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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