-- Variables that are used on both client and server SWEP.Gun = ("m9k_honeybadger") -- 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 = "AAC Honey Badger" -- Weapon name (Shown on HUD) SWEP.Slot = 2 -- Slot in the weapon selection menu SWEP.SlotPos = 43 -- 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 = 50 -- 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 = "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 = false SWEP.ViewModel = "models/weapons/v_aacbadger.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_aac_honeybadger.mdl" -- Weapon world model SWEP.Base = "bobs_scoped_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.Primary.Sound = Sound("Weapon_HoneyB.single") -- script that calls the primary fire sound SWEP.Primary.RPM = 791 -- 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 = .5 -- Maximum up recoil (rise) SWEP.Primary.KickDown = .3 -- 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 = 3.5 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.data = {} SWEP.data.ironsights = 1 SWEP.ScopeScale = 0.7 SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull SWEP.Primary.Damage = 24 --base damage per bullet SWEP.Primary.Spread = .023 --define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .014 -- ironsight accuracy, should be the same for shotguns -- enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(-3.096, -3.695, 0.815) SWEP.IronSightsAng = Vector(0.039, 0, 0) SWEP.SightsPos = Vector(-3.096, -3.695, 0.815) SWEP.SightsAng = Vector(0.039, 0, 0) SWEP.RunSightsPos = Vector(4.094, -2.454, -0.618) SWEP.RunSightsAng = Vector(-8.957, 53.188, -9.195) SWEP.WElements = { ["lense"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.671, 0.832, -8.141), angle = Angle(0, 0, 0), size = Vector(0.039, 0.039, 0.039), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} }, ["scope"] = { type = "Model", model = "models/wystan/attachments/aimpoint.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-2.543, 0.463, 1.733), angle = Angle(-180, 90, 0), size = Vector(1.45,1.45,1.45), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["lense+"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.041, 0.832, -8.1), angle = Angle(0, 0, 0), size = Vector(0.039, 0.039, 0.039), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} } } SWEP.VElements = { ["aimpoint"] = { type = "Model", model = "models/wystan/attachments/aimpoint.mdl", bone = "Gun", rel = "", pos = Vector(0.228, 7.487, -4.416), angle = Angle(0, 180, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["lense"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "Gun", rel = "aimpoint", pos = Vector(0.298, 4.546, 6.756), angle = Angle(0, 90, 38.293), size = Vector(0.024, 0.024, 0.024), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} } } 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