[B]With The code for a lockpick:[/B]
[CODE]if SERVER then
AddCSLuaFile("shared.lua")
end
if CLIENT then
SWEP.PrintName = "Master Lock Pick"
SWEP.Slot = 5
SWEP.SlotPos = 1
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = false
end
-- Variables that are used on both client and server
SWEP.Author = "Rickster"
SWEP.Instructions = "Left click to pick a lock"
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.ViewModelFOV = 62
SWEP.ViewModelFlip = false
SWEP.ViewModel = Model("models/weapons/v_crowbar.mdl")
SWEP.WorldModel = Model("models/weapons/w_crowbar.mdl")
SWEP.Spawnable = false
SWEP.AdminSpawnable = true
SWEP.Sound = Sound("physics/wood/wood_box_impact_hard3.wav")
SWEP.Primary.ClipSize = -1 -- Size of a clip
SWEP.Primary.DefaultClip = 0 -- Default number of bullets in a clip
SWEP.Primary.Automatic = false -- Automatic/Semi Auto
SWEP.Primary.Ammo = ""
SWEP.Secondary.ClipSize = -1 -- Size of a clip
SWEP.Secondary.DefaultClip = -1 -- Default number of bullets in a clip
SWEP.Secondary.Automatic = false -- Automatic/Semi Auto
SWEP.Secondary.Ammo = ""
SWEP.LockPickTime = 8
/*---------------------------------------------------------
Name: SWEP:Initialize()
Desc: Called when the weapon is first loaded
---------------------------------------------------------*/
function SWEP:Initialize()
self:SetWeaponHoldType("normal")
end
if CLIENT then
usermessage.Hook("lockpick_time", function(um)
local wep = um:ReadEntity()
local time = um:ReadLong()
wep.LockPickTime = time
wep.EndPick = CurTime() + time
end)
usermessage.Hook("IsFadingDoor", function(um) -- Set isFadingDoor clientside (this is the best way I could think of to do this, if anyone can think of a better way feel free to change it.
local door = um:ReadEntity()
if IsValid(door) then
door.isFadingDoor = false
end
end)
end
/*---------------------------------------------------------
Name: SWEP:PrimaryAttack()
Desc: +attack1 has been pressed
---------------------------------------------------------*/
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + 2)
if self.IsLockPicking then return end
local trace = self.Owner:GetEyeTrace()
local e = trace.Entity
if SERVER and e.isFadingDoor then SendUserMessage("IsFadingDoor", self.Owner, e) end -- The fading door tool only sets isFadingDoor serverside, for the lockpick to work we need this to be set clientside too.
if IsValid(e) and trace.HitPos:Distance(self.Owner:GetShootPos()) <= 100 and (e:IsDoor() or e:IsVehicle() or string.find(string.lower(e:GetClass()), "vehicle") or e.isFadingDoor) then
self.IsLockPicking = true
self.StartPick = CurTime()
if SERVER then
self.LockPickTime = math.Rand(10, 30)
umsg.Start("lockpick_time", self.Owner)
umsg.Entity(self)
umsg.Long(self.LockPickTime)
umsg.End()
end
self.EndPick = CurTime() + self.LockPickTime
self:SetWeaponHoldType("pistol")
if SERVER then
timer.Create("LockPickSounds", 1, self.LockPickTime, function()
if not IsValid(self) then return end
local snd = {1,3,4}
self:EmitSound("weapons/357/357_reload".. tostring(snd[math.random(1, #snd)]) ..".wav", 50, 100)
end)
elseif CLIENT then
self.Dots = self.Dots or ""
timer.Create("LockPickDots", 0.5, 0, function()
if not self:IsValid() then timer.Destroy("LockPickDots") return end
local len = string.len(self.Dots)
local dots = {[0]=".", [1]="..", [2]="...", [3]=""}
self.Dots = dots[len]
end)
end
end
end
function SWEP:Holster()
self.IsLockPicking = false
if SERVER then timer.Destroy("LockPickSounds") end
if CLIENT then timer.Destroy("LockPickDots") end
return true
end
function SWEP:Succeed()
self.IsLockPicking = false
self:SetWeaponHoldType("normal")
local trace = self.Owner:GetEyeTrace()
if trace.Entity.isFadingDoor and trace.Entity.fadeActivate then
if not trace.Entity.fadeActive then
trace.Entity:fadeActivate()
timer.Simple(5, function() if trace.Entity.fadeActive then trace.Entity:fadeDeactivate() end end)
end
elseif IsValid(trace.Entity) and trace.Entity.Fire then
trace.Entity:Fire("unlock", "", .5)
trace.Entity:Fire("open", "", .6)
trace.Entity:Fire("setanimation","open",.6)
end
if SERVER then timer.Destroy("LockPickSounds") end
if CLIENT then timer.Destroy("LockPickDots") end
end
function SWEP:Fail()
self.IsLockPicking = false
self:SetWeaponHoldType("normal")
if SERVER then timer.Destroy("LockPickSounds") end
if CLIENT then timer.Destroy("LockPickDots") end
end
function SWEP:Think()
if self.IsLockPicking then
local trace = self.Owner:GetEyeTrace()
if not IsValid(trace.Entity) then
self:Fail()
end
if trace.HitPos:Distance(self.Owner:GetShootPos()) > 100 or (not trace.Entity:IsDoor() and not trace.Entity:IsVehicle() and not string.find(string.lower(trace.Entity:GetClass()), "vehicle") and not trace.Entity.isFadingDoor) then
self:Fail()
end
if self.EndPick <= CurTime() then
self:Succeed()
end
end
end
function SWEP:DrawHUD()
if self.IsLockPicking then
self.Dots = self.Dots or ""
local w = ScrW()
local h = ScrH()
local x,y,width,height = w/2-w/10, h/ 2, w/5, h/15
draw.RoundedBox(8, x, y, width, height, Color(10,10,10,120))
local time = self.EndPick - self.StartPick
local curtime = CurTime() - self.StartPick
local status = curtime/time
local BarWidth = status * (width - 16) + 8
draw.RoundedBox(8, x+8, y+8, BarWidth, height - 16, Color(255-(status*255), 0+(status*255), 0, 255))
draw.SimpleText("Picking lock"..self.Dots, "Trebuchet24", w/2, h/2 + height/2, Color(255,255,255,255), 1, 1)
end
end
function SWEP:SecondaryAttack()
self:PrimaryAttack()
end[/CODE]
How can i make it shorten the lockpick time to only 8 seconds?
It appears that you should only need to change this
self.LockPickTime = math.Rand(10, 30)
to
self.LockPickTime = 8