shared (1).lua
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- Fichier LUA de 3 Ko (text/plain)
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Aperçu du fichier
SWEP.Author = "Piper"
SWEP.Contact = ""
SWEP.Purpose = "To simply, Blink to your desired location and smite thou whom Zeus cannot."
SWEP.Instructions = "LMB to teleport to a destination"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.ViewModel = "models/weapons/v_hands.mdl"
SWEP.WorldModel = "models/weapons/w_hands.mdl"
SWEP.HoldType = "normal"
SWEP.Category = "Charmed Magic"
SWEP.ViewModelFOV = 57
SWEP.Primary.ClipSize = 10000
SWEP.Primary.DefaultClip = 10000
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "357"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Sound = "lightning.mp3"
function SWEP:Think()
end
function SWEP:PrimaryAttack(ply)
local vPoint = self.Owner:GetPos()
local effectdata = EffectData()
effectdata:SetStart( vPoint )
effectdata:SetOrigin( vPoint )
effectdata:SetScale( 1 )
util.Effect( "entity_remove", effectdata )
self:EmitSound("lightning.mp3")
local t = util.GetPlayerTrace(self.Owner)
local tr = util.TraceLine(t)
local eye = tr.HitPos
self.Owner:SetPos(eye)
local vecPoint = eye
local effectdata2 = EffectData()
effectdata2:SetStart( vecPoint )
effectdata2:SetOrigin( vecPoint )
effectdata2:SetScale ( 1 )
util.Effect( "entity_remove", effectdata2 )
self:EmitSound("lightning.mp3")
end
function SWEP:SecondaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
local eyetrace = self.Owner:GetEyeTrace();
-- this gets where you are looking. The SWep is making an explosion where you are LOOKING, right?
self:EmitSound ( self.Sound ) Sound "explode.mp3"
-- this makes the sound, which I specified earlier in the code
self:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
-- this makes the shooting animation for the 357
local explode = ents.Create( "env_explosion" )
explode:SetColor(0, 255, 0, 255)
explode:SetPos( eyetrace.HitPos ) -- this creates the explosion where you were looking
explode:SetOwner( self.Owner ) -- this sets you as the person who made the explosion
explode:Spawn() -- this actually spawns the explosion
explode:SetKeyValue( "iMagnitude", "60" ) -- the magnitude
explode:Fire( "Explode", 0, 0 )
explode:EmitSound( "explode.mp3", 100, 100 ) -- the sound for the explosion, and how far away it can be heard
self:SetNextSecondaryFire( CurTime() + 5 )
-- this sets the delay for the next primary and secondary fires.
self:TakePrimaryAmmo(0) -- removes 1 ammo from our clip
end
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