Custom Detective Weapon in TTT
- Aeternal
- Compulsive poster
- Posts: 60
- https://www.youtube.com/channel/UC40BgXanDqOYoVCYFDSTfHA
- Joined: Sun Nov 24, 2013 7:41 am
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Custom Detective Weapon in TTT
I recently added a Detective only weapon to my server. It appears there however no one can buy it. Help?
- mattsayshi
- New to forums
- Posts: 13
- Joined: Fri Dec 06, 2013 2:52 pm
Re: Custom Detective Weapon in TTT
So you're saying it is in the detective menu but they can never purchase it?
- mattsayshi
- New to forums
- Posts: 13
- Joined: Fri Dec 06, 2013 2:52 pm
Re: Custom Detective Weapon in TTT
Give us the code that you used and how many credits do you need to buy it?
Re: Custom Detective Weapon in TTT
Code: Select all
if( SERVER ) then
AddCSLuaFile( "shared.lua" );
end
if( CLIENT ) then
SWEP.PrintName = "Drilldo";
SWEP.Slot = 3;
SWEP.SlotPos = 3;
SWEP.DrawAmmo = false;
SWEP.DrawCrosshair = false;
killicon.Add( "drilldoicon", "drilldo/deathicon", Color( 255, 170, 181, 255 ) );
killicon.AddAlias( "drilldo", "drilldoicon" );
end
SWEP.ViewModelFOV = 62
SWEP.ViewModelFlip = false
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.NextStrike = 0;
SWEP.ViewModel = "models/jaanus/v_drilldo.mdl"
SWEP.WorldModel = "models/jaanus/w_drilldo.mdl"
resource.AddFile("VGUI/entities/drilldo")
SWEP.Icon = "VGUI/entities/drilldo"
-------------Primary Fire Attributes----------------------------------------
SWEP.Primary.Delay = 0.001 --In seconds
SWEP.Primary.Recoil = 0 --Gun Kick
SWEP.Primary.Damage = 30 --Damage per Bullet
SWEP.Primary.NumShots = 1 --Number of shots per one fire
SWEP.Primary.Cone = 0 --Bullet Spread
SWEP.Primary.ClipSize = -1 --Use "-1 if there are no clips"
SWEP.Primary.DefaultClip = -1 --Number of shots in next clip
SWEP.Primary.Automatic = true --Pistol fire (false) or SMG fire (true)
SWEP.Primary.Ammo = "none" --Ammo Type
SWEP.CanBuy = {ROLE_DETECTIVE} --What kind of team mate can buy it
-------------Secondary Fire Attributes-------------------------------------
SWEP.Secondary.Delay = 0.9
SWEP.Secondary.Recoil = 0
SWEP.Secondary.Damage = 0
SWEP.Secondary.NumShots = 1
SWEP.Secondary.Cone = 0
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
util.PrecacheSound("vo/npc/male01/yeah02.wav")
util.PrecacheSound("physics/rubber/rubber_tire_impact_hard1.wav")
util.PrecacheSound("physics/rubber/rubber_tire_impact_hard2.wav")
util.PrecacheSound("physics/rubber/rubber_tire_impact_hard3.wav")
util.PrecacheSound("physics/flesh/flesh_strider_impact_bullet1.wav")
util.PrecacheSound("physics/flesh/flesh_strider_impact_bullet2.wav")
util.PrecacheSound("physics/flesh/flesh_strider_impact_bullet3.wav")
util.PrecacheSound("weapons/crossbow/hitbod1.wav")
util.PrecacheSound("weapons/crossbow/hitbod2.wav")
util.PrecacheSound("weapons/drilldo/rev.wav")
function SWEP:Initialize()
if( SERVER ) then
self:SetWeaponHoldType( "pistol" );
end
self.Hit = {
Sound( "physics/rubber/rubber_tire_impact_hard1.wav" ),
Sound( "physics/rubber/rubber_tire_impact_hard2.wav" ),
Sound( "physics/rubber/rubber_tire_impact_hard3.wav" ) };
self.FleshHit = {
Sound( "physics/flesh/flesh_strider_impact_bullet1.wav" ),
Sound( "physics/flesh/flesh_strider_impact_bullet2.wav" ),
Sound( "physics/flesh/flesh_strider_impact_bullet3.wav" ),
util.PrecacheSound("weapons/crossbow/hitbod1.wav"),
util.PrecacheSound("weapons/crossbow/hitbod2.wav"),
util.PrecacheSound("weapons/crossbow/hitbod3.wav"), };
end
function SWEP:Precache()
end
function SWEP:Deploy()
self.Owner:EmitSound( "vo/npc/male01/yeah02.wav" );
return true;
end
function SWEP:PrimaryAttack()
if( CurTime() < self.NextStrike ) then return; end
self.NextStrike = ( CurTime() + .2 );
local trace = self.Owner:GetEyeTrace();
if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 70 then
if( trace.Entity:IsPlayer() or trace.Entity:IsNPC() or trace.Entity:GetClass()=="prop_ragdoll" ) then
self.Owner:EmitSound( self.FleshHit[math.random(1,#self.FleshHit)] );
self.Weapon:EmitSound("weapons/drilldo/rev.wav")
else
self.Owner:EmitSound( self.Hit[math.random(1,#self.Hit)] );
self.Weapon:EmitSound("weapons/drilldo/rev.wav")
end
self.Owner:SetAnimation( PLAYER_ATTACK1 );
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK );
bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 1
bullet.Damage = 10
self.Owner:FireBullets(bullet)
else
self.Owner:SetAnimation( PLAYER_ATTACK1 );
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK );
self.Weapon:EmitSound("weapons/drilldo/rev.wav")
end
end
if (SERVER) then
resource.AddFile( "sound/weapons/drilldo/rev.wav" )
resource.AddFile( "models/jaanus/dildo.mdl" )
resource.AddFile( "models/jaanus/v_drilldo.mdl" )
resource.AddFile( "models/jaanus/w_drill.mdl" )
resource.AddFile( "models/jaanus/w_drilldo.mdl" )
resource.AddFile( "materials/VGUI/entities/drilldo.vmt" )
resource.AddFile( "materials/VGUI/entities/drilldo.vtf" )
resource.AddFile( "materials/jaanus/dildo.vmt" )
resource.AddFile( "materials/jaanus/dildo.vtf" )
resource.AddFile( "materials/jaanus/dildo_n.vtf" )
resource.AddFile( "materials/jaanus/drill.vmt" )
resource.AddFile( "materials/jaanus/drill.vtf" )
resource.AddFile( "materials/jaanus/drill_n.vtf" )
resource.AddFile( "materials/drilldo/deathicon.vmt" )
resource.AddFile( "materials/drilldo/deathicon.vtf" )
end
- mattsayshi
- New to forums
- Posts: 13
- Joined: Fri Dec 06, 2013 2:52 pm
Re: Custom Detective Weapon in TTT
Set it to true and see if you can actually use it in game.
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
SWEP.Spawnable = false
SWEP.AdminSpawnable = false
Re: Custom Detective Weapon in TTT
I'm not seeing it anywhere in game. How would I spawn it? I set it to admin spawnable. What would I type to spawn this weapon?