zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_broadside/shared.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

87 lines
2.4 KiB
Lua

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