• how do i make custom effects for sweps
    7 replies, posted
hey i was just wondering how i can do this ive done it before with this i just forgot howto im using this [url]http://www.garrysmod.org/downloads/?a=view&id=87542[/url] thanks for the help in the mean time i have to deal with no bullets just bulletholes :( ok heres code from request [lua] resource.AddFile( "sound/weapons/fire_DC_15.wav" ) //General Settings \\ SWEP.AdminSpawnable = true // Is the swep spawnable for admin SWEP.ViewModelFOV = 64 // How much of the weapon do u see ? SWEP.ViewModel = "models/weapons/v_dc-15.mdl" // The viewModel, the model you se when you are holding it-.- SWEP.WorldModel = "models/weapons/w_dc-15.mdl" // The worlmodel, The model yu when it's down on the ground SWEP.AutoSwitchTo = false // when someone walks over the swep, chould i automatectly change to your swep ? SWEP.Slot = 2 // Deside wich slot you want your swep do be in 1 2 3 4 5 6 SWEP.HoldType = "ar2" // How the swep is hold Pistol smg greanade melee SWEP.PrintName = "DC-15A" // your sweps name SWEP.Author = "Jangofett890" // Your name SWEP.Spawnable = true // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true. SWEP.AutoSwitchFrom = false // Does the weapon get changed by other sweps if you pick them up ? SWEP.FiresUnderwater = false // Does your swep fire under water ? SWEP.Weight = 5 // Chose the weight of the Swep SWEP.DrawCrosshair = true // Do you want it to have a crosshair ? SWEP.Category = "Star Wars" // Make your own catogory for the swep SWEP.SlotPos = 0 // Deside wich slot you want your swep do be in 1 2 3 4 5 6 SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False SWEP.ReloadSound = "Weapon_ar2.Reload" // Reload sound, you can use the default ones, or you can use your one; Example; "sound/myswepreload.waw" SWEP.Instructions = "left click shoot right Zoom" // How do pepole use your swep ? SWEP.Contact = "Jangofett890@gmail.com" // How Pepole chould contact you if they find bugs, errors, etc SWEP.Purpose = "Just have fun With this star wars weapon" // What is the purpose with this swep ? SWEP.base = "weapon_base" //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = Sound("weapons/fire_DC_15.wav") // The sound that plays when you shoot :] SWEP.Primary.Damage = 15 // How much damage the swep is doing SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ? SWEP.Primary.ClipSize = 50 // The clipsize SWEP.Primary.Ammo = "ar2" // ammmo type pistol/ smg1 SWEP.Primary.DefaultClip = 300 // How much ammo does the swep come with `? SWEP.Primary.Spread = 0.1 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1 SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot. SWEP.Primary.Automatic = true // Is the swep automatic ? SWEP.Primary.Recoil = 1 // How much we should punch the view SWEP.Primary.Delay = 0.2 // How long time before you can fire again SWEP.Primary.Force = 60 // The force of the shot //PrimaryFire settings\\ //Secondary Fire Variables\\ SWEP.Secondary.NumberofShots = 0 // How many explosions for each shot SWEP.Secondary.Force = 0 // Explosions Force SWEP.Secondary.Spread = 0 // How much the explosion does spread SWEP.Secondary.Sound = "Weapon_RPG.Single" // Fire sound SWEP.Secondary.DefaultClip = 0 // How much ammo the secoindary swep comes with SWEP.Secondary.Automatic = false // Is it automactic ? SWEP.Secondary.Ammo = "none" // Leave as Pistol ! SWEP.Secondary.Recoil = 0 // How uch we should punch the view SWEP.Secondary.Delay = 100 // How long you have to wait before fire a new shot SWEP.Secondary.TakeAmmo = 100 // How much ammo Does it take ? SWEP.Secondary.ClipSize = 0 // ClipSize SWEP.Secondary.Damage = 0 -- The damage the explosion does. SWEP.Secondary.Magnitude = "0" -- How big its the explosion ? //Secondary Fire Variables\\ //SWEP:Initialize()\\ function SWEP:Initialize() util.PrecacheSound(self.Primary.Sound) util.PrecacheSound(self.Secondary.Sound) if ( SERVER ) then self:SetWeaponHoldType("ar2") end end //SWEP:Initialize()\\ //SWEP:PrimaryFire()\\ function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end bullet = {} bullet.Num = self.Primary.NumberofShots bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) bullet.Tracer = 1 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self.Weapon:EmitSound(Sound(self.Primary.Sound)) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) self:TakePrimaryAmmo(self.Primary.TakeAmmo) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) end //SWEP:PrimaryFire()\\ //SWEP:SecondaryFire()\\ function SWEP:SecondaryAttack() if ( !self:CanSecondaryAttack() ) then return end local rnda = -self.Secondary.Recoil local rndb = self.Secondary.Recoil * math.random(-1, 1) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) local eyetrace = self.Owner:GetEyeTrace() self.Weapon:EmitSound ( self.Secondary.Sound ) self:ShootEffects() local explode = ents.Create("env_explosion") explode:SetPos( eyetrace.HitPos ) explode:SetOwner( self.Owner ) explode:Spawn() explode:SetKeyValue("iMagnitude","175") explode:Fire("Explode", 0, 0 ) explode:EmitSound("weapon_AWP.Single", 400, 400 ) self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay ) self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay ) self:TakePrimaryAmmo(self.Secondary.TakeAmmo) end //SWEP:SecondaryFire()\\ //---------- NPC Weapon list.Set( "NPCWeapons", "weapon_dc-15A", "DC-15A" ); [/lua]
help???
ok i got the sound to work now how about this?
You're not showing any code or what you actually want to do, it's hard to help you.
uhh ok ill update to show my code [editline]22nd May 2011[/editline] i want it to be able to emit lights like the star wars sweps blue perferibly for primary. oh also how can i use ironsight for secondary thanks for the help in advanced.
[QUOTE=jangofett890;29989050]uhh ok ill update to show my code [editline]22nd May 2011[/editline] i want it to be able to emit lights like the star wars sweps blue perferibly for primary. oh also how can i use ironsight for secondary thanks for the help in advanced.[/QUOTE] Emit lights? as in ambient light when a laser blast occurs? or what? That's simple dlight, [url]http://wiki.garrysmod.com/?title=G.DynamicLight[/url] If you mean "laser" beams then you could take a look at many examples on garrysmod, there's also a pretty good example on Zoey's Firearms: Source weapon base, used for bullet tracers.
uhh i mean like uhhh this [url]http://www.youtube.com/watch?v=XQvRzul51GU[/url] and i want it to be blue
Well i did find a backup of that download [url]http://www.megaupload.com/?d=XIWC5Z5R[/url] Maybe you can check that out
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