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-- Variables that are used on both client and server
SWEP.Gun = ("m9k_usas") -- 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 Shotguns"
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 = "USAS" -- Weapon name (Shown on HUD)
SWEP.Slot = 3 -- Slot in the weapon selection menu
SWEP.SlotPos = 29 -- 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 = "ar2" -- 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_usas12_shot.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_usas_12.mdl" -- Weapon world model
SWEP.Base = "bobs_gun_base"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.Sound = Sound("Weapon_usas.Single") -- Script that calls the primary fire sound
SWEP.Primary.RPM = 260 -- This is in Rounds Per Minute
SWEP.Primary.ClipSize = 20 -- Size of a clip
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
SWEP.Primary.KickUp = 1 -- Maximum up recoil (rise)
SWEP.Primary.KickDown = 0.4 -- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = 0.7 -- Maximum up recoil (stock)
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo = "buckshot" -- 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.Primary.NumShots = 10 -- How many bullets to shoot per trigger pull
SWEP.Primary.Damage = 7 -- Base damage per bullet
SWEP.Primary.Spread = .048 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .048 -- Ironsight accuracy, should be the same for shotguns
-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector(4.519, -2.159, 1.039)
SWEP.IronSightsAng = Vector(0.072, 0.975, 0)
SWEP.SightsPos = Vector(4.519, -2.159, 1.039)
SWEP.SightsAng = Vector(0.072, 0.975, 0)
SWEP.RunSightsPos = Vector (-3.0328, 0, 1.888)
SWEP.RunSightsAng = Vector (-24.2146, -36.522, 10)
SWEP.ReloadPos = Vector (-3.0328, 0, 1.888)
SWEP.ReloadsAng = Vector (-24.2146, -36.522, 10)
SWEP.WElements = {
["fix2"] = { type = "Model", model = "models/hunter/blocks/cube025x05x025.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(22.416, 2.073, -5.571), angle = Angle(0, 0, -90), size = Vector(0.899, 0.118, 0.1), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["magfix"] = { type = "Model", model = "models/XQM/cylinderx1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.482, 1.389, 0.078), angle = Angle(-8.098, 0, 0), size = Vector(0.2, 0.589, 0.589), color = Color(0, 0, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
function SWEP:Reload()
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and (self.Owner:GetAmmoCount("buckshot") > 0 ) and not (self.Weapon:GetNWBool("Reloading")) then
self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START)
self.Weapon:SetNWBool("Reloading", true)
if SERVER and !self.Owner:IsNPC() then
self.ResetSights = CurTime() + 1.65
self.Owner:SetFOV( 0, 0.3 )
self:SetIronsights(false)
end
timer.Simple(.65, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end
if IsValid(self.Owner) and self.Weapon:GetClass() == self.Gun then
self.Weapon:EmitSound(Sound("Weapon_usas.draw"))
end
end)
timer.Simple(.8, function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end
if IsValid(self.Owner) and self.Weapon != nil then self:ReloadFinish() end end)
end
end
function SWEP:ReloadFinish()
if not IsValid(self) then return end
if IsValid(self.Owner) and self.Weapon != nil then
if self.Owner:Alive() and self.Weapon:GetClass() == self.Gun then
self.Weapon:DefaultReload(ACT_SHOTGUN_RELOAD_FINISH)
if !self.Owner:IsNPC() then
self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration()
end
if SERVER and self.Weapon != nil then
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
self.Owner:SetFOV( 0, 0.3 )
self:SetIronsights(false)
end
local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
timer.Simple(waitdammit + .1,
function() if not IsValid(self) then return end if not IsValid(self.Owner) then return end if not IsValid(self.Weapon) then return end
if self.Weapon == nil then return end
self.Weapon:SetNWBool("Reloading", false)
if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
if CLIENT then return end
if self.Scoped == false then
self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
self.IronSightsPos = self.SightsPos -- Bring it up
self.IronSightsAng = self.SightsAng -- Bring it up
self:SetIronsights(true, self.Owner)
self.DrawCrosshair = false
else return end
elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- 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 )
else return end
end)
end
end
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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