0wL
04.08.2007, 14:19
Also ich habe "weapon_flygun.lua , gd_pack.lua , findplayer.lua und avon_extra_fun_commands.lua" die hab ich alle in "...\lua\ulx" reingetan aber keiner funktioniert weiß jemand wo ich die hinmachen muss?
Hier die Codes:
_OpenScript( "includes/defines.lua" );
_OpenScript( "includes/vector3.lua" );
_OpenScript( "includes/misc.lua" );
_OpenScript( "includes/backcompat.lua" );
-- These variables are passed by the engine
-- Don't re-define them in your SWEP.
MyIndex = 0; -- Weapon's entity index.
Owner = 0; -- The player that owns this weapon
CurrentTime = 0; -- The current game time
myTimeont = 0;
myTime = 0;
set = 2;
flyspeed = 2820;
backwards = 0;
textenabled = 0;
function helptext()
_GModText_Start("TargetID");
_GModText_SetPos(0.10, 0.125);
_GModText_SetColor( 222, 223, 148, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "DrogenViechs Lazer Gun" );
_GModText_Send( Owner, 48500);
if backwards == 0 then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Forward");
_GModText_Send( Owner, 48502);
elseif backwards == 1 then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Backward");
_GModText_Send( Owner, 48502);
end
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.235);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Modes Switchting: Right Click To Switch Power");
_GModText_Send( Owner, 48503);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.265);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Primary Fire: Fires");
_GModText_Send( Owner, 48504);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.285);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Secondary: Switch Power");
_GModText_Send( Owner, 48505);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.315);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Press Reload To Switch Direction");
_GModText_Send( Owner, 48506);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.2, 0.175);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Thanks To Reaper :D");
_GModText_Send( Owner, 48510);
--_GModText_Start("DefaultShadow");
--_GModText_SetPos(0.10, 0.335);
--_GModText_SetColor( 255, 255, 255, 255 );
--_GModText_SetTime(5,0,1);
--_GModText_SetText( "NEW: Usekey = Freeze");
--_GModText_Send( Owner, 48518);
_GModRect_Start("gmod/white")
_GModRect_SetPos(0.075, 0.115,0.350,0.265)
_GModRect_SetColor(0,0,0,128);
_GModRect_SetTime(5,0,1);
_GModRect_Send( Owner, 48600);
end
function onPickup( playerid ) -- When the player picks this weapon up...
end
function onDrop( playerid ) -- When the player drops this weapon... (when he dies with this weapon out)
end
function onRemove() -- When this weapon is deleted from the ground...
end
function Deploy() -- When the player swaps to this weapon...
end
function Holster() -- When the player swaps away from this weapon...
end
function onInit() -- When this script is loaded... (If your gun will shoot objects, precache the model this gun will shoot here)
--_SWEPSetSound( MyIndex, "single_shot", "Weapon_USP.Single" ) -- Sets the sound
end
function onThink() -- Called every frame (Constantly)
--if(_CurTime() > myTimeont+0.5) then
--if _PlayerIsKeyDown(Owner, IN_USE) then
--local ontmvtpe = _EntGetMoveType(Owner)
--if ontmvtpe ~= MOVETYPE_NONE then
--_EntSetMoveType(Owner, MOVETYPE_NONE)
--_EntSetVelocity( Owner, vector3(0,0,0));
--_PrintMessage(Owner,HUD_PRINTTALK,"FLYGUN: FROZEN, PRESS THE USEKEY (e) AGAIN TO UNFREEZE !")
--elseif ontmvtpe == MOVETYPE_NONE then
--_EntSetVelocity( Owner, vector3(0,0,0));
--_EntSetMoveType(Owner, MOVETYPE_WALK)
--end
--myTimeont = _CurTime()
--end
--end
end
function onPrimaryAttack() -- When the player hits primary fire...
if ( _PlayerInfo( Owner, "connected" ) == false ) then return; end
if ( _PlayerInfo( Owner, "alive" ) == false ) then return; end
local plyang = _PlayerGetShootAng( Owner );
if (plyang == nil) then _Msg("Playerang was null!\n") return; end;
if textenabled == 1 then
local playerang = _PlayerGetShootAng(Owner)
local playervel = vecMul(playerang, vector3(flyspeed, flyspeed, flyspeed) );
_EntSetVelocity( Owner, playervel );
elseif textenabled == 0 then
if(_CurTime() > myTime+1.0) then
_PrintMessage(Owner,HUD_PRINTCENTER,"Press Rightclick To Change Modes")
myTime = _CurTime()
end
end
end
function onSecondaryAttack() -- When the player hits secondary fire...
if (set == 1) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Fast");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -2820
else
flyspeed = 2820
end
set = 2
elseif (set == 2) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Normal");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -1410
else
flyspeed = 1410
end
set = 3
elseif (set == 3) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -705
else
flyspeed = 705
end
set = 1
end
helptext()
textenabled = 1;
end
function onReload() -- When the player hits reload... (Keep the return true, or change to false to not allow the player to reload)
if(_CurTime() > myTime+0.3) then
helptext()
if backwards == 1 then
backwards = 0
flyspeed = 705
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Forward");
_GModText_Send( Owner, 48502);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);
else
backwards = 1
flyspeed = -705
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Backward");
_GModText_Send( Owner, 48502);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);
end
set = 1
end
myTime = _CurTime()
end
-- ==========================================
-- Basic Weapon Display Settings:
-- ==========================================
function getHUDMaterial() return "gmod/SWEP/Default"; end -- This weapon's picture in the HUD weapons browser
function getDeathIcon() return "swep_Default"; end -- The picture of the gun you killed someone with in upper right hand corner (swep_DefaultShadow is the Pac-Man-like logo for Gmod)
function getWeaponSwapHands() return false; end -- Return true for right-handed in CSS, false for right-handed in HL2.
function getWeaponFOV() return 74; end -- Feild of veiw (a higher number makes the gun appear further away from you)
function getWeaponSlot() return 1; end -- Weapon slot (0-5) 0=crowbar, 1=pistol, 2=smg, 3=shotgun, 4=grenade, 5=pheropod (bugbait)
function getWeaponSlotPos() return 7; end -- Slot position (0-infinity, make sure it won't cover up existing weapons though) 0=crowbar, 1=stunstick, 2=grav gun, 3=physgun, etc.
function getViewModel() return "models/weapons/v_shotgun.mdl"; end -- The view model (What it looks like when it's in your hands)
function getWorldModel() return "models/weapons/w_shotgun.mdl"; end -- The world model (What it looks like when it is spawned on the ground)
function getAnimPrefix() return "pistol"; end -- The animations for the viewmodel (Kind of like how you hold it) (pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade)
function getPrintName() return "DrogenViechs\nFlygun"; end -- What the weapon is called in the HUD weapons browser
function getClassName() return "weapon_drogenviech_flygun"; end -- What the weapons is called by the console when it reports a kill
-- ==========================================
-- Basic Attributes:
-- ==========================================
function getFiresUnderwater() return true; end -- Can it shoot underwater?
function getReloadsSingly() return false; end -- Reload after each shot? (like a shotgun)
-- ==========================================
-- Primary Fire Settings:
-- ==========================================
function getDamage() return 0; end -- Primary fire damage, per bullet
function getPrimaryShotDelay() return 0.1; end -- Delay between primary fire shots (in seconds)
function getPrimaryIsAutomatic() return true; end -- Is primary fire automatic? (can you hold down the mouse and it will fire repeatedly?)
function getNumShotsPrimary() return 1; end -- Number of bullets per shot (The HL2 shotgun uses 7)
function getMaxClipPrimary() return 255; end -- How much primary ammo each clip can hold before you have to reload ( -1 = Infinate)
function getDefClipPrimary() return 255; end -- How much primary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)
function getPrimaryAmmoType() return "XBowBolt"; end -- Primary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)
function getPrimaryScriptOverride() return 3; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onPrimaryAttack)
function getTracerFreqPrimary() return 1; end -- How often a primary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)
function getBulletSpread() return vector3(0.0, 0.0, 0.0); end -- Bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)
function getViewKick() return vector3(0.0, 0.0, 0.0); end -- Veiw kick for each shot(X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)
function getViewKickRandom() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)
-- ==========================================
-- Secondary Fire Settings:
-- ==========================================
function getDamageSecondary() return 0; end -- Secondary fire damage, per bullet
function getSecondaryShotDelay() return 0.25; end -- Delay between secondary fire shots (in seconds)
function getSecondaryIsAutomatic() return false; end -- Is secondary fire automatic? (Can you hold down the mouse and it will fire repeatedly?)
function getNumShotsSecondary() return 1; end -- Number of bullets per shot (the HL2 shotgun's secondary fire uses 14 for secondary fire)
function getMaxClipSecondary() return 255; end -- How much secondary ammo each clip can hold before you have to reload ( -1 = Infinate)
function getDefClipSecondary() return 255; end -- How much secondary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)
function getSecondaryAmmoType() return "XBowBolt"; end -- Secondary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)
function getSecondaryScriptOverride() return 2; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onSecondaryAttack)
function getTracerFreqSecondary() return 1; end -- How often a secondary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)
function getBulletSpreadSecondary() return vector3(0.0, 0.0, 0.0); end -- Secondary fire bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)
function getViewKickSecondary() return vector3(0.0, 0.0, 0.0); end -- View kick for secondary fire (X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)
function getViewKickRandomSecondary() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random for secondary fire (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)
function cc_gdrweps( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_PlayerRemoveAllWeapons( target );
end
ULX_CONCOMMAND( "ulx_removeweps", cc_gdrweps, ACCESS_SLAY, "Removes all of a players weapons", 1, "remove" )
function cc_gdgweps( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_PlayerGiveItem( target, "weapon_physcannon" )
_PlayerGiveItem( target, "weapon_physgun" )
_PlayerGiveItem( target, "weapon_tool" )
_PlayerGiveItem( target, "weapon_357" )
_PlayerGiveItem( target, "weapon_ar2" )
_PlayerGiveItem( target, "weapon_bugbait" )
_PlayerGiveItem( target, "weapon_crossbow" )
_PlayerGiveItem( target, "weapon_crowbar" )
_PlayerGiveItem( target, "weapon_frag" )
_PlayerGiveItem( target, "weapon_pistol" )
_PlayerGiveItem( target, "weapon_rpg" )
_PlayerGiveItem( target, "weapon_shotgun" )
_PlayerGiveItem( target, "weapon_smg1" )
_PlayerGiveItem( target, "weapon_stunstick" )
end
ULX_CONCOMMAND( "ulx_giveweps", cc_gdgweps, ACCESS_SLAY, "Gives a player all their weapons back", 1, "give" )
function cc_disattack( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_PlayerDisableAttack( target, true );
end
ULX_CONCOMMAND( "ulx_disableattack", cc_disattack, ACCESS_SLAY, "Disable a players ability to attack", 1, "disable" )
function cc_enattack( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_PlayerDisableAttack( target, false );
end
ULX_CONCOMMAND( "ulx_enableattack", cc_enattack, ACCESS_SLAY, "Enables a players ability to attack", 1, "enable" )
function cc_ulxfind( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
local mepos = _EntGetPos(userid)
local userpos = _EntGetPos(target)
local toadd = vector3(0,0,2000)
local toadd2 = vector3(0,0,40)
local topme = vecAdd( mepos, toadd2);
local toppos = vecAdd( userpos, toadd);
_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(mepos)
_EffectSetScale(50)
_EffectSetMagnitude(5)
_EffectSetRadius(10)
_EffectDispatch("FadingLineTeam")
_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(topme)
_EffectSetScale(200)
_EffectSetMagnitude(10)
_EffectSetRadius(20)
_EffectDispatch("GunShipTracer")
_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(toppos)
_EffectSetScale(50)
_EffectSetMagnitude(5)
_EffectSetRadius(10)
_EffectDispatch("FadingLineTeam")
local player = _PlayerInfo( target, "name");
_GModText_Start( "CloseCaption_Bold" );
_GModText_SetColor( 255,0,0,255 );
_GModText_SetTime( 10, 0, 0.5 ); --How long it stays, and the fading times
_GModText_SetEntityOffset( vector3( 0, 0, 40 ) ); --Messages appear 35 Units above Players
_GModText_SetEntity( target ); --Entity/Player the message will follow
_GModText_SetText( "Player: "..player ); --Set the message
_GModText_Send( 0, 50+userid );
ulx_tsay( userid, "Player "..player.." has been located." ) ;
end
--Optional, I'd prefer if it was left alone--
function givecred()
for i = 1, _MaxPlayers() do
ulx_tsay( i, "Find Player script by Golden-Death." ) ;
end
end
CONCOMMAND("findcredit", givecred)
--End optional--
ULX_CONCOMMAND( "ulx_find", cc_ulxfind, _, "Locates a player for you", 1, "!find" )
function cc_playerflag( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
local red = 255;
local green = 255;
local blue = 255;
local alpha = 255;
local textsize = 1; -- small!
local texts = {"ToolModeHelp","ToolMode","DefaultSmall","Default","Trebuchet24","CloseCaption_Normal","CloseCaption_Bold","ClientTitleFont"}
if argv[ 2 ] ~= nil then -- set the text
if (argv[ 3 ] ~= nil) then
textsize_temp = tonumber(argv[ 3 ]) + 1
if(textsize_temp >= 1 and textsize_temp <= 8) then
textsize = textsize_temp
end
end
if(argv[ 4 ] ~= nil) then
-- Red color
red_temp = tonumber(argv[ 4 ])
if(red_temp <= 255 and red_temp >= 0) then
red = red_temp;
end
green = 0;
blue = 0;
end
if(argv[ 5 ] ~= nil) then
-- green color
green_temp = tonumber(argv[ 5 ])
if(green_temp <= 255 and green_temp >= 0) then
green = green_temp;
end
blue = 0;
end
if(argv[ 6 ] ~= nil) then
-- blue color
blue_temp = tonumber(argv[ 6 ])
if(blue_temp <= 255 and blue_temp >= 0) then
blue = blue_temp;
end
end
if(argv[ 7 ] ~= nil) then
-- Alpha
alpha_temp = tonumber(argv[ 7 ])
if(alpha_temp <= 255 and alpha_temp >= 0) then
alpha = alpha_temp;
end
end
_GModText_Start( texts[textsize] );
_GModText_SetColor( red, green, blue, alpha );
_GModText_SetTime( 9999, 0, 0 );
_GModText_SetEntityOffset( vector3( 0, 0, 60 ) );
_GModText_SetEntity( target );
_GModText_SetText( argv[2] );
_GModText_Send( 0, 2000+target );
else
-- Remove otherwise
_GModText_Hide( 0, 2000+target );
end
end
ULX_CONCOMMAND( "ulx_flag", cc_playerflag, ACCESS_CHAT, "<user> [<text> [<text size> [<red> [<green> [<blue> [<alpha>]]]]]] - sets a text on a players head, readable for all, except him", 1, "!flag",false)
function cc_playerminge( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_GModRect_Start("gmod/white")
_GModRect_SetPos(0.0, 0.0, 1, 1)
_GModRect_SetColor(math.random(0,255), math.random(0,255), math.random(0,255), 230)
_GModRect_SetTime(9999, 0.5, 0.5)
_GModRect_Send(target, 500)
local texts = {"ToolModeHelp","ToolMode","DefaultSmall","Default","Trebuchet24","CloseCaption_Normal","CloseCaption_Bold","ClientTitleFont"}
if(argv[ 2 ] == nil) then
argv[ 2 ] = "MingeBag";
end
for i=1,150 do
_GModText_Start( texts[math.random(1,table.getn(texts))] );
_GModText_SetColor(math.random(0,255), math.random(0,255), math.random(0,255), math.random(0,255) );
_GModText_SetPos(math.random(), math.random())
_GModText_SetTime( 9999, 0.5*i, 0 );
_GModText_SetText( argv[2] );
_GModText_Send( target, 3000+i );
end
end
ULX_CONCOMMAND( "ulx_minge", cc_playerminge, ACCESS_CHAT, "<user> - minges a player by sending MingeBag on his screen and making the background very weird", 1, "!minge",false)
function cc_playerunminge( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_GModRect_Hide(target, 500)
for i=1,150 do
_GModText_Hide( target, 3000+i );
end
end
ULX_CONCOMMAND( "ulx_unminge", cc_playerunminge, ACCESS_CHAT, "<user> - minges a player by sending MingeBag on his screen and making the background very weird", 1, "!unminge",false)
function cc_antistuck( userid, args, argv, argc )
if(userid == 0) then return end
local player_pos = _EntGetPos(userid);
local stuck_vector = vector3(50,50,50);
if(math.random(0,1) == 1) then
stuck_vector.x = stuck_vector.x*(-1)
end
if(math.random(0,1) == 1) then
stuck_vector.y = stuck_vector.y*(-1)
end
if(math.random(0,1) == 1) then
stuck_vector.z = stuck_vector.z*0.5;
end
_EntSetPos(userid,vecAdd(player_pos,stuck_vector)) ;
end
ULX_CONCOMMAND( "ulx_stuck", cc_antistuck, _, "unstucks a player", 0, "/stuck")
Also wohin mit denen ?
Hier die Codes:
_OpenScript( "includes/defines.lua" );
_OpenScript( "includes/vector3.lua" );
_OpenScript( "includes/misc.lua" );
_OpenScript( "includes/backcompat.lua" );
-- These variables are passed by the engine
-- Don't re-define them in your SWEP.
MyIndex = 0; -- Weapon's entity index.
Owner = 0; -- The player that owns this weapon
CurrentTime = 0; -- The current game time
myTimeont = 0;
myTime = 0;
set = 2;
flyspeed = 2820;
backwards = 0;
textenabled = 0;
function helptext()
_GModText_Start("TargetID");
_GModText_SetPos(0.10, 0.125);
_GModText_SetColor( 222, 223, 148, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "DrogenViechs Lazer Gun" );
_GModText_Send( Owner, 48500);
if backwards == 0 then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Forward");
_GModText_Send( Owner, 48502);
elseif backwards == 1 then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Backward");
_GModText_Send( Owner, 48502);
end
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.235);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Modes Switchting: Right Click To Switch Power");
_GModText_Send( Owner, 48503);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.265);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Primary Fire: Fires");
_GModText_Send( Owner, 48504);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.285);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Secondary: Switch Power");
_GModText_Send( Owner, 48505);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.315);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Press Reload To Switch Direction");
_GModText_Send( Owner, 48506);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.2, 0.175);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Thanks To Reaper :D");
_GModText_Send( Owner, 48510);
--_GModText_Start("DefaultShadow");
--_GModText_SetPos(0.10, 0.335);
--_GModText_SetColor( 255, 255, 255, 255 );
--_GModText_SetTime(5,0,1);
--_GModText_SetText( "NEW: Usekey = Freeze");
--_GModText_Send( Owner, 48518);
_GModRect_Start("gmod/white")
_GModRect_SetPos(0.075, 0.115,0.350,0.265)
_GModRect_SetColor(0,0,0,128);
_GModRect_SetTime(5,0,1);
_GModRect_Send( Owner, 48600);
end
function onPickup( playerid ) -- When the player picks this weapon up...
end
function onDrop( playerid ) -- When the player drops this weapon... (when he dies with this weapon out)
end
function onRemove() -- When this weapon is deleted from the ground...
end
function Deploy() -- When the player swaps to this weapon...
end
function Holster() -- When the player swaps away from this weapon...
end
function onInit() -- When this script is loaded... (If your gun will shoot objects, precache the model this gun will shoot here)
--_SWEPSetSound( MyIndex, "single_shot", "Weapon_USP.Single" ) -- Sets the sound
end
function onThink() -- Called every frame (Constantly)
--if(_CurTime() > myTimeont+0.5) then
--if _PlayerIsKeyDown(Owner, IN_USE) then
--local ontmvtpe = _EntGetMoveType(Owner)
--if ontmvtpe ~= MOVETYPE_NONE then
--_EntSetMoveType(Owner, MOVETYPE_NONE)
--_EntSetVelocity( Owner, vector3(0,0,0));
--_PrintMessage(Owner,HUD_PRINTTALK,"FLYGUN: FROZEN, PRESS THE USEKEY (e) AGAIN TO UNFREEZE !")
--elseif ontmvtpe == MOVETYPE_NONE then
--_EntSetVelocity( Owner, vector3(0,0,0));
--_EntSetMoveType(Owner, MOVETYPE_WALK)
--end
--myTimeont = _CurTime()
--end
--end
end
function onPrimaryAttack() -- When the player hits primary fire...
if ( _PlayerInfo( Owner, "connected" ) == false ) then return; end
if ( _PlayerInfo( Owner, "alive" ) == false ) then return; end
local plyang = _PlayerGetShootAng( Owner );
if (plyang == nil) then _Msg("Playerang was null!\n") return; end;
if textenabled == 1 then
local playerang = _PlayerGetShootAng(Owner)
local playervel = vecMul(playerang, vector3(flyspeed, flyspeed, flyspeed) );
_EntSetVelocity( Owner, playervel );
elseif textenabled == 0 then
if(_CurTime() > myTime+1.0) then
_PrintMessage(Owner,HUD_PRINTCENTER,"Press Rightclick To Change Modes")
myTime = _CurTime()
end
end
end
function onSecondaryAttack() -- When the player hits secondary fire...
if (set == 1) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Fast");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -2820
else
flyspeed = 2820
end
set = 2
elseif (set == 2) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Normal");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -1410
else
flyspeed = 1410
end
set = 3
elseif (set == 3) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -705
else
flyspeed = 705
end
set = 1
end
helptext()
textenabled = 1;
end
function onReload() -- When the player hits reload... (Keep the return true, or change to false to not allow the player to reload)
if(_CurTime() > myTime+0.3) then
helptext()
if backwards == 1 then
backwards = 0
flyspeed = 705
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Forward");
_GModText_Send( Owner, 48502);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);
else
backwards = 1
flyspeed = -705
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Backward");
_GModText_Send( Owner, 48502);
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);
end
set = 1
end
myTime = _CurTime()
end
-- ==========================================
-- Basic Weapon Display Settings:
-- ==========================================
function getHUDMaterial() return "gmod/SWEP/Default"; end -- This weapon's picture in the HUD weapons browser
function getDeathIcon() return "swep_Default"; end -- The picture of the gun you killed someone with in upper right hand corner (swep_DefaultShadow is the Pac-Man-like logo for Gmod)
function getWeaponSwapHands() return false; end -- Return true for right-handed in CSS, false for right-handed in HL2.
function getWeaponFOV() return 74; end -- Feild of veiw (a higher number makes the gun appear further away from you)
function getWeaponSlot() return 1; end -- Weapon slot (0-5) 0=crowbar, 1=pistol, 2=smg, 3=shotgun, 4=grenade, 5=pheropod (bugbait)
function getWeaponSlotPos() return 7; end -- Slot position (0-infinity, make sure it won't cover up existing weapons though) 0=crowbar, 1=stunstick, 2=grav gun, 3=physgun, etc.
function getViewModel() return "models/weapons/v_shotgun.mdl"; end -- The view model (What it looks like when it's in your hands)
function getWorldModel() return "models/weapons/w_shotgun.mdl"; end -- The world model (What it looks like when it is spawned on the ground)
function getAnimPrefix() return "pistol"; end -- The animations for the viewmodel (Kind of like how you hold it) (pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade)
function getPrintName() return "DrogenViechs\nFlygun"; end -- What the weapon is called in the HUD weapons browser
function getClassName() return "weapon_drogenviech_flygun"; end -- What the weapons is called by the console when it reports a kill
-- ==========================================
-- Basic Attributes:
-- ==========================================
function getFiresUnderwater() return true; end -- Can it shoot underwater?
function getReloadsSingly() return false; end -- Reload after each shot? (like a shotgun)
-- ==========================================
-- Primary Fire Settings:
-- ==========================================
function getDamage() return 0; end -- Primary fire damage, per bullet
function getPrimaryShotDelay() return 0.1; end -- Delay between primary fire shots (in seconds)
function getPrimaryIsAutomatic() return true; end -- Is primary fire automatic? (can you hold down the mouse and it will fire repeatedly?)
function getNumShotsPrimary() return 1; end -- Number of bullets per shot (The HL2 shotgun uses 7)
function getMaxClipPrimary() return 255; end -- How much primary ammo each clip can hold before you have to reload ( -1 = Infinate)
function getDefClipPrimary() return 255; end -- How much primary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)
function getPrimaryAmmoType() return "XBowBolt"; end -- Primary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)
function getPrimaryScriptOverride() return 3; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onPrimaryAttack)
function getTracerFreqPrimary() return 1; end -- How often a primary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)
function getBulletSpread() return vector3(0.0, 0.0, 0.0); end -- Bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)
function getViewKick() return vector3(0.0, 0.0, 0.0); end -- Veiw kick for each shot(X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)
function getViewKickRandom() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)
-- ==========================================
-- Secondary Fire Settings:
-- ==========================================
function getDamageSecondary() return 0; end -- Secondary fire damage, per bullet
function getSecondaryShotDelay() return 0.25; end -- Delay between secondary fire shots (in seconds)
function getSecondaryIsAutomatic() return false; end -- Is secondary fire automatic? (Can you hold down the mouse and it will fire repeatedly?)
function getNumShotsSecondary() return 1; end -- Number of bullets per shot (the HL2 shotgun's secondary fire uses 14 for secondary fire)
function getMaxClipSecondary() return 255; end -- How much secondary ammo each clip can hold before you have to reload ( -1 = Infinate)
function getDefClipSecondary() return 255; end -- How much secondary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)
function getSecondaryAmmoType() return "XBowBolt"; end -- Secondary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)
function getSecondaryScriptOverride() return 2; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onSecondaryAttack)
function getTracerFreqSecondary() return 1; end -- How often a secondary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)
function getBulletSpreadSecondary() return vector3(0.0, 0.0, 0.0); end -- Secondary fire bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)
function getViewKickSecondary() return vector3(0.0, 0.0, 0.0); end -- View kick for secondary fire (X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)
function getViewKickRandomSecondary() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random for secondary fire (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)
function cc_gdrweps( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_PlayerRemoveAllWeapons( target );
end
ULX_CONCOMMAND( "ulx_removeweps", cc_gdrweps, ACCESS_SLAY, "Removes all of a players weapons", 1, "remove" )
function cc_gdgweps( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_PlayerGiveItem( target, "weapon_physcannon" )
_PlayerGiveItem( target, "weapon_physgun" )
_PlayerGiveItem( target, "weapon_tool" )
_PlayerGiveItem( target, "weapon_357" )
_PlayerGiveItem( target, "weapon_ar2" )
_PlayerGiveItem( target, "weapon_bugbait" )
_PlayerGiveItem( target, "weapon_crossbow" )
_PlayerGiveItem( target, "weapon_crowbar" )
_PlayerGiveItem( target, "weapon_frag" )
_PlayerGiveItem( target, "weapon_pistol" )
_PlayerGiveItem( target, "weapon_rpg" )
_PlayerGiveItem( target, "weapon_shotgun" )
_PlayerGiveItem( target, "weapon_smg1" )
_PlayerGiveItem( target, "weapon_stunstick" )
end
ULX_CONCOMMAND( "ulx_giveweps", cc_gdgweps, ACCESS_SLAY, "Gives a player all their weapons back", 1, "give" )
function cc_disattack( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_PlayerDisableAttack( target, true );
end
ULX_CONCOMMAND( "ulx_disableattack", cc_disattack, ACCESS_SLAY, "Disable a players ability to attack", 1, "disable" )
function cc_enattack( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_PlayerDisableAttack( target, false );
end
ULX_CONCOMMAND( "ulx_enableattack", cc_enattack, ACCESS_SLAY, "Enables a players ability to attack", 1, "enable" )
function cc_ulxfind( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
local mepos = _EntGetPos(userid)
local userpos = _EntGetPos(target)
local toadd = vector3(0,0,2000)
local toadd2 = vector3(0,0,40)
local topme = vecAdd( mepos, toadd2);
local toppos = vecAdd( userpos, toadd);
_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(mepos)
_EffectSetScale(50)
_EffectSetMagnitude(5)
_EffectSetRadius(10)
_EffectDispatch("FadingLineTeam")
_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(topme)
_EffectSetScale(200)
_EffectSetMagnitude(10)
_EffectSetRadius(20)
_EffectDispatch("GunShipTracer")
_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(toppos)
_EffectSetScale(50)
_EffectSetMagnitude(5)
_EffectSetRadius(10)
_EffectDispatch("FadingLineTeam")
local player = _PlayerInfo( target, "name");
_GModText_Start( "CloseCaption_Bold" );
_GModText_SetColor( 255,0,0,255 );
_GModText_SetTime( 10, 0, 0.5 ); --How long it stays, and the fading times
_GModText_SetEntityOffset( vector3( 0, 0, 40 ) ); --Messages appear 35 Units above Players
_GModText_SetEntity( target ); --Entity/Player the message will follow
_GModText_SetText( "Player: "..player ); --Set the message
_GModText_Send( 0, 50+userid );
ulx_tsay( userid, "Player "..player.." has been located." ) ;
end
--Optional, I'd prefer if it was left alone--
function givecred()
for i = 1, _MaxPlayers() do
ulx_tsay( i, "Find Player script by Golden-Death." ) ;
end
end
CONCOMMAND("findcredit", givecred)
--End optional--
ULX_CONCOMMAND( "ulx_find", cc_ulxfind, _, "Locates a player for you", 1, "!find" )
function cc_playerflag( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
local red = 255;
local green = 255;
local blue = 255;
local alpha = 255;
local textsize = 1; -- small!
local texts = {"ToolModeHelp","ToolMode","DefaultSmall","Default","Trebuchet24","CloseCaption_Normal","CloseCaption_Bold","ClientTitleFont"}
if argv[ 2 ] ~= nil then -- set the text
if (argv[ 3 ] ~= nil) then
textsize_temp = tonumber(argv[ 3 ]) + 1
if(textsize_temp >= 1 and textsize_temp <= 8) then
textsize = textsize_temp
end
end
if(argv[ 4 ] ~= nil) then
-- Red color
red_temp = tonumber(argv[ 4 ])
if(red_temp <= 255 and red_temp >= 0) then
red = red_temp;
end
green = 0;
blue = 0;
end
if(argv[ 5 ] ~= nil) then
-- green color
green_temp = tonumber(argv[ 5 ])
if(green_temp <= 255 and green_temp >= 0) then
green = green_temp;
end
blue = 0;
end
if(argv[ 6 ] ~= nil) then
-- blue color
blue_temp = tonumber(argv[ 6 ])
if(blue_temp <= 255 and blue_temp >= 0) then
blue = blue_temp;
end
end
if(argv[ 7 ] ~= nil) then
-- Alpha
alpha_temp = tonumber(argv[ 7 ])
if(alpha_temp <= 255 and alpha_temp >= 0) then
alpha = alpha_temp;
end
end
_GModText_Start( texts[textsize] );
_GModText_SetColor( red, green, blue, alpha );
_GModText_SetTime( 9999, 0, 0 );
_GModText_SetEntityOffset( vector3( 0, 0, 60 ) );
_GModText_SetEntity( target );
_GModText_SetText( argv[2] );
_GModText_Send( 0, 2000+target );
else
-- Remove otherwise
_GModText_Hide( 0, 2000+target );
end
end
ULX_CONCOMMAND( "ulx_flag", cc_playerflag, ACCESS_CHAT, "<user> [<text> [<text size> [<red> [<green> [<blue> [<alpha>]]]]]] - sets a text on a players head, readable for all, except him", 1, "!flag",false)
function cc_playerminge( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_GModRect_Start("gmod/white")
_GModRect_SetPos(0.0, 0.0, 1, 1)
_GModRect_SetColor(math.random(0,255), math.random(0,255), math.random(0,255), 230)
_GModRect_SetTime(9999, 0.5, 0.5)
_GModRect_Send(target, 500)
local texts = {"ToolModeHelp","ToolMode","DefaultSmall","Default","Trebuchet24","CloseCaption_Normal","CloseCaption_Bold","ClientTitleFont"}
if(argv[ 2 ] == nil) then
argv[ 2 ] = "MingeBag";
end
for i=1,150 do
_GModText_Start( texts[math.random(1,table.getn(texts))] );
_GModText_SetColor(math.random(0,255), math.random(0,255), math.random(0,255), math.random(0,255) );
_GModText_SetPos(math.random(), math.random())
_GModText_SetTime( 9999, 0.5*i, 0 );
_GModText_SetText( argv[2] );
_GModText_Send( target, 3000+i );
end
end
ULX_CONCOMMAND( "ulx_minge", cc_playerminge, ACCESS_CHAT, "<user> - minges a player by sending MingeBag on his screen and making the background very weird", 1, "!minge",false)
function cc_playerunminge( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_GModRect_Hide(target, 500)
for i=1,150 do
_GModText_Hide( target, 3000+i );
end
end
ULX_CONCOMMAND( "ulx_unminge", cc_playerunminge, ACCESS_CHAT, "<user> - minges a player by sending MingeBag on his screen and making the background very weird", 1, "!unminge",false)
function cc_antistuck( userid, args, argv, argc )
if(userid == 0) then return end
local player_pos = _EntGetPos(userid);
local stuck_vector = vector3(50,50,50);
if(math.random(0,1) == 1) then
stuck_vector.x = stuck_vector.x*(-1)
end
if(math.random(0,1) == 1) then
stuck_vector.y = stuck_vector.y*(-1)
end
if(math.random(0,1) == 1) then
stuck_vector.z = stuck_vector.z*0.5;
end
_EntSetPos(userid,vecAdd(player_pos,stuck_vector)) ;
end
ULX_CONCOMMAND( "ulx_stuck", cc_antistuck, _, "unstucks a player", 0, "/stuck")
Also wohin mit denen ?