Guns Being Lowerd

is there a way to lower guns maybe by using Shift + left mouse button so they cant shoot until you press shift+mouse button 1 again???

[lua]
–[[
Name: “sh_cider_usp45.lua”.
Product: “Cider (Roleplay)”.
–]]

if ( !cider.plugin.get(“Generic”) ) then return; end;

– Define the item table.
local ITEM = {};

– Set some information about the item.
ITEM.name = “USP .45”;
ITEM.size = 1;
ITEM.cost = 1000;
ITEM.team = TEAM_ARMSDEALER;
ITEM.model = “models/weapons/w_pist_usp.mdl”;
ITEM.batch = 5;
ITEM.store = true;s
ITEM.weapon = true;
ITEM.plural = “USP .45s”;
ITEM.uniqueID = “cider_usp45”;
ITEM.description = “A powerful pistol with burst fire and a silencer.”;

– Called when a player uses the item.
function ITEM:onUse(player)
if ( !player:HasWeapon(self.uniqueID) ) then
player:Give(self.uniqueID);
player:SelectWeapon(self.uniqueID);

	-- Return here because we're going to use the item.
	return;
end;

-- Select the weapon.
player:SelectWeapon(self.uniqueID);

-- Return false because we already have this item out.
return false;

end;

– Called when a player drops the item.
function ITEM:onDrop(player, position) end;

– Called when a player destroys the item.
function ITEM:onDestroy(player) end;

– Register the item.
cider.item.register(ITEM);
[/lua]

or

[lua]
–[[
Name: “shared.lua”.
Product: “Cider (Roleplay)”.
–]]

if (SERVER) then
AddCSLuaFile(“shared.lua”);
else
SWEP.DrawAmmo = true;
SWEP.DrawCrosshair = false;
SWEP.ViewModelFlip = true;
SWEP.CSMuzzleFlashes = true;
SWEP.CustomCrosshair = true;
SWEP.Slot = 1;
SWEP.SlotPos = 5;
SWEP.IconLetter = “a”;
SWEP.DrawWeaponInfoBox = true;
end;

– Set the base and category.
SWEP.Base = “rg_base”;
SWEP.Category = “Cider”;

– Set some shared information.
SWEP.PrintName = “USP .45”;
SWEP.Author = “********”;
SWEP.Purpose = “A powerful pistol with burst fire and a silencer.”;
SWEP.Instructions = “Primary Fire: Shoot.
Use + Primary Fire: Attach/Detach the silencer.
Use + Secondary Fire: Change the fire mode.”;
SWEP.Spawnable = false;
SWEP.AdminSpawnable = false;
SWEP.Weight = 5;
SWEP.AutoSwitchTo = false;
SWEP.AutoSwitchFrom = false;
SWEP.HoldType = “pistol”;
SWEP.FiresUnderwater = false;
SWEP.HasLaser = false;
SWEP.HasSilencer = true;
SWEP.CanPenetrate = true;
SWEP.CanPenetrateWorld = true;
SWEP.AnimationFix = 0.25;
SWEP.BulletTracer = 1;

– Set some information for the primary fire.
SWEP.Primary.Sound = Sound(“Weapon_USP.Single”);
SWEP.Primary.Damage = 12.5;
SWEP.Primary.NumShots = 1;
SWEP.Primary.ClipSize = 12;
SWEP.Primary.DefaultClip = 12;
SWEP.Primary.Ammo = “pistol”;

– Set some information for the secondary fire.
SWEP.Secondary.ClipSize = -1;
SWEP.Secondary.DefaultClip = -1;

– Set some information about the recoil and spray.
SWEP.RecoverTime = 0.65;
SWEP.MinSpread = 0.02;
SWEP.MaxSpread = 0.05;
SWEP.DeltaSpread = 0.012;
SWEP.MinRecoil = 1;
SWEP.MaxRecoil = 5;
SWEP.DeltaRecoil = 1;
SWEP.MinSpray = 0;
SWEP.MaxSpray = 2;
SWEP.DeltaSpray = 0.25;

– Set some information about the iron sights.
SWEP.IronSightsPos = Vector(4.5106, -6.4072, 2.3808);
SWEP.IronSightsAng = Vector(2.0239, -0.0813, 0.5508);
SWEP.IronSightZoom = 1;
SWEP.UseScope = false;
SWEP.ScopeScale = 0.4;
SWEP.ScopeZooms = {4, 8};
SWEP.DrawSniperSights = false;
SWEP.DrawRifleSights = false;

– Set some information about the model and visual effects.
SWEP.ViewModel = “models/weapons/v_pist_usp.mdl”;
SWEP.WorldModel = “models/weapons/w_pist_usp.mdl”;
SWEP.MuzzleEffect = “rg_muzzle_pistol”;
SWEP.ShellEffect = “rg_shelleject”;
SWEP.MuzzleAttachment = “1”;
SWEP.ShellEjectAttachment = “2”;

– Set some modifier information.
SWEP.CrouchModifier = 0.7;
SWEP.IronSightModifier = 0.4;
SWEP.RunModifier = 1.5;
SWEP.JumpModifier = 2;

– Set some information about the available fire modes and RPM.
SWEP.AvailableFireModes = {“Semi”, “Burst”};
SWEP.SemiRPM = 350;
SWEP.BurstRPM = 850;
[/lua]

So you don’t bother asking me about this? :frowning:

Talk on steam and I will do this for you.

you were offline

It probably won’t get done by tomorrow anyway by someone here.

I’ll talk to you tomorrow and do it.

kk cheers mate