.RunSightsPos // Hold it down
self.IronSightsAng = self.RunSightsAng // Hold it down
self:SetIronsights(true, self.Owner) // Set the ironsight true
self.Owner:SetFOV( 0, 0.3 ) // Reset FOV
end
if self.Owner:KeyReleased(IN_SPEED) then // If you stop running then
self:SetIronsights(false, self.Owner) // Set the ironsight true
self.Owner:SetFOV( 0, 0.3 ) // Reset FOV
end
end
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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