• Customizing Fists
    2 replies, posted
Im going to use the regular Half-Life 2 fist but i cant figure out how to change the damage or the name What i want are fist called "The Bone Crushers" with a high damage Here is the weapon_fist.lua [code] AddCSLuaFile() SWEP.Author = "robotboy655 & MaxOfS2D" SWEP.Purpose = "Well we sure as heck didn't use guns! We would wrestle Hunters to the ground with our bare hands! I would get ten, twenty a day, just using my fists." SWEP.Spawnable = true SWEP.UseHands = true SWEP.ViewModel = "models/weapons/c_arms_citizen.mdl" SWEP.WorldModel = "" SWEP.ViewModelFOV = 52 SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Damage = 10 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.PrintName = "Fists" SWEP.Slot = 0 SWEP.SlotPos = 5 SWEP.DrawAmmo = false SWEP.DrawCrosshair = true local SwingSound = Sound( "weapons/slam/throw.wav" ) local HitSound = Sound( "Flesh.ImpactHard" ) function SWEP:Initialize() self:SetWeaponHoldType( "fist" ) end function SWEP:PreDrawViewModel( vm, wep, ply ) vm:SetMaterial( "engine/occlusionproxy" ) -- Hide that view model with hacky material end SWEP.HitDistance = 67 SWEP.AttackAnims = { "fists_left", "fists_right", "fists_uppercut" } function SWEP:PrimaryAttack() self.Owner:SetAnimation( PLAYER_ATTACK1 ) if ( !SERVER ) then return end -- We need this because attack sequences won't work otherwise in multiplayer local vm = self.Owner:GetViewModel() vm:ResetSequence( vm:LookupSequence( "fists_idle_01" ) ) local anim = self.AttackAnims[ math.random( 1, #self.AttackAnims ) ] timer.Simple( 0, function() if ( !IsValid( self ) || !IsValid( self.Owner ) || !self.Owner:GetActiveWeapon() || self.Owner:GetActiveWeapon() != self ) then return end local vm = self.Owner:GetViewModel() vm:ResetSequence( vm:LookupSequence( anim ) ) self:Idle() end ) timer.Simple( 0.05, function() if ( !IsValid( self ) || !IsValid( self.Owner ) || !self.Owner:GetActiveWeapon() || self.Owner:GetActiveWeapon() != self ) then return end if ( anim == "fists_left" ) then self.Owner:ViewPunch( Angle( 0, 16, 0 ) ) elseif ( anim == "fists_right" ) then self.Owner:ViewPunch( Angle( 0, -16, 0 ) ) elseif ( anim == "fists_uppercut" ) then self.Owner:ViewPunch( Angle( 16, -8, 0 ) ) end end ) timer.Simple( 0.2, function() if ( !IsValid( self ) || !IsValid( self.Owner ) || !self.Owner:GetActiveWeapon() || self.Owner:GetActiveWeapon() != self ) then return end if ( anim == "fists_left" ) then self.Owner:ViewPunch( Angle( 4, -16, 0 ) ) elseif ( anim == "fists_right" ) then self.Owner:ViewPunch( Angle( 4, 16, 0 ) ) elseif ( anim == "fists_uppercut" ) then self.Owner:ViewPunch( Angle( -32, 0, 0 ) ) end self.Owner:EmitSound( SwingSound ) end ) timer.Simple( 0.2, function() if ( !IsValid( self ) || !IsValid( self.Owner ) || !self.Owner:GetActiveWeapon() || self.Owner:GetActiveWeapon() != self ) then return end self:DealDamage( anim ) end ) self:SetNextPrimaryFire( CurTime() + 0.9 ) end function SWEP:DealDamage( anim ) local tr = util.TraceLine( { start = self.Owner:GetShootPos(), endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance, filter = self.Owner } ) if ( !IsValid( tr.Entity ) ) then tr = util.TraceHull( { start = self.Owner:GetShootPos(), endpos = self.Owner:GetShootPos() + self.Owner:GetAimVector() * self.HitDistance, filter = self.Owner, mins = self.Owner:OBBMins() / 3, maxs = self.Owner:OBBMaxs() / 3 } ) end if ( tr.Hit ) then self.Owner:EmitSound( HitSound ) end if ( IsValid( tr.Entity ) && ( tr.Entity:IsNPC() || tr.Entity:IsPlayer() ) ) then local dmginfo = DamageInfo() dmginfo:SetDamage( self.Primary.Damage ) if ( anim == "fists_left" ) then dmginfo:SetDamageForce( self.Owner:GetRight() * 49125 + self.Owner:GetForward() * 99984 ) -- Yes we need those specific numbers elseif ( anim == "fists_right" ) then dmginfo:SetDamageForce( self.Owner:GetRight() * -49124 + self.Owner:GetForward() * 99899 ) elseif ( anim == "fists_uppercut" ) then dmginfo:SetDamageForce( self.Owner:GetUp() * 51589 + self.Owner:GetForward() * 100128 ) end dmginfo:SetInflictor( self ) local attacker = self.Owner if ( !IsValid( attacker ) ) then attacker = self end dmginfo:SetAttacker( attacker ) tr.Entity:TakeDamageInfo( dmginfo ) end end function SWEP:SecondaryAttack() end function SWEP:Idle() local vm = self.Owner:GetViewModel() timer.Create( "fists_idle" .. self:EntIndex(), vm:SequenceDuration(), 1, function() vm:ResetSequence( vm:LookupSequence( "fists_idle_0" .. math.random( 1, 2 ) ) ) end ) end function SWEP:OnRemove() if ( IsValid( self.Owner ) ) then local vm = self.Owner:GetViewModel() if ( IsValid( vm ) ) then vm:SetMaterial( "" ) end end timer.Stop( "fists_idle" .. self:EntIndex() ) end function SWEP:Holster( wep ) self:OnRemove() return true end function SWEP:Deploy() local vm = self.Owner:GetViewModel() vm:ResetSequence( vm:LookupSequence( "fists_draw" ) ) self:Idle() return true end [/code]
I don't know either. [code]SWEP.PrintName = "Fists"[/code] [code]SWEP.Primary.Damage = 10[/code] How can this be more obvious than it is?
Oh,ok thanks i looked through it and now i see it. i appreciate you telling me rather than ignoring this post
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