-- 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