Hi. I have a problem. There is a weapon for the gamemode TTT called Genji Katana. I’ve edited the code quite a bit improving it in a few ways, but it remains un-usable. Why? The hit box for it is literally a quarter of a pixel. You CANNOT hit someone moving as the hitbox is too small and latency exists.
AddCSLuaFile()
resource.AddFile("sound/weapons/genji/genjidraw.wav")
resource.AddFile("sound/weapons/genji/genjiyell.wav")
resource.AddFile("sound/weapons/genji/genjiyelltwo.wav")
resource.AddFile("sound/weapons/katana/katana_swing_miss.wav")
resource.AddFile("sound/weapons/katana/katana_impact_world1.wav")
SWEP.PrintName = "Genji's Katana"
SWEP.Author = "Rising Darkness"
SWEP.Instructions = "You know the drill"
SWEP.Category = "Overwatch"
SWEP.Spawnable= true
SWEP.AdminSpawnable= true
SWEP.AdminOnly = false
SWEP.Base = "weapon_tttbase"
SWEP.Kind = WEAPON_EQUIP1
SWEP.AutoSpawnable = false
SWEP.AmmoEnt = ""
SWEP.InLoadoutFor = nil
SWEP.AllowDrop = true
SWEP.IsSilent = false
SWEP.NoSights = false
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.Icon = "entities/genji_melee"
SWEP.EquipMenuData = {
type = "Weapon",
desc = [[You know the drill]]
};
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/melee/v_katana.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = false
SWEP.ViewModelBoneMods = {
["ValveBiped.base"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, -0.86, -0.005), angle = Angle(0, 0, 0) },
["ValveBiped.Bip01_L_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(-1.859, -1.543, -2.842), angle = Angle(0, 0, 0) },
["ValveBiped.Bip01_L_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(-0.389, 0, 0), angle = Angle(-8.622, -51.949, 0) }
}
SWEP.Slot = 7
SWEP.UseHands = true
SWEP.HoldType = "melee2"
SWEP.FiresUnderwater = true
SWEP.DrawCrosshair = true
SWEP.DrawAmmo = true
SWEP.ReloadSound = Sound("weapons/pistol_reload_scout.wav")
SWEP.CSMuzzleFlashes = true
SWEP.Primary.Sound = Sound("weapons/doom_sniper_smg.wav")
SWEP.Primary.Damage = 10
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.ClipSize = -1
SWEP.Primary.Ammo = "no"
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Spread = 0
SWEP.Primary.NumberofShots = 1
SWEP.Primary.Automatic = true
SWEP.Primary.Recoil = 0
SWEP.Primary.Delay = 0.6
SWEP.Primary.Force = 5
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.Delay = 1.8
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.WElements = {
["sword"] = { type = "Model", model = "models/weapons/melee/w_katana.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.719, 1.939, -1.162), angle = Angle(180, 180, 0), size = Vector(1.016, 1.016, 1.016), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
function SWEP:Initialize()
// other initialize code goes here
self:SetHoldType("melee2")
if CLIENT then
// Create a new table for every weapon instance
self.VElements = table.FullCopy( self.VElements )
self.WElements = table.FullCopy( self.WElements )
self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
self:CreateModels(self.VElements) // create viewmodels
self:CreateModels(self.WElements) // create worldmodels
// init view model bone build function
if IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)
// Init viewmodel visibility
if (self.ShowViewModel == nil or self.ShowViewModel) then
vm:SetColor(Color(255,255,255,255))
else
// we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
vm:SetColor(Color(255,255,255,1))
// ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
// however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
vm:SetMaterial("Debug/hsv")
end
end
end
end
end
function SWEP:Deploy()
self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
self.Owner:EmitSound(Sound("weapons/genji/genjidraw.wav"))
end
function SWEP:PrimaryAttack()
if !IsValid(self) or !IsValid(self.Owner) then return end
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:EmitSound("weapons/katana/katana_swing_miss.wav")--slash in the wind sound here
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
timer.Simple(0.01, function()
if IsValid(self) then
self:Slash()
end
end)
self.Weapon:SendWeaponAnim( ACT_VM_MISSCENTER )
self.Owner:SetAnimation( PLAYER_ATTACK1 )
end
function SWEP:Slash()
if !IsValid(self) or !IsValid(self.Owner) then return end
pos = self.Owner:GetShootPos()
ang = self.Owner:GetAimVector()
damagedice = math.Rand(6,10)
pain = self.Primary.Damage * damagedice
if SERVER and IsValid(self.Owner) then
local slash = {}
slash.start = pos
slash.endpos = pos + (ang * 70)
slash.filter = self.Owner
slash.mins = Vector(-5, -5, 0)
slash.maxs = Vector(5, 5, 5)
local slashtrace = util.TraceHull(slash)
if slashtrace.Hit then
targ = slashtrace.Entity
if targ:IsPlayer() or targ:IsNPC() then
self.Owner:EmitSound("weapons/katana/katana_impact_world1.wav")
paininfo = DamageInfo()
paininfo:SetDamage(pain)
paininfo:SetDamageType(DMG_SLASH)
paininfo:SetAttacker(self.Owner)
paininfo:SetInflictor(self.Weapon)
local RandomForce = math.random(1000,20000)
paininfo:SetDamageForce(slashtrace.Normal * RandomForce)
if targ:IsPlayer() then
targ:ViewPunch( Angle( -10, -20, 0 ) )
end
if SERVER then
local blood = targ:GetBloodColor()
local fleshimpact = EffectData()
fleshimpact:SetEntity(self.Weapon)
fleshimpact:SetOrigin(slashtrace.HitPos)
fleshimpact:SetNormal(slashtrace.HitPos)
if blood >= 0 then
fleshimpact:SetColor(blood)
util.Effect("BloodImpact", fleshimpact)
end
end
if SERVER then targ:TakeDamageInfo(paininfo) end
else
look = self.Owner:GetEyeTrace()
util.Decal("ManhackCut", look.HitPos + look.HitNormal, look.HitPos - look.HitNormal )
end
end
end
end
function SWEP:SecondaryAttack()
self:SetNextSecondaryFire( CurTime() + 1.8 )
self.Owner:SetVelocity(self.Owner:GetForward() * 500 )
end
function SWEP:Reload()
end
function SWEP:Holster()
if CLIENT and IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)
end
end
return true
end
function SWEP:OnRemove()
if CLIENT and IsValid(self.Owner) and self.Owner == LocalPlayer() and self.Owner:Alive() then
RunConsoleCommand("lastinv")
end
end
if CLIENT then
SWEP.vRenderOrder = nil
function SWEP:ViewModelDrawn()
local vm = self.Owner:GetViewModel()
if !IsValid(vm) then return end
if (!self.VElements) then return end
self:UpdateBonePositions(vm)
if (!self.vRenderOrder) then
// we build a render order because sprites need to be drawn after models
self.vRenderOrder = {}
for k, v in pairs( self.VElements ) do
if (v.type == "Model") then
table.insert(self.vRenderOrder, 1, k)
elseif (v.type == "Sprite" or v.type == "Quad") then
table.insert(self.vRenderOrder, k)
end
end
end
for k, name in ipairs( self.vRenderOrder ) do
local v = self.VElements[name]
if (!v) then self.vRenderOrder = nil break end
if (v.hide) then continue end
local model = v.modelEnt
local sprite = v.spriteMaterial
if (!v.bone) then continue end
local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
if (!pos) then continue end
if (v.type == "Model" and IsValid(model)) then
model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
model:SetAngles(ang)
//model:SetModelScale(v.size)
local matrix = Matrix()
matrix:Scale(v.size)
model:EnableMatrix( "RenderMultiply", matrix )
if (v.material == "") then
model:SetMaterial("")
elseif (model:GetMaterial() != v.material) then
model:SetMaterial( v.material )
end
if (v.skin and v.skin != model:GetSkin()) then
model:SetSkin(v.skin)
end
if (v.bodygroup) then
for k, v in pairs( v.bodygroup ) do
if (model:GetBodygroup(k) != v) then
model:SetBodygroup(k, v)
end
end
end
if (v.surpresslightning) then
render.SuppressEngineLighting(true)
end
render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
render.SetBlend(v.color.a/255)
model:DrawModel()
render.SetBlend(1)
render.SetColorModulation(1, 1, 1)
if (v.surpresslightning) then
render.SuppressEngineLighting(false)
end
elseif (v.type == "Sprite" and sprite) then
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
render.SetMaterial(sprite)
render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
elseif (v.type == "Quad" and v.draw_func) then
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
cam.Start3D2D(drawpos, ang, v.size)
v.draw_func( self )
cam.End3D2D()
end
end
end
SWEP.wRenderOrder = nil
function SWEP:DrawWorldModel()
if (self.ShowWorldModel == nil or self.ShowWorldModel) then
self:DrawModel()
end
if (!self.WElements) then return end
if (!self.wRenderOrder) then
self.wRenderOrder = {}
for k, v in pairs( self.WElements ) do
if (v.type == "Model") then
table.insert(self.wRenderOrder, 1, k)
elseif (v.type == "Sprite" or v.type == "Quad") then
table.insert(self.wRenderOrder, k)
end
end
end
if (IsValid(self.Owner)) then
bone_ent = self.Owner
else
// when the weapon is dropped
bone_ent = self
end
for k, name in pairs( self.wRenderOrder ) do
local v = self.WElements[name]
if (!v) then self.wRenderOrder = nil break end
if (v.hide) then continue end
local pos, ang
if (v.bone) then
pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent )
else
pos, ang = self:GetBoneOrientation( self.WElements, v, bone_ent, "ValveBiped.Bip01_R_Hand" )
end
if (!pos) then continue end
local model = v.modelEnt
local sprite = v.spriteMaterial
if (v.type == "Model" and IsValid(model)) then
model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
model:SetAngles(ang)
//model:SetModelScale(v.size)
local matrix = Matrix()
matrix:Scale(v.size)
model:EnableMatrix( "RenderMultiply", matrix )
if (v.material == "") then
model:SetMaterial("")
elseif (model:GetMaterial() != v.material) then
model:SetMaterial( v.material )
end
if (v.skin and v.skin != model:GetSkin()) then
model:SetSkin(v.skin)
end
if (v.bodygroup) then
for k, v in pairs( v.bodygroup ) do
if (model:GetBodygroup(k) != v) then
model:SetBodygroup(k, v)
end
end
end
if (v.surpresslightning) then
render.SuppressEngineLighting(true)
end
render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
render.SetBlend(v.color.a/255)
model:DrawModel()
render.SetBlend(1)
render.SetColorModulation(1, 1, 1)
if (v.surpresslightning) then
render.SuppressEngineLighting(false)
end
elseif (v.type == "Sprite" and sprite) then
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
render.SetMaterial(sprite)
render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
elseif (v.type == "Quad" and v.draw_func) then
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
cam.Start3D2D(drawpos, ang, v.size)
v.draw_func( self )
cam.End3D2D()
end
end
end
function SWEP:GetBoneOrientation( basetab, tab, ent, bone_override )
local bone, pos, ang
if (tab.rel and tab.rel != "") then
local v = basetab[tab.rel]
if (!v) then return end
// Technically, if there exists an element with the same name as a bone
// you can get in an infinite loop. Let's just hope nobody's that stupid.
pos, ang = self:GetBoneOrientation( basetab, v, ent )
if (!pos) then return end
pos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
else
bone = ent:LookupBone(bone_override or tab.bone)
if (!bone) then return end
pos, ang = Vector(0,0,0), Angle(0,0,0)
local m = ent:GetBoneMatrix(bone)
if (m) then
pos, ang = m:GetTranslation(), m:GetAngles()
end
if (IsValid(self.Owner) and self.Owner:IsPlayer() and
ent == self.Owner:GetViewModel() and self.ViewModelFlip) then
ang.r = -ang.r // Fixes mirrored models
end
end
return pos, ang
end
function SWEP:CreateModels( tab )
if (!tab) then return end
// Create the clientside models here because Garry says we can't do it in the render hook
for k, v in pairs( tab ) do
if (v.type == "Model" and v.model and v.model != "" and (!IsValid(v.modelEnt) or v.createdModel != v.model) and
string.find(v.model, ".mdl") and file.Exists (v.model, "GAME") ) then
v.modelEnt = ClientsideModel(v.model, RENDER_GROUP_VIEW_MODEL_OPAQUE)
if (IsValid(v.modelEnt)) then
v.modelEnt:SetPos(self:GetPos())
v.modelEnt:SetAngles(self:GetAngles())
v.modelEnt:SetParent(self)
v.modelEnt:SetNoDraw(true)
v.createdModel = v.model
else
v.modelEnt = nil
end
elseif (v.type == "Sprite" and v.sprite and v.sprite != "" and (!v.spriteMaterial or v.createdSprite != v.sprite)
and file.Exists ("materials/"..v.sprite..".vmt", "GAME")) then
local name = v.sprite.."-"
local params = { ["$basetexture"] = v.sprite }
// make sure we create a unique name based on the selected options
local tocheck = { "nocull", "additive", "vertexalpha", "vertexcolor", "ignorez" }
for i, j in pairs( tocheck ) do
if (v[j]) then
params["$"..j] = 1
name = name.."1"
else
name = name.."0"
end
end
v.createdSprite = v.sprite
v.spriteMaterial = CreateMaterial(name,"UnlitGeneric",params)
end
end
end
local allbones
local hasGarryFixedBoneScalingYet = false
function SWEP:UpdateBonePositions(vm)
if self.ViewModelBoneMods then
if (!vm:GetBoneCount()) then return end
// !! WORKAROUND !! //
// We need to check all model names :/
local loopthrough = self.ViewModelBoneMods
if (!hasGarryFixedBoneScalingYet) then
allbones = {}
for i=0, vm:GetBoneCount() do
local bonename = vm:GetBoneName(i)
if (self.ViewModelBoneMods[bonename]) then
allbones[bonename] = self.ViewModelBoneMods[bonename]
else
allbones[bonename] = {
scale = Vector(1,1,1),
pos = Vector(0,0,0),
angle = Angle(0,0,0)
}
end
end
loopthrough = allbones
end
// !! ----------- !! //
for k, v in pairs( loopthrough ) do
local bone = vm:LookupBone(k)
if (!bone) then continue end
// !! WORKAROUND !! //
local s = Vector(v.scale.x,v.scale.y,v.scale.z)
local p = Vector(v.pos.x,v.pos.y,v.pos.z)
local ms = Vector(1,1,1)
if (!hasGarryFixedBoneScalingYet) then
local cur = vm:GetBoneParent(bone)
while(cur >= 0) do
local pscale = loopthrough[vm:GetBoneName(cur)].scale
ms = ms * pscale
cur = vm:GetBoneParent(cur)
end
end
s = s * ms
// !! ----------- !! //
if vm:GetManipulateBoneScale(bone) != s then
vm:ManipulateBoneScale( bone, s )
end
if vm:GetManipulateBoneAngles(bone) != v.angle then
vm:ManipulateBoneAngles( bone, v.angle )
end
if vm:GetManipulateBonePosition(bone) != p then
vm:ManipulateBonePosition( bone, p )
end
end
else
self:ResetBonePositions(vm)
end
end
function SWEP:ResetBonePositions(vm)
if (!vm:GetBoneCount()) then return end
for i=0, vm:GetBoneCount() do
vm:ManipulateBoneScale( i, Vector(1, 1, 1) )
vm:ManipulateBoneAngles( i, Angle(0, 0, 0) )
vm:ManipulateBonePosition( i, Vector(0, 0, 0) )
end
end
/**************************
Global utility code
**************************/
// Fully copies the table, meaning all tables inside this table are copied too and so on (normal table.Copy copies only their reference).
// Does not copy entities of course, only copies their reference.
// WARNING: do not use on tables that contain themselves somewhere down the line or you'll get an infinite loop
function table.FullCopy( tab )
if (!tab) then return nil end
local res = {}
for k, v in pairs( tab ) do
if (type(v) == "table") then
res[k] = table.FullCopy(v) // recursion ho!
elseif (type(v) == "Vector") then
res[k] = Vector(v.x, v.y, v.z)
elseif (type(v) == "Angle") then
res[k] = Angle(v.p, v.y, v.r)
else
res[k] = v
end
end
return res
end
end
hook.Add("TTTPlayerSpeed", "genjikatanaspeed" , function(ply)
local wep=ply:GetActiveWeapon()
if wep and IsValid(wep) and wep:GetClass()=="genji_melee" and !ply.RandomatSuperSpeed then
return 1.5
end
end )
How do I increase the hitswing of this to say, the size of the crowbar?
It’d be very nice if anyone could help.
Thanks.