04-22-2013, 09:55 AM
(This post was last modified: 04-22-2013, 05:12 PM by doomblood66.)
Hello all!,
ive just made a new server and i looking for a spiderman gun (exclusive to the detective equipment purchase menu) on the garrys mod, gamemode called "Trouble in Terrorist town", if someone can provide a link or provide code it would be very much appreciated.
Thx,
Regards Alex
EDIT:
I got code but the spiderman gun goes extremley fast killing every1 please fix it
if SERVER then
AddCSLuaFile( "shared.lua" )
end
SWEP.HoldType = "pistol"
if CLIENT then
SWEP.PrintName = "Spiderman's Gun"
SWEP.Slot = 6
SWEP.Icon = "EDIT ME" //Edit the image to anything you wish.
end
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.LimitedStock = true
SWEP.AllowDrop = true
SWEP.AutoSpawnable = false
SWEP.EquipMenuData = {
type = "Spidermans Gun",
desc = "Zip through the skys as Spiderman would!"
};
SWEP.AmmoEnt = "item_ammo_pistol_ttt"
SWEP.Kind = WEAPON_EQUIP1
SWEP.Base = "weapon_tttbase"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = true
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
local sndPowerUp = Sound("rope_hit.wav")
local sndPowerDown = Sound ("shoot_rope.wav")
local sndTooFar = Sound ("to_far.wav")
SWEP.IronSightsPos = Vector( 6.05, -5, 2.4 )
SWEP.IronSightsAng = Vector( 2.2, -0.1, 0 )
function SWEP:Initialize()
nextshottime = CurTime()
end
function SWEP:Think()
if (!self.Owner || self.Owner == NULL) then return end
if ( self.Owner:KeyPressed( IN_ATTACK ) ) then
self:StartAttack()
elseif ( self.Owner:KeyDown( IN_ATTACK ) && inRange ) then
self:UpdateAttack()
elseif ( self.Owner:KeyReleased( IN_ATTACK ) && inRange ) then
self:EndAttack( true )
end
if ( self.Owner:KeyPressed( IN_ATTACK2 ) ) then
self:Attack2()
end
end
function SWEPoTrace( endpos )
local trace = {}
trace.start = self.Owner:GetShootPos()
trace.endpos = trace.start + (self.Owner:GetAimVector() * 14096)
if(endpos) then trace.endpos = (endpos - self.Tr.HitNormal * 7) end
trace.filter = { self.Owner, self.Weapon }
self.Tr = nil
self.Tr = util.TraceLine( trace )
end
function SWEP:StartAttack()
local gunPos = self.Owner:GetShootPos()
local disTrace = self.Owner:GetEyeTrace()
local hitPos = disTrace.HitPos
local x = (gunPos.x - hitPos.x)^2;
local y = (gunPos.y - hitPos.y)^2;
local z = (gunPos.z - hitPos.z)^2;
local distance = math.sqrt(x + y + z);
local distanceCvar = GetConVarNumber("rope_distance")
inRange = false
if distance <= distanceCvar then
inRange = true //100
end
if inRange then
if (SERVER) then
if (!self.Beam) then
self.Beam = ents.Create( "rope" )
self.Beam:SetPos( self.Owner:GetShootPos() )
self.Beam:Spawn()
end
self.Beam:SetParent( self.Owner )
self.Beam:SetOwner( self.Owner )
end
selfoTrace()
self.speed = 10000
self.startTime = CurTime()
self.endTime = CurTime() + self.speed
self.dt = -1
if (SERVER && self.Beam) then
self.Beam:GetTable():SetEndPos( self.Tr.HitPos )
end
self:UpdateAttack()
self.Weapon:EmitSound( sndPowerDown )
else
self.Weapon:EmitSound( sndTooFar )
end
end
function SWEP:UpdateAttack()
self.Owner:LagCompensation( true )
if (!endpos) then endpos = self.Tr.HitPos end
if (SERVER && self.Beam) then
self.Beam:GetTable():SetEndPos( endpos )
end
lastpos = endpos
if ( self.Tr.Entity:IsValid() ) then
endpos = self.Tr.Entity:GetPos()
if ( SERVER ) then
self.Beam:GetTable():SetEndPos( endpos )
end
end
local vVel = (endpos - self.Owner:GetPos())
local Distance = endposistance(self.Owner:GetPos())
local et = (self.startTime + (Distance/self.speed))
if(self.dt != 0) then
self.dt = (et - CurTime()) / (et - self.startTime)
end
if(self.dt < 0) then
self.Weapon:EmitSound( sndPowerUp )
self.dt = 0
end
if(self.dt == 0) then
zVel = self.Owner:GetVelocity().z
vVel = vVel:GetNormalized()*(math.Clamp(Distance,0,7))
end
if( SERVER ) then
local gravity = GetConVarNumber("sv_Gravity")
vVel:Add(Vector(0,0,(gravity/100)*1.5))
if(zVel < 0) then
vVel:Sub(Vector(0,0,zVel/100))
end //prob
self.Owner:SetVelocity(vVel)
end
endpos = nil
self.Owner:LagCompensation( false )
end
function SWEP:EndAttack( shutdownsound )
if ( shutdownsound ) then
self.Weapon:EmitSound( sndPowerDown )
end
if ( CLIENT ) then return end
if ( !self.Beam ) then return end
self.Beam:Remove()
self.Beam = nil
end
function SWEP:Attack2()
if (CLIENT) then return end
local CF = self.Owner:GetFOV()
if CF == 90 then
self.Owner:SetFOV(30,.3)
elseif CF == 30 then
self.Owner:SetFOV(90,.3)
end
end
function SWEP:Holster()
self:EndAttack( false )
return true
end
function SWEP:OnRemove()
self:EndAttack( false )
return true
end
function SWEPrimaryAttack()
end
function SWEP:SecondaryAttack()
end
ive just made a new server and i looking for a spiderman gun (exclusive to the detective equipment purchase menu) on the garrys mod, gamemode called "Trouble in Terrorist town", if someone can provide a link or provide code it would be very much appreciated.
Thx,
Regards Alex
EDIT:
I got code but the spiderman gun goes extremley fast killing every1 please fix it
if SERVER then
AddCSLuaFile( "shared.lua" )
end
SWEP.HoldType = "pistol"
if CLIENT then
SWEP.PrintName = "Spiderman's Gun"
SWEP.Slot = 6
SWEP.Icon = "EDIT ME" //Edit the image to anything you wish.
end
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.LimitedStock = true
SWEP.AllowDrop = true
SWEP.AutoSpawnable = false
SWEP.EquipMenuData = {
type = "Spidermans Gun",
desc = "Zip through the skys as Spiderman would!"
};
SWEP.AmmoEnt = "item_ammo_pistol_ttt"
SWEP.Kind = WEAPON_EQUIP1
SWEP.Base = "weapon_tttbase"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = true
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
local sndPowerUp = Sound("rope_hit.wav")
local sndPowerDown = Sound ("shoot_rope.wav")
local sndTooFar = Sound ("to_far.wav")
SWEP.IronSightsPos = Vector( 6.05, -5, 2.4 )
SWEP.IronSightsAng = Vector( 2.2, -0.1, 0 )
function SWEP:Initialize()
nextshottime = CurTime()
end
function SWEP:Think()
if (!self.Owner || self.Owner == NULL) then return end
if ( self.Owner:KeyPressed( IN_ATTACK ) ) then
self:StartAttack()
elseif ( self.Owner:KeyDown( IN_ATTACK ) && inRange ) then
self:UpdateAttack()
elseif ( self.Owner:KeyReleased( IN_ATTACK ) && inRange ) then
self:EndAttack( true )
end
if ( self.Owner:KeyPressed( IN_ATTACK2 ) ) then
self:Attack2()
end
end
function SWEPoTrace( endpos )
local trace = {}
trace.start = self.Owner:GetShootPos()
trace.endpos = trace.start + (self.Owner:GetAimVector() * 14096)
if(endpos) then trace.endpos = (endpos - self.Tr.HitNormal * 7) end
trace.filter = { self.Owner, self.Weapon }
self.Tr = nil
self.Tr = util.TraceLine( trace )
end
function SWEP:StartAttack()
local gunPos = self.Owner:GetShootPos()
local disTrace = self.Owner:GetEyeTrace()
local hitPos = disTrace.HitPos
local x = (gunPos.x - hitPos.x)^2;
local y = (gunPos.y - hitPos.y)^2;
local z = (gunPos.z - hitPos.z)^2;
local distance = math.sqrt(x + y + z);
local distanceCvar = GetConVarNumber("rope_distance")
inRange = false
if distance <= distanceCvar then
inRange = true //100
end
if inRange then
if (SERVER) then
if (!self.Beam) then
self.Beam = ents.Create( "rope" )
self.Beam:SetPos( self.Owner:GetShootPos() )
self.Beam:Spawn()
end
self.Beam:SetParent( self.Owner )
self.Beam:SetOwner( self.Owner )
end
selfoTrace()
self.speed = 10000
self.startTime = CurTime()
self.endTime = CurTime() + self.speed
self.dt = -1
if (SERVER && self.Beam) then
self.Beam:GetTable():SetEndPos( self.Tr.HitPos )
end
self:UpdateAttack()
self.Weapon:EmitSound( sndPowerDown )
else
self.Weapon:EmitSound( sndTooFar )
end
end
function SWEP:UpdateAttack()
self.Owner:LagCompensation( true )
if (!endpos) then endpos = self.Tr.HitPos end
if (SERVER && self.Beam) then
self.Beam:GetTable():SetEndPos( endpos )
end
lastpos = endpos
if ( self.Tr.Entity:IsValid() ) then
endpos = self.Tr.Entity:GetPos()
if ( SERVER ) then
self.Beam:GetTable():SetEndPos( endpos )
end
end
local vVel = (endpos - self.Owner:GetPos())
local Distance = endposistance(self.Owner:GetPos())
local et = (self.startTime + (Distance/self.speed))
if(self.dt != 0) then
self.dt = (et - CurTime()) / (et - self.startTime)
end
if(self.dt < 0) then
self.Weapon:EmitSound( sndPowerUp )
self.dt = 0
end
if(self.dt == 0) then
zVel = self.Owner:GetVelocity().z
vVel = vVel:GetNormalized()*(math.Clamp(Distance,0,7))
end
if( SERVER ) then
local gravity = GetConVarNumber("sv_Gravity")
vVel:Add(Vector(0,0,(gravity/100)*1.5))
if(zVel < 0) then
vVel:Sub(Vector(0,0,zVel/100))
end //prob
self.Owner:SetVelocity(vVel)
end
endpos = nil
self.Owner:LagCompensation( false )
end
function SWEP:EndAttack( shutdownsound )
if ( shutdownsound ) then
self.Weapon:EmitSound( sndPowerDown )
end
if ( CLIENT ) then return end
if ( !self.Beam ) then return end
self.Beam:Remove()
self.Beam = nil
end
function SWEP:Attack2()
if (CLIENT) then return end
local CF = self.Owner:GetFOV()
if CF == 90 then
self.Owner:SetFOV(30,.3)
elseif CF == 30 then
self.Owner:SetFOV(90,.3)
end
end
function SWEP:Holster()
self:EndAttack( false )
return true
end
function SWEP:OnRemove()
self:EndAttack( false )
return true
end
function SWEPrimaryAttack()
end
function SWEP:SecondaryAttack()
end