I'm sorry for posting this twice, accidentally closed the thread, honest mistake. But I really need help adding in a cooldown or ammo to a detective weapon called the spidermangun so that it's not overused or abused.
[CODE]SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.PrintName = "Spiderman's Gun"
SWEP.Slot = 2
SWEP.SlotPos = 0
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = true
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
local sndPowerUp = Sound("rope_hit.wav")
local sndPowerDown = Sound ("shoot_rope.wav")
local sndTooFar = Sound ("to_far.wav")
function SWEP:Initialize()
nextshottime = CurTime()
self:SetWeaponHoldType( "pistol" )
end
function SWEP:Think()
if (!self.Owner || self.Owner == NULL) then return end
if ( self.Owner:KeyPressed( IN_ATTACK ) ) then
self:StartAttack()
elseif ( self.Owner:KeyDown( IN_ATTACK ) && inRange ) then
self:UpdateAttack()
elseif ( self.Owner:KeyReleased( IN_ATTACK ) && inRange ) then
self:EndAttack( true )
end
if ( self.Owner:KeyPressed( IN_ATTACK2 ) ) then
self:Attack2()
end
end
function SWEP:DoTrace( endpos )
local trace = {}
trace.start = self.Owner:GetShootPos()
trace.endpos = trace.start + (self.Owner:GetAimVector() * 14096)
if(endpos) then trace.endpos = (endpos - self.Tr.HitNormal * 7) end
trace.filter = { self.Owner, self.Weapon }
self.Tr = nil
self.Tr = util.TraceLine( trace )
end
function SWEP:StartAttack()
local gunPos = self.Owner:GetShootPos()
local disTrace = self.Owner:GetEyeTrace()
local hitPos = disTrace.HitPos
local x = (gunPos.x - hitPos.x)^2;
local y = (gunPos.y - hitPos.y)^2;
local z = (gunPos.z - hitPos.z)^2;
local distance = math.sqrt(x + y + z);
local distanceCvar = GetConVarNumber("rope_distance")
inRange = false
if distance <= distanceCvar then
inRange = true
end
if inRange then
if (SERVER) then
if (!self.Beam) then
self.Beam = ents.Create( "rope" )
self.Beam:SetPos( self.Owner:GetShootPos() )
self.Beam:Spawn()
end
self.Beam:SetParent( self.Owner )
self.Beam:SetOwner( self.Owner )
end
self:DoTrace()
self.speed = 10000
self.startTime = CurTime()
self.endTime = CurTime() + self.speed
self.dt2 = -1
if (SERVER && self.Beam) then
self.Beam:GetTable():SetEndPos( self.Tr.HitPos )
end
self:UpdateAttack()
self.Weapon:EmitSound( sndPowerDown )
else
self.Weapon:EmitSound( sndTooFar )
end
end
function SWEP:UpdateAttack()
self.Owner:LagCompensation( true )
if (!endpos) then endpos = self.Tr.HitPos end
if (SERVER && self.Beam) then
self.Beam:GetTable():SetEndPos( endpos )
end
lastpos = endpos
if ( self.Tr.Entity:IsValid() ) then
endpos = self.Tr.Entity:GetPos()
if ( SERVER ) then
self.Beam:GetTable():SetEndPos( endpos )
end
end
local vVel = (endpos - self.Owner:GetPos())
local Distance = endpos:Distance(self.Owner:GetPos())
local et = (self.startTime + (Distance/self.speed))
if(self.dt2 != 0) then
self.dt2 = (et - CurTime()) / (et - self.startTime)
end
if(self.dt2 < 0) then
self.Weapon:EmitSound( sndPowerUp )
self.dt2 = 0
end
if(self.dt2 == 0) then
zVel = self.Owner:GetVelocity().z
vVel = vVel:GetNormalized()*(math.Clamp(Distance,0,4.5))
if( SERVER ) then
local gravity = GetConVarNumber("sv_Gravity")
vVel:Add(Vector(0,0,(gravity/100)*1.5))
if(zVel < 0) then
vVel:Sub(Vector(0,0,zVel/100))
end
self.Owner:SetVelocity(vVel)
end
end
endpos = nil
self.Owner:LagCompensation( false )
end
function SWEP:EndAttack( shutdownsound )
if ( shutdownsound ) then
self.Weapon:EmitSound( sndPowerDown )
end
if ( CLIENT ) then return end
if ( !self.Beam ) then return end
self.Beam:Remove()
self.Beam = nil
end
function SWEP:Attack2()
if (CLIENT) then return end
local CF = self.Owner:GetFOV()
if CF == 90 then
self.Owner:SetFOV(30,.3)
elseif CF == 30 then
self.Owner:SetFOV(90,.3)
end
end
function SWEP:Holster()
self:EndAttack( false )
return true
end
function SWEP:OnRemove()
self:EndAttack( false )
return true
end
function SWEP:PrimaryAttack()
end
function SWEP:SecondaryAttack()
end
-- TTT STUFF-----------------------------------------------
SWEP.Base = "weapon_tttbase"
SWEP.Kind = WEAPON_EQUIP1
SWEP.CanBuy = { ROLE_DETECTIVE }
SWEP.Icon = "VGUI/ttt/icon_wd_grapplegun"
SWEP.LimitedStock = true
SWEP.EquipMenuData = {
type = "item_weapon",
name = "Grapple Gun",
desc = "Fly around and shit"
};
SWEP.AllowDrop = true
SWEP.NoSights = true
if SERVER then
resource.AddFile("materials/vgui/ttt/icon_wd_grapplegun.vtf")
end
if SERVER then
resource.AddFile("materials/vgui/ttt/icon_wd_grapplegun.vmt")
end
function SWEP:GetClass()
return "weapon_ttt_spiderman"
end[/CODE]
You might be interested in browsing the code for [url=http://www.zombiemaster.org/smf/index.php?topic=13058.0]this[/url]. It's not quite what you requested, but it should give you a general idea on how to add ammo to the weapon (assuming it doesn't have it already), and how to subtract it if it doesn't do it normally.
EDIT: The file was apparently removed. Hm...
Bump
Bump
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