im trying to make a custom sniper just for fun.
i have set function SWEP:ShouldDropOnDie to false yet it still drop when i die and i cant find out why if anyone can please find why i would highly appreciate it:
AddCSLuaFile()
SWEP.HoldType = "ar2"
if CLIENT then
SWEP.PrintName = "vice's sniper"
SWEP.Slot = 8
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 54
SWEP.Icon = "vgui/ttt/icon_scout"
SWEP.IconLetter = "n"
end
SWEP.Base = "weapon_tttbase"
SWEP.Kind = WEAPON_HEAVY
SWEP.WeaponID = AMMO_RIFLE
SWEP.AllowDelete = true
SWEP.AllowDrop = false
SWEP.Primary.Delay = 0.20
SWEP.Primary.Recoil = 0.1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "357"
SWEP.Primary.Damage = 1337
SWEP.Primary.Cone = 0.005
SWEP.Primary.ClipSize = 30
SWEP.Primary.ClipMax = 100 -- keep mirrored to ammo
SWEP.Primary.DefaultClip = 100
SWEP.Primary.Sound = Sound("Weapon_Scout.Single")
SWEP.Secondary.Sound = Sound("Default.Zoom")
SWEP.HeadshotMultiplier = 4
SWEP.AutoSpawnable = false
SWEP.Spawnable = true
SWEP.AmmoEnt = "item_ammo_357_ttt"
SWEP.UseHands = true
SWEP.ViewModel = Model("models/weapons/cstrike/c_snip_scout.mdl")
SWEP.WorldModel = Model("models/weapons/w_snip_scout.mdl")
SWEP.IronSightsPos = Vector( 5, -15, -2 )
SWEP.IronSightsAng = Vector( 2.6, 1.37, 3.5 )
function SWEP:SetZoom(state)
if CLIENT then
return
elseif IsValid(self.Owner) and self.Owner:IsPlayer() then
if state then
self.Owner:SetFOV(20, 0.3)
else
self.Owner:SetFOV(0, 0.2)
end
end
end
function SWEP:PrimaryAttack( worldsnd )
self.BaseClass.PrimaryAttack( self.Weapon, worldsnd )
self:SetNextSecondaryFire( CurTime() + 0.1 )
end
-- Add some zoom to ironsights for this gun
function SWEP:SecondaryAttack()
if not self.IronSightsPos then return end
if self:GetNextSecondaryFire() > CurTime() then return end
local bIronsights = not self:GetIronsights()
self:SetIronsights( bIronsights )
if SERVER then
self:SetZoom(bIronsights)
else
self:EmitSound(self.Secondary.Sound)
end
self:SetNextSecondaryFire( CurTime() + 0.3)
end
function SWEP:PreDrop()
self:SetZoom(false)
self:SetIronsights(false)
return self.BaseClass.PreDrop(self)
end
function SWEP:Reload()
if ( self:Clip1() == self.Primary.ClipSize or self.Owner:GetAmmoCount( self.Primary.Ammo ) <= 0 ) then return end
self:DefaultReload( ACT_VM_RELOAD )
self:SetIronsights( false )
self:SetZoom( false )
end
function SWEP:Holster()
self:SetIronsights(false)
self:SetZoom(false)
return true
end
if CLIENT then
local scope = surface.GetTextureID("sprites/scope")
function SWEP:DrawHUD()
if self:GetIronsights() then
surface.SetDrawColor( 0, 0, 0, 255 )
local scrW = ScrW()
local scrH = ScrH()
local x = scrW / 2.0
local y = scrH / 2.0
local scope_size = scrH
-- crosshair
local gap = 80
local length = scope_size
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
gap = 0
length = 50
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
-- cover edges
local sh = scope_size / 2
local w = (x - sh) + 2
surface.DrawRect(0, 0, w, scope_size)
surface.DrawRect(x + sh - 2, 0, w, scope_size)
-- cover gaps on top and bottom of screen
surface.DrawLine( 0, 0, scrW, 0 )
surface.DrawLine( 0, scrH - 1, scrW, scrH - 1 )
surface.SetDrawColor(255, 0, 0, 255)
surface.DrawLine(x, y, x + 1, y + 1)
-- scope
surface.SetTexture(scope)
surface.SetDrawColor(255, 255, 255, 255)
surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0)
else
return self.BaseClass.DrawHUD(self)
end
end
function SWEP:AdjustMouseSensitivity()
return (self:GetIronsights() and 0.2) or nil
end
end
function SWEP:ShouldDropOnDie()
return false
end
I believe TTT has its own built-in weapon dropping system.
[QUOTE=code_gs;51262935]I believe TTT has its own built-in weapon dropping system.[/QUOTE]
thanks i googled it specifically for ttt now and found this and it works:
SWEP.AllowDelete = false
SWEP.AllowDrop = false
function SWEP:OnDrop()
self:Remove()
end
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