I'm trying to figure out how to set damage types on a SWEP. Here is one of the simplest sweps I have on my server and I want to make it so it does burn damage (DMG_DIRECT). How do I do this?
[lua]if SERVER then
AddCSLuaFile( "shared.lua" )
end
SWEP.HoldType = "ar2"
if CLIENT then
SWEP.PrintName = "M16"
SWEP.Slot = 2
SWEP.Icon = "VGUI/ttt/icon_m16"
end
SWEP.Base = "weapon_tttbase"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Kind = WEAPON_HEAVY
SWEP.WeaponID = AMMO_M16
SWEP.Primary.Delay = 0.19
SWEP.Primary.Recoil = 1.6
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "Pistol"
SWEP.Primary.Damage = 23
SWEP.Primary.Cone = 0.018
SWEP.Primary.ClipSize = 20
SWEP.Primary.ClipMax = 60
SWEP.Primary.DefaultClip = 20
SWEP.AutoSpawnable = true
SWEP.AmmoEnt = "item_ammo_pistol_ttt"
SWEP.UseHands = true
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 64
SWEP.ViewModel = "models/weapons/cstrike/c_rif_m4a1.mdl"
SWEP.WorldModel = "models/weapons/w_rif_m4a1.mdl"
SWEP.Primary.Sound = Sound( "Weapon_M4A1.Single" )
SWEP.IronSightsPos = Vector(-7.58, -9.2, 0.55)
SWEP.IronSightsAng = Vector(2.599, -1.3, -3.6)
function SWEP:SetZoom(state)
if CLIENT then return end
if not (IsValid(self.Owner) and self.Owner:IsPlayer()) then return end
if state then
self.Owner:SetFOV(35, 0.5)
else
self.Owner:SetFOV(0, 0.2)
end
end
-- Add some zoom to ironsights for this gun
function SWEP:SecondaryAttack()
if not self.IronSightsPos then return end
if self.Weapon:GetNextSecondaryFire() > CurTime() then return end
bIronsights = not self:GetIronsights()
self:SetIronsights( bIronsights )
if SERVER then
self:SetZoom(bIronsights)
end
self.Weapon:SetNextSecondaryFire(CurTime() + 0.3)
end
function SWEP:PreDrop()
self:SetZoom(false)
self:SetIronsights(false)
return self.BaseClass.PreDrop(self)
end
function SWEP:Reload()
self.Weapon:DefaultReload( ACT_VM_RELOAD );
self:SetIronsights( false )
self:SetZoom(false)
end
function SWEP:Holster()
self:SetIronsights(false)
self:SetZoom(false)
return true
end
[/lua]
Youre gonna have to do a bullet table, and then you have to use bullet.Callback.
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