• duel elites mouse buttons
    4 replies, posted
hello i remember in cs:s with the duel elites left mouse button is left gun fireing, right mouse button right gun firing, i cant seem to get this to work on garrysmod, and i tried to find on lua wiki how i can set like: if left mouse button is pressed left gun is fired, etc. if you can give a solution, or could tell me where in the wiki i can find mouse button commands it would be helpfull thanks. current shared.lua [CODE] SWEP.Base = "weapon_tttbase" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.ViewModel = "models/weapons/v_pist_elite.mdl" SWEP.WorldModel = "models/weapons/w_pist_elite.mdl" SWEP.HoldType = "pistol" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Primary.Sound = Sound("Weapon_ELITE.Single") SWEP.Primary.Recoil = 2 SWEP.Primary.Unrecoil = 7 SWEP.Primary.Damage = 12 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0 SWEP.Primary.ClipSize = 32 SWEP.Primary.Delay = 0.06 //Don't use this, use the tables below! SWEP.Primary.DefaultClip = 92 //Always set this 1 higher than what you want. SWEP.Primary.Automatic = false //Don't use this, use the tables below! SWEP.Primary.Ammo = "pistol" SWEP.AmmoEnt = "item_ammo_pistol_ttt" SWEP.Icon = "VGUI/ttt/icon_FHserver_elites" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" //Firemode configuration SWEP.IronSightsPos = Vector(0,0,0) SWEP.IronSightsAng = Vector(0,0,0) SWEP.data = {} SWEP.mode = "semi" //The starting firemode SWEP.data.newclip = false //Do not change this SWEP.data.semi = {} SWEP.data.semi.Delay = 0.07 SWEP.data.semi.Cone = 0.021 SWEP.data.semi.ConeZoom = 0.018 //End of configuration function SWEP:ShootEffects() if self.left then self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK) else self.Weapon:SendWeaponAnim(ACT_VM_SECONDARYATTACK) end self.left = not self.left self.Owner:MuzzleFlash() self.Owner:SetAnimation( PLAYER_ATTACK1 ) end function SWEP:Think() if SinglePlayer() then self.data.singleplayer(self) end if self.data.init then self.Weapon:SetClip1( self.Weapon:Clip1() - 2 ) self.data.init = nil end if self.data.newclip then if self.data.newclip == 0 then self.data.newclip = false if self:Ammo1() > self.Primary.ClipSize - 2 then if self.data.oldclip == 0 then self.Weapon:SetClip1( self.Weapon:Clip1() - 2 ) if SERVER then self.Owner:GiveAmmo(2,self.Primary.Ammo,true) end elseif self.data.oldclip == 1 then self.Weapon:SetClip1( self.Weapon:Clip1() - 1 ) if SERVER then self.Owner:GiveAmmo(1,self.Primary.Ammo,true) end end elseif self:Ammo1() > self.Primary.ClipSize - 1 then if self.data.oldclip == 0 then self.Weapon:SetClip1( self.Weapon:Clip1() - 1 ) if SERVER then self.Owner:GiveAmmo(1,self.Primary.Ammo,true) end end end else self.data.newclip = self.data.newclip - 1 end end end [/CODE]
It isn't like that in CS:S It's in MW2. Just a little fix.
It is in the cs:s realistic weapons pack.
oh ok then i gues i dreamed it:S thnx anyway
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