SWEP.PrintName = "'Broadside' Missile Launcher" SWEP.Description = "Launches missiles that deal considerable AOE explosive damage. Right click remotely detonates them." SWEP.UseHands = false SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.Base = "weapon_zs_baseproj" SWEP.HoldType = "rpg" SWEP.ViewModel = "models/weapons/c_rpg.mdl" SWEP.WorldModel = "models/weapons/w_rocket_launcher.mdl" SWEP.Primary.Delay = 1.2 SWEP.Primary.ClipSize = 3 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "impactmine" SWEP.Primary.DefaultClip = 3 SWEP.Primary.Damage = 107 SWEP.ReloadSound = Sound("vehicles/tank_readyfire1.wav") SWEP.Primary.Sound = Sound("weapons/stinger_fire1.wav") SWEP.ReloadSpeed = 0.55 SWEP.Recoil = 3 SWEP.ConeMin = 0.0001 SWEP.ConeMax = 0.0001 SWEP.Primary.Gesture = ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG SWEP.ReloadGesture = ACT_HL2MP_GESTURE_RELOAD_RPG SWEP.WalkSpeed = SPEED_SLOWEST * 0.85 SWEP.FireAnimSpeed = 0.75 SWEP.Tier = 5 SWEP.MaxStock = 2 GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_CLIP_SIZE, 1, 1) GAMEMODE:AddNewRemantleBranch(SWEP, 1, "'Salvo' Micro-missile Launcher", "Rapidly fires miniature missiles that use 33% ammo", function(wept) wept.Primary.Delay = wept.Primary.Delay * 0.24 wept.Primary.Automatic = true wept.Recoil = 0 wept.Primary.Damage = wept.Primary.Damage * 0.3 wept.FireAnimSpeed = 1.1 wept.EmitFireSound = function(self) self:EmitSound(self.Primary.Sound, 75, math.random(218, 223), 0.6) self:EmitSound("weapons/grenade_launcher1.wav", 75, math.random(126, 132), 0.5, CHAN_WEAPON + 20) end wept.EntModify = function(self, ent) ent:SetDTBool(0, true) ent.ProjTaper = self.Primary.ProjExplosionTaper local owner = self:GetOwner() owner.RemoteDetRocket = ent self:SetNextSecondaryFire(CurTime() + 0.2) end wept.PrimaryAttack = function(self) if not self:CanPrimaryAttack() then return end self:SetNextPrimaryFire(CurTime() + self.Primary.Delay) self:EmitFireSound() local altuse = self:GetDTInt(10) if altuse == 0 then self:TakeAmmo() end self:SetDTInt(10, (altuse - 1) % 3) self:ShootBullets(self.Primary.Damage, self.Primary.NumShots, self:GetCone()) self.IdleAnimation = CurTime() + self:SequenceDuration() end wept.ConeMax = 3 wept.ConeMin = 1.5 end) function SWEP:EmitFireSound() self:EmitSound(self.Primary.Sound, 80, math.random(118, 123), 0.8) self:EmitSound("weapons/grenade_launcher1.wav", 80, math.random(76, 82), 0.7, CHAN_WEAPON + 20) end