• Fus Ro Dah SWEP
    1 replies, posted
Could someone port this swep for GMod 13? this swep was made by Kwestin Mark Ga shared.lua [QUOTE]if( SERVER ) then AddCSLuaFile( "shared.lua" ); end if( CLIENT ) then SWEP.PrintName = "Fus Ro Dah"; SWEP.Slot = 3; SWEP.SlotPos = 3; SWEP.DrawAmmo = false; SWEP.DrawCrosshair = true; SWEP.WepSelectIcon = null end SWEP.Author = "KwestinMarkGames (music by sbeast64)" SWEP.Instructions = "Point and Push" SWEP.Contact = "booglyboot@hotmail.com" SWEP.Purpose = "Force Balance Push away whomever you want" SWEP.ViewModelFOV = 75 SWEP.ViewModelFlip = false SWEP.Spawnable = false SWEP.AdminSpawnable = true SWEP.NextStrike = 0; SWEP.ViewModel = "" SWEP.WorldModel = "" -------------Primary Fire Attributes---------------------------------------- SWEP.Primary.Delay = 5 --In seconds SWEP.Primary.Recoil = 5 --Gun Kick SWEP.Primary.Damage = 5 --Damage per Bullet SWEP.Primary.NumShots = 1 --Number of shots per one fire SWEP.Primary.Cone = 0 --Bullet Spread SWEP.Primary.ClipSize = -1 --Use "-1 if there are no clips" SWEP.Primary.DefaultClip = -1 --Number of shots in next clip SWEP.Primary.Automatic = false --Pistol fire (false) or SMG fire (true) SWEP.Primary.Ammo = "none" --Ammo Type util.PrecacheSound("player/shout/rodah.wav") util.PrecacheSound("player/shout/fus.wav") util.PrecacheSound("player/shout/epic.wav") function SWEP:Initialize() if( SERVER ) then self:SetWeaponHoldType("normal"); end self.Hit = { Sound( "player/shout/rodah.wav" )}; self.FleshHit = { Sound( "player/shout/rodah.wav" ) } ; end function SWEP:Precache() end function SWEP:Deploy() self.Weapon:SendWeaponAnim( ACT_VM_IDLE ); return true; end function SWEP:PrimaryAttack() if( CurTime() < self.NextStrike ) then return; end self.Weapon:EmitSound("player/shout/fus.wav") self.NextStrike = ( CurTime() + 1 ); timer.Simple( 1.80, self.AttackAnim, self ) timer.Simple( 2.40, function() self.Weapon:SendWeaponAnim( ACT_VM_IDLE ) end) timer.Simple( 2.0, self.ShootBullets, self ) self.Owner:SetAnimation( PLAYER_ATTACK1 ); end function SWEP:ShootBullets() self.Weapon:EmitSound(""); local trace = self.Owner:GetEyeTrace(); if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 130 then if( trace.Entity:IsPlayer() or trace.Entity:IsNPC() or trace.Entity:GetClass() =="prop_ragdoll" ) then timer.Simple(0, game.ConsoleCommand, "host_timescale 0.5\n") timer.Simple(0.5, game.ConsoleCommand, "host_timescale 1\n") self.Owner:EmitSound( self.FleshHit[math.random(1,#self.FleshHit)] ); else self.Owner:EmitSound( self.Hit[math.random(1,#self.Hit)] ); end bullet = {} bullet.Num = 5 bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector(0.04, 0.04, 0.04) bullet.Tracer = 0 bullet.Force = 100000000000 bullet.Damage = 1000 self.Owner:FireBullets(bullet) end if trace.Entity:GetClass() == "prop_door_rotating" then trace.Entity:EmitSound(Sound("physics/wood/wood_box_impact_hard3.wav")) trace.Entity:Fire("open", "", .001) trace.Entity:Fire("unlock", "", .001) local pos = trace.Entity:GetPos() local ang = trace.Entity:GetAngles() local model = trace.Entity:GetModel() local skin = trace.Entity:GetSkin() trace.Entity:SetNotSolid(true) trace.Entity:SetNoDraw(true) local function ResetDoor(door, fakedoor) door:SetNotSolid(false) door:SetNoDraw(false) fakedoor:Remove() end local norm = (pos - self.Owner:GetPos()):Normalize() local push = 10000000000 * norm local ent = ents.Create("prop_physics") ent:SetPos(pos) ent:SetAngles(ang) ent:SetModel(model) if(skin) then ent:SetSkin(skin) end ent:Spawn() timer.Simple(.01, ent.SetVelocity, ent, push) timer.Simple(.01, ent:GetPhysicsObject().ApplyForceCenter, ent:GetPhysicsObject(), push) timer.Simple(140, ResetDoor, trace.Entity, ent) end end function SWEP:SecondaryAttack() if( CurTime() < self.NextStrike ) then return; end self.Weapon:EmitSound("player/shout/epic.wav") self.NextStrike = ( CurTime() + 15.5 ); end function SWEP:AttackAnim() self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) end [/QUOTE] and add blueish effect please if you can :)
If you pay someone, they might :D
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