-- Variables that are used on both client and server SWEP.Gun = ("m9k_milkormgl") -- 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 Specialties" 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 = "Milkor Mk1" -- Weapon name (Shown on HUD) SWEP.Slot = 4 -- Slot in the weapon selection menu SWEP.SlotPos = 30 -- 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 = "shotgun" -- 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 ar2 make for good sniper rifles SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = true SWEP.ViewModel = "models/weapons/v_milkor_mgl1.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_milkor_mgl1.mdl" -- Weapon world model SWEP.Base = "bobs_shotty_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.Primary.Sound = Sound("40mmGrenade.Single") -- Script that calls the primary fire sound SWEP.Primary.RPM = 250 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 6 -- Size of a clip SWEP.Primary.DefaultClip = 6 -- Bullets you start with SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock) SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "40mmGrenade" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun -- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug SWEP.Primary.Round = ("m9k_milkor_nade") --NAME OF ENTITY GOES HERE SWEP.Secondary.IronFOV = 50 -- How much you 'zoom' in. Less is more! SWEP.ShellTime = .5 SWEP.Primary.NumShots = 0 -- How many bullets to shoot per trigger pull SWEP.Primary.Damage = 0 -- Base damage per bullet SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns --none of this matters for IEDs and other ent-tossing sweps -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(2.631, -0.03, 1.654) SWEP.IronSightsAng = Vector(1.432, 2.44, 0) SWEP.SightsPos = Vector(2.631, -0.03, 1.654) SWEP.SightsAng = Vector(1.432, 2.44, 0) SWEP.RunSightsPos = Vector(-3.444, -3.77, -0.329) SWEP.RunSightsAng = Vector(-5.738, -37.869, 0) SWEP.VElements = { ["eotech"] = { type = "Model", model = "models/wystan/attachments/eotech557sight.mdl", bone = "body", rel = "", pos = Vector(13.578, -8.568, -0.717), angle = Angle(180, 0, 90), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } -- SWEP.WElements = { -- ["eotech"] = { type = "Model", model = "models/wystan/attachments/eotech557sight.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-5.834, 2.341, 7.204), angle = Angle(-164.762, -180, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, -- ["milkor"] = { type = "Model", model = "models/weapons/w_milkor_mgl1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-0.232, 1.49, 0), angle = Angle(-169.639, -180, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } -- } --and now to the nasty parts of this swep... function SWEP:PrimaryAttack() if self:CanPrimaryAttack() then if !self.Owner:KeyDown(IN_SPEED) and !self.Owner:KeyDown(IN_RELOAD) then self:FireRocket() self.Weapon:EmitSound(self.Primary.Sound) self.Weapon:TakePrimaryAmmo(1) self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Owner:MuzzleFlash() self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60)) end end self:CheckWeaponsAndAmmo() end function SWEP:FireRocket() local aim = self.Owner:GetAimVector() local side = aim:Cross(Vector(0,0,1)) local up = side:Cross(aim) local pos = self.Owner:GetShootPos() + side * 4.5 + up * -6 if SERVER then local rocket = ents.Create(self.Primary.Round) if !rocket:IsValid() then return false end rocket:SetAngles(aim:Angle()+Angle(90,0,0)) rocket:SetPos(pos) rocket:SetOwner(self.Owner) rocket:Spawn() rocket:Activate() end end function SWEP:CheckWeaponsAndAmmo() if SERVER and self.Weapon != nil and (GetConVar("M9KWeaponStrip"):GetBool()) then if self.Weapon:Clip1() == 0 && self.Owner:GetAmmoCount( self.Weapon:GetPrimaryAmmoType() ) == 0 then timer.Simple(.1, function() if SERVER then if not IsValid(self) then return end if not IsValid(self.Owner) then return end self.Owner:StripWeapon(self.Gun) 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