[lua=SWEP]
if SERVER then
AddCSLuaFile( "shared.lua" )
end
if CLIENT then
SWEP.PrintName = "Mustang and Sally(WIP)"
SWEP.Slot = 7 -- add 1 to get the slot number key
SWEP.ViewModelFOV = 72
SWEP.ViewModelFlip = true
end
SWEP.Base = "weapon_tttbase"
SWEP.HoldType = "fist"
SWEP.Primary.Delay = 0.08
SWEP.Primary.Recoil = 1.9
SWEP.Primary.Automatic = false
SWEP.Primary.Damage = 75
SWEP.Primary.Cone = 0.025
SWEP.Primary.Ammo = "smg1"
SWEP.Primary.ClipSize = 4
SWEP.Primary.ClipMax = 4
SWEP.Primary.DefaultClip = 4
SWEP.Primary.Sound = Sound( "/sound/sally.wav" )
SWEP.IronSightsPos = Vector( 6.05, -5, 2.4 )
SWEP.IronSightsAng = Vector( 2.2, -0.1, 0 )
SWEP.ViewModel = "models/weapons/v_pist_elite.mdl"
SWEP.WorldModel = "models/weapons/w_pist_elite.mdl"
SWEP.Kind = WEAPON_EQUIP1
SWEP.AutoSpawnable = false
SWEP.AmmoEnt = "none"
SWEP.CanBuy = { }
.
SWEP.InLoadoutFor = nil
SWEP.LimitedStock = false
SWEP.AllowDrop = false
SWEP.IsSilent = false
SWEP.NoSights = true
if CLIENT then
SWEP.Icon = "VGUI/ttt/icon_myserver_ak47"
SWEP.EquipMenuData = {
type = "Weapon",
desc = "You shoot bombs now. Pack a fuckin punch."
};
end
if SERVER then
resource.AddFile("materials/VGUI/ttt/icon_myserver_ak47.vmt")
end
function SWEP:throw_attack(range)
self.BaseClass.ShootEffects (self);
if (!SERVER) then return end;
local ent = ents.Create ("npc_grenade_frag");
ent:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 14));
ent:SetAngles (self.Owner:EyeAngles());
ent:SetOwner(self.Owner)
ent:Input("settimer",self.Owner,self.Owner,"4")
ent:Spawn();
local phys = ent:GetPhysicsObject();
phys:ApplyForceCenter (self.Owner:GetAimVector():GetNormalized() * range);
end
function SWEP:PrimaryAttack()
self:throw_attack (700);
self.Weapon:SetNextPrimaryFire( CurTime() + 0.9 )
self.Owner:ViewPunch( Angle( -5, 0, 0 ) )
end
[/lua]
So my question is, how do I make the SWEP have limited ammo, cause for some reason it is not working.
Also, how do I make it show up as the shooter doing the damage in the dlogs?
And I think I may have to recode the frag itself for this, but is there any way I can make the frag explode on impact?
Weapon:TakePrimaryAmmo( num )
[QUOTE=Robotboy655;41805002]Weapon:TakePrimaryAmmo( num )[/QUOTE]
Doesn't seem to work.
[QUOTE=Th3applek1d;41805261]Doesn't seem to work.[/QUOTE]
You are using it incorrectly then. Look how it is done in weapon_base SWEP. You can find it in gamemodes/gamemode/base/entities/weapons/
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