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