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hehe003
11.04.2007, 11:30
ich hab überall geguckt und die sufu benutzt aber meine swap ist in der linken hand also ich habe bei einer swap das model geändert und nu das

http://img222.imageshack.us/img222/2063/linksbt6.jpg







das hier ist der code:

-- ZS Starting Weapon
-- JetBoom

-- This is called when the weapon is given to player
function onInit( )
_SWEPSetSound( MyIndex, "single_shot", "Weapon_USP.Single" )
end

-- This is called every frame
function onThink( )

end

-- This is called when the player presses his primary fire button. This does nothing in this
-- implementation, as gmod takes care of simple fire routines. You'll only need to implement
-- this if you wish to do something more exciting (i.e. fire a rocket, launch a grenade...)

function onPrimaryAttack( )

end

-- Same as above
function onSecondaryAttack( )

end

-- Return true if you want it to reload successfully
function onReload( )
return true;
end

-- Set this to true if you want the gun on the right side of your view.
-- False if you want it on the left.
function getWeaponSwapHands()
return false;
end

-- Sets the player's Field of View while using this weapon.
function getWeaponFOV()
return 74;
end


-- Slot number for the new weapon
-- 0 = crowbar/grav gun
-- 1 = pistol/357
-- 2 = smg/pulse rifle
-- 3 = shotgun/crossbow
-- 4 = genade/rpg
-- 5 = bugbait
function getWeaponSlot()
return 1;
end

-- Position of weapon in the slot. If it is in the same slot position of another gun it will
-- not show up.
function getWeaponSlotPos()
return 5;
end

-- Just guess what this does.
function getFiresUnderwater()
return false;
end

-- Reload after every shot? (like the crossbow)
function getReloadsSingly()
return false;
end

-- how much damage the bullet does
function getDamage()
return 9;
end

-- Delay between shots (in seconds)
function getPrimaryShotDelay()
return 0.2;
end

-- Delay between shots for secondary fire (in seconds)
function getSecondaryShotDelay()
return 100;
end

-- Automatic weapon
function getPrimaryIsAutomatic()
return false;
end

-- Automatic weapon for secondary fire
function getSecondaryIsAutomatic()
return false;
end

-- Ammo type for primary fire
function getPrimaryAmmoType()
return "pistol";
end

-- Ammo type for secondary fire
function getSecondaryAmmoType()
return "pistol";
end

-- Max Clip size. -1 if no clip
function getMaxClipPrimary()
return 12;
end

-- Max Clip size for secondary fire. -1 if no clip
function getMaxClipSecondary()
return -1;
end

-- Primary Ammo given to player when given the gun
function getDefClipPrimary()
return 64;
end

-- Secondary Ammo given to player when given the gun
function getDefClipSecondary()
return -1;
end

-- 0 = Don't override, shoot bullets, make sound and flash
-- 1 = Don't shoot bullets but do make flash/sounds
-- 2 = Only play animations
-- 3 = Don't do anything
function getPrimaryScriptOverride()
return 0;
end

-- see above
function getSecondaryScriptOverride()
return 3;
end

-- Higher the # the bigger the spread
function getBulletSpread()
return vector3( 0.02, 0.02, 0.02 );
end

-- amount of view kick
function getViewKick()
return vector3( 0, 0.0, 0.0);
end

-- same as above only random values (set to 0.0 , 0.0, 0.0 for no random kick)
function getViewKickRandom()
return vector3( 1.0, 0.7, 0.7 );
end

-- Defines the first person model
function getViewModel( )
return "models/weapons/v_pist_p228.mdl";
end

-- Defines what it looks like from 3rd person view
function getWorldModel( )
return "models/weapons/w_pist_p228.mdl";
end

-- Classname of wep. So you can use "give" for this
function getClassName()
return "weapon_battleaxe";
end

-- getAnimPrefix - the animation prefix. one of the following:
-- pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade
function getAnimPrefix()
return "pistol";
end

-- Text you see when choosing the weapon
function getPrintName()
return "'BattleAxe' Handgun";
end

function getDeathIcon( )
return "d_glock"
end

*DEAD*Pr0no0b
11.04.2007, 11:46
-- Set this to true if you want the gun on the right side of your view.
-- False if you want it on the left.
function getWeaponSwapHands()
return false;
end

Da musst du aus "false" "true" machen.

€d!t:
Ach ja, und Bilder, die größer als 800x600 sind bitte nur als Link oder mit Thumbnail.

hehe003
11.04.2007, 21:28
lol wenn ich das einfüge dann ist die waffe immer noch ihn der linken hand ...

am besten ist es wenn du es machst

EDIT: geht

Neico
12.04.2007, 00:18
könntet ihr trotzdem des nächste mal der übersicht halber denn Code tag Verwenden so is das alles nur text ;)

hehe003
12.04.2007, 12:04
jo mach ich