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Thema: SWEP in der linken hand

  1. #1
    Avatar von hehe003
    Registriert seit
    28.02.2006
    Ort
    hmm...

    Standard SWEP in der linken hand

    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









    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

  2. #2

    Standard AW: SWEP in der linken hand

    -- 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.
    Geändert von *DEAD*Pr0no0b (11.04.2007 um 12:58 Uhr)

  3. #3
    Avatar von hehe003
    Registriert seit
    28.02.2006
    Ort
    hmm...

    Standard AW: SWEP in der linken hand

    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

  4. #4

    Standard AW: SWEP in der linken hand

    könntet ihr trotzdem des nächste mal der übersicht halber denn Code tag Verwenden so is das alles nur text

  5. #5
    Avatar von hehe003
    Registriert seit
    28.02.2006
    Ort
    hmm...

    Standard AW: SWEP in der linken hand

    jo mach ich

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