Garry's Mod SWEP Base - Ranged Weapons
SWEP.Category = "Bitl's Sweps" -- The category for your SWEP.
SWEP.PrintName = "A SWEP" -- The name for your SWEP.
SWEP.Author = "Bitl" -- The SWEP author's name. It's you..right?
SWEP.Instructions = "" -- Instructions for how to use the SWEP.
SWEP.Spawnable = true -- Is our SWEP spawnable from the spawn menu?
SWEP.AdminOnly = false -- Is our SWEP admin only?
SWEP.Primary.Sound = Sound( "weapons/shoot.wav" ) --What sound?
SWEP.Primary.ClipSize = 30 -- How many bullets do we have in our primary clip?
SWEP.Primary.DefaultClip = 60 -- How many bullets do we have by default?
SWEP.Primary.Automatic = true --Is our SWEP automatic on our primary attack?
SWEP.Primary.Ammo = "AR2" -- What type of primary ammo do we have?
SWEP.Secondary.ClipSize = -1 -- How many bullets do we have in our secondary clip?
SWEP.Secondary.DefaultClip = -1 -- How many bullets do we have by default?
SWEP.Secondary.Automatic = false --Is our SWEP automatic on our secondary attack?
SWEP.Secondary.Ammo = "None" -- What type of secondary ammo do we have?
SWEP.Weight = 3 -- How much weight? TODO: Find out what this means.
SWEP.AutoSwitchTo = false -- Auto switch to our SWEP?
SWEP.AutoSwitchFrom = false -- Auto switch from our SWEP?
SWEP.Slot = 2 -- Which slot is our SWEP in? 0 is slot 1, 1 is slot 2, etc.
SWEP.SlotPos = 7 -- What slot position is our SWEP in? 0 is slot 1, 1 is slot 2, etc.
SWEP.DrawAmmo = true -- Draw ammo on the HUD?
SWEP.DrawCrosshair = true -- Draw crosshair on the HUD?
SWEP.ViewModel = "models/weapons/v_pistol.mdl" --View Model
SWEP.WorldModel = "models/weapons/w_pistol.mdl" --World Model
function SWEP:Initialize()
--How do we hold our SWEP?
self:SetWeaponHoldType( "ar2" )
end
function SWEP:PrimaryAttack()
-- Make sure we can shoot first
if ( !self:CanPrimaryAttack() ) then return end
-- Play shoot sound
self.Weapon:EmitSound(SWEP.Primary.Sound)
-- Shoot 9 bullets, 150 damage, 0.75 aimcone
self:ShootBullet( 11, 1, 0.06 )
-- Remove 1 bullet from our clip
self:TakePrimaryAmmo( 1 )
-- Punch the player's view
self.Owner:ViewPunch( Angle( -1, 0, 0 ) )
-- Fire rate.
self.Weapon:SetNextPrimaryFire( CurTime() + 0.085 )
end
--AMMO TYPE LIST:
--AR2 - Ammunition of the AR2/Pulse Rifle
--AlyxGun - (name in-game "5.7mm Ammo")
--Pistol - Ammunition of the 9MM Pistol
--SMG1 - Ammunition of the SMG/MP7
--357 - Ammunition of the .357 Magnum
--XBowBolt - Ammunition of the Crossbow
--Buckshot - Ammunition of the Shotgun
--RPG_Round - Ammunition of the RPG/Rocket Launcher
--SMG1_Grenade - Ammunition for the SMG/MP7 grenade launcher (secondary fire)
--SniperRound
--SniperPenetratedRound - (name in-game ".45 Ammo")
--Grenade - Note you must be given the grenade weapon (weapon_frag) before you can throw grenades.
--Thumper - Ammunition cannot exceed 2 (name in-game "Explosive C4 Ammo")
--Gravity - (name in-game "4.6MM Ammo")
--Battery - (name in-game "9MM Ammo")
--GaussEnergy
--CombineCannon - (name in-game ".50 Ammo")
--AirboatGun - (name in-game "5.56MM Ammo")
--StriderMinigun - (name in-game "7.62MM Ammo")
--HelicopterGun
--AR2AltFire - Ammunition of the AR2/Pulse Rifle 'combine ball' (secondary fire)
--slam - Like Grenade, but for the Selectable Lightweight Attack Munition (S.L.A.M)
--HOLD TYPE LIST:
--ar2
--camera
--crossbow
--duel (dual pistols)
--fist
--grenade
--gravgun
--knife
--melee
--melee2 (two-handed melee weapons)
--passive (not aiming in front)
--pistol (one-handed small firearms, some knockback on attack anim)
--revolver (two-handed small firearms, heavier knockback on attack anim)
--rpg
--shotgun
--slam
--smg
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