• [TTT]Weapons questions!Help
    0 replies, posted
Traitor's death Innocent If you do not die Weapons Where is the problem? if SERVER then AddCSLuaFile( "shared.lua" ) end SWEP.HoldType= "pistol" if CLIENT then SWEP.PrintName = "name" SWEP.Author= "" SWEP.Slot= 6 SWEP.SlotPos= 0 SWEP.EquipMenuData = { type="name", model="models/weapons/w_pist_deagle.mdl", desc="" }; SWEP.Icon = "VGUI/ttt/icon_goldengun" end SWEP.Base= "weapon_tttbase" SWEP.Primary.Ammo = "RPG_Round" -- hijack an ammo type we don't use otherwise SWEP.Primary.Recoil = 1.3 SWEP.Primary.Damage = 1 SWEP.Primary.Delay = 2 SWEP.Primary.Cone = 0.02 SWEP.Primary.DefaultClip = 1 SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = false SWEP.Kind = WEAPON_EQUIP1 SWEP.CanBuy = { ROLE_DETECTIVE } SWEP.LimitedStock = true SWEP.AmmoEnt = nil SWEP.IsSilent = false SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK SWEP.ReloadAnim = ACT_VM_RELOAD SWEP.AutoSpawnable = false SWEP.Primary.Sound = Sound( "Weapon_Deagle.Single" ) SWEP.ViewModel = "models/weapons/v_powerdeagle.mdl" SWEP.WorldModel = "models/weapons/w_powerdeagle.mdl" SWEP.IronSightsPos = Vector( 5.15, -2, 2.6 ) function SWEP:PrimaryAttack() if not self:CanPrimaryAttack() then return end self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) local trace = util.GetPlayerTrace(self.Owner) local tr = util.TraceLine(trace) if tr.Entity:IsPlayer() then if tr.Entity:IsRole(ROLE_TRAITOR) then bullet = {} bullet.Num = 1 bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector(0, 0, 0) bullet.Tracer = 0 bullet.Force = 3000 bullet.Damage = 4000 self.Owner:FireBullets(bullet) self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK) self:TakePrimaryAmmo(1) self.Weapon:EmitSound(Sound( "Weapon_Deagle.Single" )) end if tr.Entity:IsRole(ROLE_INNOCENT) or tr.Entity:IsRole(ROLE_DETECTIVE) then self.Owner:Kill() self.Weapon:EmitSound(Sound( "Weapon_Deagle.Single" )) self:TakePrimaryAmmo(1) end end self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK) self:TakePrimaryAmmo(1) self.Owner:EmitSound(Sound( "Weapon_Deagle.Single" )) end if !self:CanPrimaryAttack() then return end self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK) self.Owner:EmitSound(Sound( "Weapon_Deagle.Single" )) self:TakePrimaryAmmo(1) local trace = util.GetPlayerTrace(self.Owner) local tr = util.TraceLine(trace) if tr.Entity:IsPlayer() then if tr.Entity:IsActiveTraitor() then tr.Entity:TakeDamage(1000, self.owner, weapon_ttt_tester) else tr.Entity:TakeDamage(0, self.owner, weapon_ttt_tester) end end end function SWEP:SecondaryAttack() return end
Sorry, you need to Log In to post a reply to this thread.