• 3rd person muzzleflashes.
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[lua] SWEP.Base = "weapon_base" if ( SERVER ) then AddCSLuaFile( "shared.lua" ) SWEP.HoldType = "ar2" end -- Visual/sound settings SWEP.PrintName = "L96A1" SWEP.Category = "NPC SWEPS of Win" SWEP.Slot = 2 SWEP.SlotPos = 4 SWEP.DrawAmmo = true SWEP.DrawCrosshair = true SWEP.ViewModelFlip = true SWEP.ViewModelFOV = 64 SWEP.ViewModel = "models/weapons/v_snip_awp.mdl" SWEP.WorldModel = "models/weapons/w_snip_awp.mdl" SWEP.ReloadSound = "weapons/pistol/pistol_reload1.wav" //SWEP.HoldType = "ar2" -- Other settings SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Spawnable = true SWEP.AdminSpawnable = true -- SWEP info SWEP.Author = "Flubadoo" SWEP.Contact = "" SWEP.Purpose = "Because I can!" SWEP.Instructions = "Aim away from face!" -- Primary fire settings SWEP.Primary.Sound = "weapons/l96a1_shot.wav" SWEP.Primary.Damage = 50 SWEP.Primary.NumShots = 1 SWEP.Primary.Recoil = 8 SWEP.Primary.Cone = 1.45 SWEP.Primary.Delay = 4.7 SWEP.Primary.ClipSize = 5 SWEP.Primary.DefaultClip = 500 SWEP.Primary.Tracer = 1 SWEP.Primary.Force = 30 SWEP.Primary.TakeAmmoPerBullet = false SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "SMG1" -- Secondary fire settings SWEP.Secondary.Sound = "" SWEP.Secondary.Damage = 10 SWEP.Secondary.NumShots = 1 SWEP.Secondary.Recoil = 1 SWEP.Secondary.Cone = 3 SWEP.Secondary.Delay = 0.01 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = 0 SWEP.Secondary.Tracer = 1 SWEP.Secondary.Force = 5 SWEP.Secondary.TakeAmmoPerBullet = false SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "" SWEP.FireDelay = 0 -- Hooks function SWEP:Initialize() if ( SERVER ) then self:SetWeaponHoldType( self.HoldType ) end end function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end if self.FireDelay > CurTime() then return end local bullet = {} -- Set up the shot bullet.Num = self.Primary.NumShots bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() if self.Owner:IsPlayer() then bullet.Spread = Vector( (self.Primary.Cone / 90)/4, (self.Primary.Cone / 90)/4, 0 ) else bullet.Spread = Vector( self.Primary.Cone / 90, self.Primary.Cone / 90, 0 ) end bullet.Tracer = self.Primary.Tracer bullet.Force = self.Primary.Force if self.Owner:IsPlayer() then bullet.Damage = self.Primary.Damage * 4 else bullet.Damage = self.Primary.Damage end bullet.AmmoType = self.Primary.Ammo self.Owner:FireBullets( bullet ) self.Owner:MuzzleFlash() self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Weapon:EmitSound(Sound(self.Primary.Sound)) //self.Owner:ViewPunch(Angle( -self.Primary.Recoil, 0, 0 )) if !self.Owner:IsNPC() then if (self.Primary.TakeAmmoPerBullet) then self:TakePrimaryAmmo(self.Primary.NumShots) else self:TakePrimaryAmmo(1) end end self:SetNextPrimaryFire( CurTime() + self.Primary.Delay + 0.2 ) self.FireDelay = CurTime() + self.Primary.Delay + 0.2 end function SWEP:Reload() self.Weapon:DefaultReload(ACT_VM_RELOAD) return true end [/lua] How would I make the muzzleflashes able to be seen while an npc is firing it?
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