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

72 lines
5.4 KiB
Lua

AddCSLuaFile()
SWEP.PrintName = "Kongol Axe"
SWEP.Description = "A very heavy greataxe with no other special properties other than sheer damage output."
if CLIENT then
SWEP.ViewModelFOV = 65
SWEP.ViewModelFlip = false
SWEP.ShowViewModel = false
SWEP.ShowWorldModel = false
SWEP.VElements = {
["base2+++"] = { type = "Model", model = "models/props_phx/misc/iron_beam1.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(-0.519, 14, 0), angle = Angle(0, 90, -90), size = Vector(0.2, 0.2, 0.2), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/chairchrome01", skin = 0, bodygroup = {} },
["base2"] = { type = "Model", model = "models/props_phx/gibs/wooden_wheel2_gib2.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(2, 15.074, -1.5), angle = Angle(0, -45, 0), size = Vector(0.349, 0.349, 0.349), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/chairchrome01", skin = 0, bodygroup = {} },
["base"] = { type = "Model", model = "models/props/cs_militia/axe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3, 1.299, -4), angle = Angle(0, 0, 90), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["base2++++"] = { type = "Model", model = "models/props_phx/construct/metal_angle180.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, 15.064, -1), angle = Angle(0, 180, 0), size = Vector(0.2, 0.2, 0.5), color = Color(255, 255, 255, 35), surpresslightning = false, material = "models/shiny", skin = 0, bodygroup = {} },
["base2++"] = { type = "Model", model = "models/props_phx/gibs/wooden_wheel2_gib2.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(2.049, 15.064, -1.52), angle = Angle(0, -80, 0), size = Vector(0.349, 0.349, 0.349), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/chairchrome01", skin = 0, bodygroup = {} },
["base2+"] = { type = "Model", model = "models/props_phx/construct/metal_angle180.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "base", pos = Vector(0, 15.064, -1), angle = Angle(0, 180, 0), size = Vector(0.2, 0.2, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/chairchrome01", skin = 0, bodygroup = {} }
}
SWEP.WElements = {
["base"] = { type = "Model", model = "models/props/cs_militia/axe.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3, 1.299, -4), angle = Angle(0, 0, 90), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["base2+++"] = { type = "Model", model = "models/props_phx/misc/iron_beam1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(-0.519, 14, 0), angle = Angle(0, 90, -90), size = Vector(0.2, 0.2, 0.2), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/chairchrome01", skin = 0, bodygroup = {} },
["base2"] = { type = "Model", model = "models/props_phx/gibs/wooden_wheel2_gib2.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0.699, 15.074, -1.5), angle = Angle(0, -45, 0), size = Vector(0.349, 0.349, 0.349), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/chairchrome01", skin = 0, bodygroup = {} },
["base2++++"] = { type = "Model", model = "models/props_phx/construct/metal_angle180.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 15.064, -1), angle = Angle(0, 180, 0), size = Vector(0.2, 0.2, 0.5), color = Color(255, 255, 255, 35), surpresslightning = false, material = "models/shiny", skin = 0, bodygroup = {} },
["base2++"] = { type = "Model", model = "models/props_phx/gibs/wooden_wheel2_gib2.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0.75, 15.064, -1.52), angle = Angle(0, -80, 0), size = Vector(0.349, 0.349, 0.349), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/chairchrome01", skin = 0, bodygroup = {} },
["base2+"] = { type = "Model", model = "models/props_phx/construct/metal_angle180.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 15.064, -1), angle = Angle(0, 180, 0), size = Vector(0.2, 0.2, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/props_c17/chairchrome01", skin = 0, bodygroup = {} }
}
end
SWEP.Base = "weapon_zs_basemelee"
SWEP.ViewModel = "models/weapons/c_stunstick.mdl"
SWEP.WorldModel = "models/weapons/w_crowbar.mdl"
SWEP.UseHands = true
SWEP.HoldType = "melee2"
SWEP.MeleeDamage = 150
SWEP.MeleeRange = 75
SWEP.MeleeSize = 3
SWEP.MeleeKnockBack = 350
SWEP.Primary.Delay = 1.3
SWEP.WalkSpeed = SPEED_SLOWER
SWEP.SwingRotation = Angle(60, 0, -80)
SWEP.SwingOffset = Vector(0, -30, 0)
SWEP.SwingTime = 0.6
SWEP.SwingHoldType = "melee"
SWEP.HitDecal = "Manhackcut"
SWEP.Tier = 4
SWEP.MaxStock = 3
SWEP.AllowQualityWeapons = true
GAMEMODE:AttachWeaponModifier(SWEP, WEAPON_MODIFIER_FIRE_DELAY, -0.13)
function SWEP:PlaySwingSound()
self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 75, math.random(40, 45))
end
function SWEP:PlayHitSound()
self:EmitSound("weapons/melee/golf club/golf_hit-0"..math.random(4)..".ogg", 75, math.random(70, 75))
end
function SWEP:PlayHitFleshSound()
self:EmitSound("physics/flesh/flesh_bloody_break.wav", 80, math.random(95, 105))
end