• TTT Fixed Loud'n Kill
    3 replies, posted
This is the fix that makes it easier to use the loud'n Kill also known as the Silent Sniper Rifle How did i do it? Copied and pasted the code from the Rifle This will work for TTT please do not take credit [url]http://www.garrysmod.org/downloads/?a=view&id=134159[/url]
Can you please give me the direct lua file. garrysmod.org is down :(
-snip, oops-
[QUOTE=cocainelobsta;46846908]Can you please give me the direct lua file. garrysmod.org is down :([/QUOTE] Here's my servers original Loud n' Kill lua which is the fixed one, add it in "gamemodes\terrortown\entities\weapons\weapon_ttt_loudnkill.lua" [CODE] AddCSLuaFile() SWEP.HoldType = "ar2" if CLIENT then SWEP.PrintName = "Loud n' Kill" SWEP.Author = "Draks & Goupyl" SWEP.Slot = 2 SWEP.SlotPos = 1 SWEP.IconLetter = "w" SWEP.Icon = "VGUI/ttt/icon_g3sg1" end SWEP.Base = "weapon_tttbase" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.AutoSpawnable = true SWEP.Kind = WEAPON_HEAVY SWEP.Primary.Ammo = "357" SWEP.Primary.Delay = 0.3 SWEP.Primary.Recoil = 2 SWEP.Primary.Cone = 0.0065 SWEP.Primary.Damage = 37 SWEP.Primary.Automatic = true SWEP.Primary.ClipSize = 20 SWEP.Primary.ClipMax = 40 SWEP.Primary.DefaultClip = 20 SWEP.HeadshotMultiplier = 4 SWEP.AmmoEnt = "item_ammo_357_ttt" SWEP.ViewModel = "models/weapons/v_snip_g3sg1.mdl" SWEP.WorldModel = "models/weapons/w_snip_g3sg1.mdl" SWEP.Primary.Sound = Sound ("Weapon_M4A1.Silenced") SWEP.IronSightsPos = Vector(0, 0, -15) SWEP.EquipMenuData = { type = "Weapon", model="models/weapons/w_snip_g3sg1.mdl", desc = "Sniper Silenced." }; SWEP.AllowDrop = true SWEP.IsSilent = true SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK_SILENCED SWEP.ReloadAnim = ACT_VM_RELOAD_SILENCED function SWEP:Deploy() self.Weapon:SendWeaponAnim(ACT_VM_DRAW_SILENCED) return true end function SWEP:SetZoom(state) if CLIENT then return else if state then self.Owner:SetFOV(20, 0.3) else self.Owner:SetFOV(0, 0.2) end 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 if CLIENT then local scope = surface.GetTextureID("sprites/scope") function SWEP:DrawHUD() if self:GetIronsights() then surface.SetDrawColor( 0, 0, 0, 255 ) local x = ScrW() / 2.0 local y = ScrH() / 2.0 local scope_size = ScrH() -- crosshair local gap = 80 local length = scope_size surface.DrawLine( x - length, y, x - gap, y ) surface.DrawLine( x + length, y, x + gap, y ) surface.DrawLine( x, y - length, x, y - gap ) surface.DrawLine( x, y + length, x, y + gap ) gap = 0 length = 50 surface.DrawLine( x - length, y, x - gap, y ) surface.DrawLine( x + length, y, x + gap, y ) surface.DrawLine( x, y - length, x, y - gap ) surface.DrawLine( x, y + length, x, y + gap ) -- cover edges local sh = scope_size / 2 local w = (x - sh) + 2 surface.DrawRect(0, 0, w, scope_size) surface.DrawRect(x + sh - 2, 0, w, scope_size) surface.SetDrawColor(255, 0, 0, 255) surface.DrawLine(x, y, x + 1, y + 1) -- scope surface.SetTexture(scope) surface.SetDrawColor(255, 255, 255, 255) surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0) else return self.BaseClass.DrawHUD(self) end end function SWEP:AdjustMouseSensitivity() return (self:GetIronsights() and 0.2) or nil end end[/CODE]
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