Hier ist der Code der Waffe:
Code:
-- Called when the weapon is created.
function onInit( )
_SWEPSetSound( MyIndex, "single_shot", "Weapon_M4A1.Single" );
end
-- Called every frame
function onThink( )
end
-- When the player presses left mouse button
function onPrimaryAttack( )
end
-- When the player presses right mouse button
function onSecondaryAttack( )
end
function Deploy( )
end
function Holster( )
end
-- When player presses reload. Returning false means DONT RELOAD. Although this will hitch on the client.
function onReload( )
return true;
end
-- These are only accessed once when setting up the weapon
function getWeaponSwapHands()
return true;
end
function getWeaponFOV()
return 70;
end
function getWeaponSlot()
return 3;
end
function getWeaponSlotPos()
return 4;
end
function getFiresUnderwater()
return true;
end
function getReloadsSingly()
return false;
end
-- Primary Attack
function getDamage()
return 50;
end
function getPrimaryShotDelay()
return 0.09;
end
function getPrimaryIsAutomatic()
return true;
end
function getBulletSpread()
return vector3( 0.01, 0.01, 0.01 );
end
function getViewKick()
return vector3( 0.5, 0.0, 0.0);
end
function getViewKickRandom()
return vector3( 0.5, 0.5, 0.2 );
end
function getNumShotsPrimary()
return 1;
end
function getPrimaryAmmoType()
return "pistol";
end
-- Secondary attack
function getDamageSecondary()
return 750;
end
function getSecondaryShotDelay()
return 0.001;
end
function getSecondaryIsAutomatic()
return true;
end
function getBulletSpreadSecondary()
return vector3( 0.001, 0.001, 0.001 );
end
function getViewKickSecondary()
return vector3( 0.5, 0.0, 0.0);
end
function getViewKickRandomSecondary()
return vector3( 0.5, 0.5, 0.2 );
end
function getNumShotsSecondary()
return 15;
end
function getSecondaryAmmoType()
return "buckshot";
end
function getViewModel( )
return "models/v_m4a1_in.mdl";
end
function getWorldModel( )
return "models/weapons/w_m4a1.mdl";
end
function getClassName()
return "M4_Power";
end
function getHUDMaterial( )
return "models\v_models\M4";
end
function getMaxClipPrimary() -- return -1 if it doesn't use clips
return 30;
end
function getMaxClipSecondary() -- return -1 if it doesn't use clips
return 5;
end
function getDefClipPrimary() -- ammo in gun by default
return 128;
end
function getDefClipSecondary()
return 1;
end
function getAnimPrefix() -- How the player holds the weapon: pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade
return "smg";
end
function getPrintName()
return "M4_Power";
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
function getSecondaryScriptOverride()
return 3;
end
function getDeathIcon( )
return "d_m4a1";
end
und die waffen skins befinden sich an den angebenen orten
hab es auch mit einem funktionierenden Model versucht
aber immer sobald es ein anderer model ordner ist kackt alles ab