-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathtfa_base_template.lua
1056 lines (913 loc) · 51.5 KB
/
tfa_base_template.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
-- TFA Base Template by TFA Base Devs
-- To the extent possible under law, the person who associated CC0 with
-- TFA Base Template has waived all copyright and related or neighboring rights
-- to TFA Base Template.
-- You should have received a copy of the CC0 legalcode along with this
-- work. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
-- M9K compatible version is dated as 0 (and 0 is also fallback if TFADataVersion not present)
-- as well as everything made for TFA Base before 4.7
SWEP.TFADataVersion = 1
----------------- Basic Garry's Mod SWEP structure stats / TFA Base properties
SWEP.Base = "tfa_gun_base"
SWEP.Category = "TFA Template" -- The category.
-- Please, just choose something generic or something I've already done if you plan on only doing like one (or two or three) swep(s).
SWEP.SubCategory = "" -- Spawnmenu subcategory.
SWEP.Manufacturer = nil -- Gun Manufactrer (e.g. Hoeckler and Koch)
SWEP.Author = "" -- Author Tooltip
SWEP.Contact = "" -- Contact Info Tooltip
SWEP.Purpose = "" -- Purpose Tooltip
SWEP.Instructions = "" -- Instructions Tooltip
SWEP.Spawnable = false -- Can you, as a normal user, spawn this?
SWEP.AdminSpawnable = false -- Can an adminstrator spawn this? Does not tie into your admin mod necessarily, unless its coded to allow for GMod's default ranks somewhere in its code. Evolve and ULX should work, but try to use weapon restriction rather than these.
SWEP.DrawCrosshair = true -- Draw the crosshair?
-- AKA DrawCrosshairIS
SWEP.DrawCrosshairIronSights = false -- Draw the crosshair in ironsights?
SWEP.PrintName = "TFA Base Template" -- Weapon name (Shown on HUD)
SWEP.Slot = 2 -- Slot in the weapon selection menu. Subtract 1, as this starts at 0.
SWEP.SlotPos = 73 -- Position in the slot
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
SWEP.Weight = 30 -- This controls how "good" the weapon is for autopickup.
SWEP.Type = nil -- Weapon type. Autodetected, but in some cases needs to be set manually. PLEASE MAKE SURE THE TYPE IS SET PROPERLY so that autodetection code won't make funky stuff.
-- Recognized generic types: "Pistol", "Machine Pistol", "Revolver", "Sub-Machine Gun", "Rifle", "Carbine", "Light Machine Gun", "Shotgun", "Designated Marksman Rifle", "Sniper Rifle", "Grenade", "Launcher"; "Dual Pistols", "Dual Revolvers", "Dual Sub-Machine Guns" and "Dual Guns".
SWEP.Type_Displayed = nil -- Weapon type override for displaying in the inspection menu. If you want to add wacky text below the gun name, DO IT HERE AND NOT IN THE ACTUAL TYPE FIELD!
----------------- The Most basic weapon stats
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute / RPM
SWEP.Primary.NumShots = 1 -- The number of shots the weapon fires
SWEP.Primary.HullSize = 0 -- Big bullets, increase this value. They increase the hull size of the hitscan bullet.
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
-- If your gun is bullet based
SWEP.Primary.Damage = 0.01 -- Damage, in standard damage points.
SWEP.Primary.Force = nil -- Force value, leave nil to autocalc
-- elseif Your gun is projectile based
-- If your gun is projectile based, ignore Primary.Damage and Primary.Force
SWEP.Primary.Projectile = nil -- Entity to shoot
SWEP.Primary.ProjectileVelocity = 0 -- Entity to shoot's velocity
SWEP.Primary.ProjectileModel = nil -- Entity to shoot's model
----------------- TFA Base basic stats
SWEP.Primary.Knockback = nil -- Autodetected if nil; this is the velocity kickback
SWEP.Primary.DryFireDelay = nil -- How long you have to wait after firing your last shot before a dryfire animation can play. Leave nil for full empty attack length. Can also use SWEP.StatusLength[ ACT_VM_BLABLA ]
SWEP.Primary.BurstDelay = nil -- Delay between bursts, leave nil to autocalculate
-- AKA FiresUnderwater
SWEP.Primary.FiresUnderwater = false -- Whenever this weapon can fire underwater
----------------- TFA Base extended basic stats
SWEP.Primary.RPM_Semi = nil -- RPM for semi-automatic or burst fire. This is in Rounds Per Minute / RPM
SWEP.Primary.RPM_Burst = nil -- RPM for burst fire, overrides semi. This is in Rounds Per Minute / RPM
SWEP.Primary.DamageTypeHandled = true -- true will handle damagetype in base
SWEP.Primary.DamageType = nil -- See DMG enum. This might be DMG_SHOCK, DMG_BURN, DMG_BULLET, etc. Leave nil to autodetect. DMG_AIRBOAT opens doors.
----------------- TFA Base Basic sound handling
SWEP.Primary.Sound = Sound("") -- This is the sound of the weapon, when you shoot.
SWEP.Primary.SilencedSound = nil -- This is the sound of the weapon, when silenced.
-- AKA IronInSound
SWEP.Secondary.IronSightsInSound = nil -- Sound to play when iron sighting in? nil for default
-- AKA IronOutSound
SWEP.Secondary.IronSightsOutSound = nil -- Sound to play when iron sighting out? nil for default
----------------- TFA Base Advanced sound handling
-- Requires looped .wav files prepared beforehand - https://wiki.facepunch.com/gmod/Creating_Looping_Sounds
SWEP.Primary.LoopSound = nil -- Looped fire sound, unsilenced
SWEP.Primary.LoopSoundSilenced = nil -- Looped fire sound, silenced
SWEP.Primary.LoopSoundTail = nil -- Loop end/tail sound, unsilenced
SWEP.Primary.LoopSoundTailSilenced = nil -- Loop end/tail sound, silenced
SWEP.Primary.LoopSoundAutoOnly = false -- Play loop sound for full-auto only? Fallbacks to Primary.Sound for semi/burst if true
-- WORLD/THIRDPERSON/NPC FIRING SOUNDS! Fallbacks to first person sound if not defined.
SWEP.Primary.Sound_World = nil -- This is the sound of the weapon, when you shoot.
SWEP.Primary.SilencedSound_World = nil -- This is the sound of the weapon, when silenced.
SWEP.Primary.LoopSound_World = nil -- Looped fire sound, unsilenced
SWEP.Primary.LoopSoundSilenced_World = nil -- Looped fire sound, silenced
SWEP.Primary.LoopSoundTail_World = nil -- Loop end/tail sound, unsilenced
SWEP.Primary.LoopSoundTailSilenced_World = nil -- Loop end/tail sound, silenced
-- LOW AMMO
SWEP.FireSoundAffectedByClipSize = true -- Play low ammo and last shot sounds? Controlled by "Enable nearly-empty sounds" server option.
SWEP.LowAmmoSoundThreshold = nil -- Clip fill percentage below which low ammo sound will start playing; default is 0.33
SWEP.LowAmmoSound = nil -- Low ammo sound
SWEP.LastAmmoSound = nil -- Last shot sound
-- Both are autodetected based on weapon type
-- Low ammo sounds that are supplied by the base: "TFA.LowAmmo.Handgun", "TFA.LowAmmo.Shotgun", "TFA.LowAmmo.AutoShotgun", "TFA.LowAmmo.MachineGun", "TFA.LowAmmo.AssaultRifle", "TFA.LowAmmo.DMR", "TFA.LowAmmo.Revolver", "TFA.LowAmmo.Sniper", "TFA.LowAmmo.SMG", "TFA.LowAmmo.SciFi", "TFA.LowAmmo.GL"
-- For last ammo sound just add _Dry at the end (for example "TFA.LowAmmo.Handgun_Dry")
----------------- Jamming mechanics
SWEP.CanJam = true -- whenever weapon cam jam
SWEP.JamChance = 0.04 -- the (maximal) chance the weapon will jam. Newly spawned weapon will never jam on first shot for example.
-- Default value is 0.04 (4%)
-- Maxmial value is 1, means weapon will always jam when factor become 100
-- Also remember that there is a minimal factor before weapon can jam
-- This number is not treated "as-is" but as basic value that needs to be concluded as chance
-- You don't really need to cry over it and trying to balance it, TFA Base will do the job for you
-- (TFA Base will calculate the best value between 0 and JamChance based on current JamFactor of the weapon)
SWEP.JamFactor = 0.06 -- How to increase jam factor after each shot.
-- When factor reach 100 it will mean that on each shot there will be SWEP.Primary.JamChance chance to jam
-- When factor reach 50 it will mean that on each shot there will be SWEP.Primary.JamChance / 2 chance to jam
-- and so on
-- Default value is 0.06, means weapon will jam with SWEP.Primary.JamChance chance right after 1666 shots
-- These settings are good for Assault Rifles, however, not good for anything else.
-- Suggested stats:
--[[
-- Pistols
SWEP.JamChance = 0.20
SWEP.JamFactor = 0.14
]]
--[[
-- Revolvers
SWEP.JamChance = 0.17
SWEP.JamFactor = 0.50
]]
--[[
-- Miniguns
SWEP.JamChance = 0.03
SWEP.JamFactor = 0.01
]]
--[[
-- Submachine gun
SWEP.JamChance = 0.04
SWEP.JamFactor = 0.09
]]
--[[
-- Auto shotguns
SWEP.JamChance = 0.15
SWEP.JamFactor = 0.2
]]
--[[
-- Pump-action shotguns
SWEP.JamChance = 0.25
SWEP.JamFactor = 0.3
]]
--[[
-- Sniper rifle
SWEP.JamChance = 0.17
SWEP.JamFactor = 0.35
]]
----------------- Silencing
SWEP.CanBeSilenced = false -- Can we silence? Requires animations.
SWEP.Silenced = false -- Silenced by default?
----------------- Selective Fire Stuff
SWEP.SelectiveFire = false -- Allow selecting your firemode?
SWEP.DisableBurstFire = false -- Only auto/single?
SWEP.OnlyBurstFire = false -- No auto, only burst/single?
SWEP.BurstFireCount = nil -- Burst fire count override (autocalculated by the clip size if nil)
SWEP.DefaultFireMode = "" -- Default to auto or whatev
SWEP.FireModeName = nil -- Change to a text value to override it
----------------- Ammo Related
SWEP.Primary.ClipSize = 0 -- This is the size of a clip
SWEP.Primary.DefaultClip = 0 -- This is the number of bullets the gun gives you, counting a clip as defined directly above.
SWEP.Primary.Ammo = "none" -- What kind of ammo. Options, besides custom, include pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, and AirboatGun.
-- Pistol, buckshot, and slam like to ricochet. Use AirboatGun for a light metal peircing shotgun pellets
SWEP.Primary.AmmoConsumption = 1 -- Ammo consumed per shot
-- AKA DisableChambering
SWEP.Primary.DisableChambering = false -- Disable round-in-the-chamber
-- Recoil Related
SWEP.Primary.KickUp = 0 -- This is the maximum upwards recoil (rise)
SWEP.Primary.KickDown = 0 -- This is the maximum downwards recoil (skeet)
SWEP.Primary.KickHorizontal = 0 -- This is the maximum sideways recoil (no real term)
SWEP.Primary.StaticRecoilFactor = 0.5 -- Amount of recoil to directly apply to EyeAngles. Enter what fraction or percentage (in decimal form) you want. This is also affected by a convar that defaults to 0.5.
-- Firing Cone Related
SWEP.Primary.Spread = .01 -- This is hip-fire acuracy. Less is more (1 is horribly awful, .0001 is close to perfect)
SWEP.Primary.IronAccuracy = .005 -- Ironsight accuracy, should be the same for shotguns
SWEP.Primary.DisplaySpread = nil -- Defaults to true. Display spread on customization screen?
SWEP.Primary.DisplayIronSpread = nil -- Defaults to Primary.DisplaySpread. Display spread on customization screen for iron sights? This is always false if Secondary.IronSightsEnabled is false
-- Unless you can do this manually, autodetect it. If you decide to manually do these, uncomment this block and remove this line.
SWEP.Primary.SpreadMultiplierMax = nil -- How far the spread can expand when you shoot. Example val: 2.5
SWEP.Primary.SpreadIncrement = nil -- What percentage of the modifier is added on, per shot. Example val: 1/3.5
SWEP.Primary.SpreadRecovery = nil -- How much the spread recovers, per second. Example val: 3
SWEP.Primary.SpreadRecoveryDelay = nil -- Delay in seconds before spread starts to recover
----------------- Range stats
SWEP.Primary.DisplayFalloff = nil -- Defaults to true (false for melees)
-- Use these if you don't want/understand how to use LUT below.
-- These values are automatically converted to RangeFalloffLUT table
SWEP.Primary.FalloffMetricBased = false -- Set to true if you set up values below
SWEP.Primary.FalloffByMeter = nil -- How much damage points will bullet loose when travel
SWEP.Primary.MinRangeStartFalloff = nil -- How long will bullet travel in Meters before starting to lose damage?
SWEP.Primary.MaxFalloff = nil -- Maximal amount of damage to be lost
-- Use this for full control over damage dropoff.
--[[
SWEP.Primary.RangeFalloffLUT = {
bezier = true, -- Whenever to use Bezier or not to interpolate points?
-- you probably always want it to be set to true
range_func = "quintic", -- function to spline range
-- "linear" for linear splining.
-- Possible values are "quintic", "cubic", "cosine", "sinusine", "linear" or your own function
units = "meters", -- possible values are "inches", "inch", "hammer", "hu" (are all equal)
-- everything else is considered to be meters
lut = { -- providing zero point is not required
-- without zero point it is considered to be as {range = 0, damage = 1}
{range = 5, damage = 0.9},
{range = 12, damage = 0.8},
{range = 18, damage = 0.5},
{range = 24, damage = 0.2},
{range = 30, damage = 0.55},
{range = 38, damage = 0.76},
{range = 50, damage = 1},
{range = 52, damage = 0.96},
{range = 60, damage = 0.3},
{range = 70, damage = 0.1},
}
}
]]
----------------- Spread stats
-- Spread bias
-- The bigger is the number, the stronger is spread
-- along specified axis (Yaw for X, Pitch for Y). Note that this is not clamped and it is possible
-- to make spread along X or Y or both bigger than current aimcone
SWEP.Primary.SpreadBiasYaw = nil -- Defaults to 1
SWEP.Primary.SpreadBiasPitch = nil -- Defaults to 1
-- Check common/bullet.lua for more information on how to implement custom
-- functions if you REALLY need them
-- Less is more. Accuracy * 0.5 = Twice as accurate, Accuracy * 0.1 = Ten times as accurate
SWEP.CrouchAccuracyMultiplier = nil -- 0.5
SWEP.JumpAccuracyMultiplier = nil -- 2
SWEP.WalkAccuracyMultiplier = nil -- 1.35
SWEP.ChangeStateAccuracyMultiplier = nil -- 1.5
----------------- Recoil related things
SWEP.ViewModelPunchPitchMultiplier = nil -- Default value is 0.5
SWEP.ViewModelPunchPitchMultiplier_IronSights = nil -- Default value is 0.09
SWEP.ViewModelPunch_MaxVertialOffset = nil -- Default value is 3
SWEP.ViewModelPunch_MaxVertialOffset_IronSights = nil -- Default value is 1.95
SWEP.ViewModelPunch_VertialMultiplier = nil -- Default value is 1
SWEP.ViewModelPunch_VertialMultiplier_IronSights = nil -- Default value is 0.25
SWEP.ViewModelPunchYawMultiplier = nil -- Default value is 0.6
SWEP.ViewModelPunchYawMultiplier_IronSights = nil -- Default value is 0.25
-- AKA IronRecoilMultiplier
SWEP.Primary.IronRecoilMultiplier = nil -- 0.5 -- Multiply recoil by this factor when we're in ironsights. This is proportional, not inversely.
SWEP.CrouchRecoilMultiplier = nil -- 0.65 -- Multiply recoil by this factor when we're crouching. This is proportional, not inversely.
SWEP.JumpRecoilMultiplier = nil -- 1.3 -- Multiply recoil by this factor when we're jumping. This is proportional, not inversely.
SWEP.WallRecoilMultiplier = nil -- 1.1 -- Multiply recoil by this factor when we're walking. This is proportional, not inversely. (yes the name is "Wall" it's not a typo in template)
SWEP.ChangeStateRecoilMultiplier = nil -- 1.3 -- Multiply recoil by this factor when we're changing state e.g. not completely ironsighted. This is proportional, not inversely.
-- Stats below have no effect if RecoilLUT is not defined
SWEP.Primary.RecoilLUT_IronSightsMult = nil -- Defaults to 0.5
-- controls how much effective LUT is when iron sighting
SWEP.Primary.RecoilLUT_AnglePunchMult = nil -- Defaults to 0.25
-- controls how much effective LUT at pushing EyeAngles of shooter
SWEP.Primary.RecoilLUT_ViewPunchMult = nil -- Defaults to 1
-- controls how much effective LUT at viewpunch
--[[
SWEP.Primary.RecoilLUT = {
["in"] = {
bezier = true,
func = "quintic", -- function to inerpolate progress when sampling points from table
-- Possible values are "quintic", "cubic", "cosine", "sinusine", "linear" or your own function
cooldown_speed = 1, -- how much to loose progress when we are at this stage
-- 1 means we lose entire progress in a second
increase = 0.1, -- how much to increase progress after shot
-- 0.1 means that this stage would be full after 10 shots
wait = 0.1, -- how much time do we wait in seconds after we stopped shooting
-- after this time, IN stage begin to cooldown until it reach zero
-- table is always prepended with an Angle()
-- only Pitch and Yaw are utilized
-- sampled point is added to aimvector of player
-- when they shoot
points = {
Angle(-1, 0.4),
Angle(-4, -2),
Angle(-6, -4),
Angle(-10, -6),
}
},
["loop"] = {
bezier = true,
func = "quintic",
-- this stage can not cooldown, so no cooldown_speed is defined
increase = 0.1, -- when LOOP stage reach 1, it is reset to 0
wait = 0.1, -- how much time do we wait in seconds after we stopped shooting
-- after this time, stage switch to OUT
-- table is NOT prepended with an Angle()
-- make sure it's starting point match the one from IN stage
-- last and first points are connected automatically
points = {
Angle(-10, -6),
Angle(-12, -0.4),
Angle(-8, 9),
Angle(-11, 12),
Angle(-13, 2),
Angle(-8, -4),
}
},
["out"] = {
bezier = true,
func = "quintic",
-- this stage is different
-- it is only started after LOOP took place
-- shooting in this stage will actually roll back it's state
-- until it reach zero and switch back to LOOP
-- cooling down actually increase stage's progress
cooldown_speed = 1,
-- increase act as negative number to reach zero in this stage
increase = 0.2,
-- after this stage reach 1, everything reset to IN and wait for next fire
-- table is always appended with an Angle()
-- starting point is dynamic
-- and will always match current LOOP's one
points = {
Angle(-7, -2),
Angle(-4, -1),
Angle(-2, 0),
}
}
}
]]
----------------- Penetration Related
-- AKA MaxPenetrationCounter / MaxPenetration
SWEP.Primary.MaxSurfacePenetrationCount = nil -- Defaults to infinity and is clamped by convar which defaults to 100
-- The maximum number of surface penetrations. You probably shouldn't touch this unless you need to remove penetration completely or limit it somehow
-- aside from Penetration power exhaust
SWEP.Primary.PenetrationPower = nil -- Defaults to autodetect
-- This control how much we can penetrate various surfaces in hammer units
-- So, PenetrationPower of 400 say that we can penetrate 400 hammer units of material with penetration multiplier of 1
-- 800 hammer units of material with penetration multiplier of 0.5
-- 1600 hammer units of material with penetration multiplier of 0.25
-- and so on
-- TFA Base is designed to work with small to insanely large penetration power values, so don't be shy at experimenting with this value
SWEP.Primary.PenetrationMultiplier = nil -- Defaults to 1
-- Change the amount of something this gun can penetrate through
-- the LESSER this value is, the BETTER is penetration
-- this is basically multiplier for next values
-- Checkout https://wiki.facepunch.com/gmod/Enums/MAT for list of all materials
--[==[
-- AKA PenetrationMaterials
SWEP.Primary.PenetrationMaterials = {
[MAT_NAME] = 0.5,
}
]==]
----------------- Mobility / Moving speed related
SWEP.AllowSprintAttack = nil -- Allows firing the weapon while sprinting; false by default
-- Multiplies moving speed (velocity) of owner by this value
-- e.g. if their WalkSpeed is 300 HU/s and they hold gun with multiplier of 0.75
-- then when they press +forward their speed will be capped at 225 HU/s
-- AKA MoveSpeed
SWEP.RegularMoveSpeedMultiplier = nil -- Defaults to 1
-- Multiply the player's movespeed by this when aiming down sights
-- !!! This penalty / bonus is not additive (multiplied by RegularMoveSpeedMultiplier) and is preemptive
-- (e.g. if RegularMoveSpeedMultiplier is 0.5 and AimingDownSightsSpeedMultiplier is 1, then when fully Aiming Down Sights
-- speed multiplier will be 1, when half-way ADS'ing speed will be 0.75 and so on
-- Keep in mind that this also affect mouse sensivity when aiming down sights (creating kind of "mouse weight" effect)
-- AKA IronSightsMoveSpeed
SWEP.AimingDownSightsSpeedMultiplier = nil -- Defaults to 0.8
----------------- ViewModel related
SWEP.ViewModel = "models/your/path/here.mdl" -- Viewmodel path
SWEP.ViewModelFOV = 65 -- This controls how big the viewmodel looks. Less is more.
SWEP.ViewModelFlip = false -- Set this to true for CSS models, or false for everything else (with a righthanded viewmodel.)
SWEP.UseHands = false -- Use gmod c_arms system.
-- The viewmodel positional offset, constantly.
-- Subtract this from any other modifications to viewmodel position.
-- AKA VMPos (SWEP Construction Kit naming, VMPos is always checked for presence and it always override ViewModelPosition if present)
SWEP.ViewModelPosition = Vector(0, 0, 0)
-- AKA VMAng (SWEP Construction Kit naming)
-- The viewmodel angular offset, constantly.
-- Subtract this from any other modifications to viewmodel angle.
SWEP.ViewModelAngle = Vector(0, 0, 0)
-- Position when sprinting
-- AKA RunSightsPos (SWEP Construction Kit naming)
SWEP.SprintViewModelPosition = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
-- AKA RunSightsAng (SWEP Construction Kit naming)
SWEP.SprintViewModelAngle = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
-- Position when crouching
-- Viewmodel offset when player is crouched
-- AKA CrouchPos
SWEP.CrouchViewModelPosition = nil -- Defaults to nothing, use Vector(0, 0, 0) as starting point
-- AKA CrouchAng
SWEP.CrouchViewModelAngle = nil -- Defaults to nothing, use Vector(0, 0, 0) as starting point
SWEP.IronSightsPosition = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
SWEP.IronSightsAngle = Vector(0, 0, 0) -- Change this, using SWEP Creation Kit preferably
-- Inspection position
-- Replace with a vector, in style of ironsights position, to be used for inspection
SWEP.InspectPos = nil -- Vector(0, 0, 0)
SWEP.InspectAng = nil -- Vector(0, 0, 0) -- Replace with a vector, in style of ironsights angle, to be used for inspection
-- Whenever positions defined above are additive to any other position modification
-- Set to false for an easier time using VMPos
-- If true, VMPos will act as a constant value added to every other position modification
-- (iron sights position, run position, everything else)
-- AKA VMPos_Additive (SWEP Construction Kit naming)
SWEP.AdditiveViewModelPosition = true
SWEP.CenteredViewModelPosition = nil -- The viewmodel positional offset, used for centering. Leave nil to autodetect using ironsights.
SWEP.CenteredViewModelAngle = nil -- The viewmodel angular offset, used for centering. Leave nil to autodetect using ironsights.
SWEP.ViewModelBodygroups = nil -- {
-- [0] = 1,
-- [1] = 4,
-- [2] = etc.
-- }
-- Procedural sights position.
-- Applies !!BEFORE!! IronSightsPosition/IronSightsAngle and ViewModelPosition/ViewModelAngle
SWEP.ProceduralSight = nil -- Enables procedural viewmodel sight position lookup
SWEP.ProceduralSight_VElement = nil -- "reciever_p90_fn_p90_std" -- Name of VElement to follow; must be active to work; when not defined viewmodel is selected instead
-- Position lookup type: QC Attachment
-- SWEP.ProceduralSight_PositionType = TFA.Enum.SIGHTSPOS_ATTACH -- Enabled by default
-- SWEP.ProceduralSight_Attachment = "mod_aim_camera" -- $attachment name or ID to get the position of
-- Position lookup type: Bone
-- SWEP.ProceduralSight_PositionType = TFA.Enum.SIGHTSPOS_BONE
-- SWEP.ProceduralSight_Bone = "ValveBiped.P250_rootbone" -- Name of the bone to get the position of
SWEP.ProceduralSight_OffsetPos = nil -- Vector(0, 0, 0)
SWEP.ProceduralSight_OffsetAng = nil -- Angle(0, 0, 0)
SWEP.AllowIronSightsDoF = true -- whenever allow DoF effect on viewmodel when zoomed in with iron sights
SWEP.IronSightsDoF_FocusAttachment = nil -- number of the QC attachment used for DoF effect focus (autodetected to muzzle attachment by default)
-- Enable ADS reload animations support (requires animations to be enabled in SWEP.Animations)
SWEP.IronSightsReloadEnabled = nil
-- Lock ADS state when reloading
SWEP.IronSightsReloadLock = true
-- Export from SWEP Creation Kit (if it is being utilized to create gun)
-- For each item that can/will be toggled, set active = false in its individual table
-- AKA VElements (SWEP Construction Kit naming)
SWEP.ViewModelElements = nil --[[ {
["element_name"] = {
-- Basic SCK table syntax
-- Copy only one type element table!
-- Model element:
["type"] = "Model",
["model"] = "models/error.mdl", -- Model path
["bone"] = "", -- Bone name of the viewmodel/parent element to attach to (ignored when bonemerge is used)
["rel"] = "", -- Name of the parent element, empty means viewmodel
["pos"] = Vector(0, 0, 0), -- Position offset (ignored when bonemerge is used)
["angle"] = Angle(0, 0, 0), -- Angle offset (ignored when bonemerge is used)
["size"] = Vector(1, 1, 1), -- Element size (ignored when bonemerge is used)
["color"] = Color(255, 255, 255, 255), -- Color and opacity of the element
["surpresslightning"] = false, -- Suppress engine lighting for the element
["material"] = "", -- Singular material override (keps for backwards compatibilty, use the "materials" table below instead)
["skin"] = 0, -- Material skin index to use
["bodygroup"] = {}, -- Bodygroup overrides by index
["active"] = true, -- Element is active by default?
-- Sprite element:
["type"] = "Sprite",
["sprite"] = "sprites/glow1", -- Sprite texture path (for material use the "vmt" key instead)
["bone"] = "", -- Bone name of the viewmodel/parent element to attach to
["rel"] = "", -- Name of the parent element, empty means viewmodel
["pos"] = Vector(0, 0, 0), -- Position offset
["size"] = Vector(1, 1, 1), -- Sprite size
["color"] = Color(255, 255, 255, 255), -- Color and opacity of the element
-- VMT generation parameters:
["nocull"] = false,
["additive"] = false,
["vertexalpha"] = false,
["vertexcolor"] = false,
["ignorez"] = false,
["active"] = true, -- Element is active by default?
-- Quad element:
["type"] = "Quad",
["bone"] = "", -- Bone name of the viewmodel/parent element to attach to
["rel"] = "", -- Name of the parent element, empty means viewmodel
["pos"] = Vector(0, 0, 0), -- Position offset
["angle"] = Angle(0, 0, 0), -- Angle offset
["size"] = Vector(1, 1, 1), -- Element size
["draw_func"] = function(element) -- Draw function is called when element is active
-- your code here
end,
["active"] = true, -- Element is active by default?
-- Additional syntax from TFA Base:
["attachment"] = "muzzle", -- Parent attachment name, overrides the "bone" value (all types)
["bonemerge"] = false, -- Bonemerge model instead of positioning it at reference point (model only)
["materials"] = {}, -- Submaterials replacement table (model only)
["translucent"] = false, -- Workaround for translucent models drawing behind player hands (all types)
["draw_func_outer"] = function(element, pos, ang, size) -- Secondary draw function added to address stuff like player hands clipping (quad only)
-- your code here
end,
-- For models with stencil sights:
["mask"] = "models/error.mdl", -- Sight mask model path; if not defined the element itself becomes the stencil mask
["reticle"] = "models/error.mdl", -- Model path for model reticle type; must be bonemergeable on this element to work
}
}]]--
----------------- Iron sights related
-- AKA data.ironsights
SWEP.Secondary.IronSightsEnabled = true
-- Controls Field of View when scoping in.
-- Default FoV of Garry's Mod is 75, most of players prefer 90
-- Lesser FoV value means stronger "zoom"
-- Good value to begin experimenting with is 70
-- AKA Secondary.IronFOV
SWEP.Secondary.OwnerFOV = 70
-- AKA IronViewModelFOV
SWEP.Secondary.ViewModelFOV = nil -- Defaults to 65. Target viewmodel FOV when aiming down the sights.
----------------- Worldmodel related
SWEP.WorldModel = "models/your/wmodel/path/here.mdl" -- Weapon world model path
-- AKA Bodygroups_W
SWEP.WorldModelBodygroups = nil -- {
-- [0] = 1,
-- [1] = 4,
-- [2] = etc.
-- }
SWEP.HoldType = "" -- This is how others view you carrying the weapon. Options include:
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
-- You're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles
-- Holdtypes overrides (not cached, nil or "" to disable; only active when dynamic holdtypes are enabled except sprint override)
SWEP.IronSightHoldTypeOverride = nil -- ADS
SWEP.SprintHoldTypeOverride = nil -- Sprinting, holster and safety/passive hold
SWEP.ReloadHoldTypeOverride = nil -- Reloading
SWEP.CrouchHoldTypeOverride = nil -- Crouching
-- Procedural world model offset
-- Value below is good enough for Counter-Strike: Source worldmodels
--[[
-- AKA Offset
SWEP.WorldModelOffset = {
Pos = {
Up = 0,
Right = 0,
Forward = 0
},
Ang = {
Up = -1,
Right = -2,
Forward = 178
},
Scale = 1
}
]]
-- Export from SWEP Creation Kit.
-- For each item that can/will be toggled, set active = false in its individual table
-- AKA WElements (if it is being utilized to create gun)
SWEP.WorldModelElements = nil
----------------- Scopes related
SWEP.IronSightsSensitivity = 1 -- Useful for a RT scope. Change this to 0.25 for 25% sensitivity. This is if normal FOV compenstaion isn't your thing for whatever reason, so don't change it for normal scopes.
SWEP.BoltAction = false -- Unscope/sight after you shoot?
SWEP.Scoped = false -- Draw a scope overlay?
SWEP.ScopeOverlayThreshold = 0.875 -- Percentage you have to be sighted in to see the scope.
SWEP.BoltTimerOffset = 0.25 -- How long you stay sighted in after shooting, with a bolt action.
SWEP.ScopeScale = 0.5 -- Scale of the scope overlay
SWEP.ReticleScale = 0.7 -- Scale of the reticle overlay
-- GDCW Overlay Options. Only choose one.
SWEP.Secondary.UseACOG = false -- Overlay option
SWEP.Secondary.UseMilDot = false -- Overlay option
SWEP.Secondary.UseSVD = false -- Overlay option
SWEP.Secondary.UseParabolic = false -- Overlay option
SWEP.Secondary.UseElcan = false -- Overlay option
SWEP.Secondary.UseGreenDuplex = false -- Overlay option
-- Clientside only
-- Defines custom scope overlay
if CLIENT then
SWEP.Secondary.ScopeTable = nil --[[
{
ScopeBorder = Color(0, 0, 0, 255),
ScopeMaterial = Material("scope/gdcw_closedsight"),
ScopeOverlay = Material("effects/combine_binocoverlay"),
ScopeCrosshair = { -- can also be just a Material() value
r = 0, g = 0, b = 0, a = 255, -- color
scale = 1, -- scale or crosshair line width if no material specified
Material = Material("scope/gdcw_acogcross"), -- material, OPTIONAL!
}
}
]]
end
----------------- Looped reload related
-- AKA Shotgun
SWEP.LoopedReload = false -- Enable looped / shotgun style / one round at time reloading.
SWEP.LoopedReloadInsertAmount = 1 -- How much rounds to insert on each reload cycle
SWEP.ShotgunEmptyAnim = false -- Enable emtpy reloads on shotguns?
SWEP.ShotgunEmptyAnim_Shell = true -- Enable insertion of a shell directly into the chamber on empty reload?
SWEP.ShotgunStartAnimShell = false -- shotgun start anim inserts shell
-- For looped reloads, how long it take to insert extra round into weapon
-- Adjuct to match visual representation when it actually insert round
-- AKA ShellTime
SWEP.LoopedReloadInsertTime = 0.35
----------------- Animation stuff / procedural ones (Lua animated)
-- ViewModel custom blowback
SWEP.BlowbackEnabled = false -- Enable Blowback?
SWEP.BlowbackVector = Vector(0, -1, 0) -- Vector to move bone <or root> relative to bone <or view> orientation.
SWEP.BlowbackAngle = nil -- Angle(0, 0, 0)
SWEP.BlowbackRandomAngleMin = nil -- Angle(.1, -.5, -1)
SWEP.BlowbackRandomAngleMax = nil -- Angle(.2, .5, 1)
SWEP.BlowbackCurrentRoot = 0 -- Amount of blowback currently, for root
SWEP.BlowbackCurrent = 0 -- Amount of blowback currently, for bones
SWEP.BlowbackBoneMods = nil -- Viewmodel bone mods via SWEP Creation Kit
SWEP.Blowback_Only_Iron = true -- Only do blowback on ironsights
SWEP.Blowback_PistolMode = false -- Do we recover from blowback when empty?
SWEP.Blowback_Shell_Enabled = true -- Shoot shells through blowback animations
SWEP.Blowback_Shell_Effect = "ShellEject" -- Which shell effect to use
SWEP.BlowbackAllowAnimation = nil -- Allow playing shoot animation with blowback?
-- Lua animated reload animation
-- Animate first person reload using Lua?
-- When reloading weapon will be offset to holster position (TODO: Add separate property for that)
-- AKA DoProceduralReload
SWEP.IsProceduralReloadBased = false
SWEP.ProceduralReloadTime = 1 -- Procedural reload time in seconds
-- Animation / sequence control
SWEP.StatusLengthOverride = {} -- Changes the status delay of a given animation; only used on reloads. Otherwise, use SequenceLengthOverride or one of the others
SWEP.SequenceLengthOverride = {} -- Changes both the status delay and the nextprimaryfire of a given animation
SWEP.SequenceTimeOverride = {} -- Like above but changes animation length to a target
SWEP.SequenceRateOverride = {} -- Like above but scales animation length rather than being absolute
SWEP.ProceduralHolsterEnabled = nil -- Defaults to autodetection (if weapon has no ACT_VM_HOLSTER animation this is enabled if not specified)
SWEP.ProceduralHolsterTime = 0.3
-- AKA ProceduralHolsterPos
SWEP.ProceduralHolsterPosition = Vector(3, 0, -5)
-- AKA ProceduralHolsterAng
SWEP.ProceduralHolsterAngle = Vector(-40, -30, 10)
----------------- Basic animation related
-- TFA.Enum.IDLE_DISABLED = No idle
-- TFA.Enum.IDLE_LUA = Lua animated idle
-- TFA.Enum.IDLE_ANI = Model's animated idle
-- TFA.Enum.IDLE_BOTH = TFA.Enum.IDLE_ANI + TFA.Enum.IDLE_LUA
SWEP.Idle_Mode = TFA.Enum.IDLE_BOTH
SWEP.Idle_Blend = 0.25 -- Start an idle this far early into the end of a transition
SWEP.Idle_Smooth = 0.05 -- Start an idle this far early into the end of another animation
-- Model based animations Below
-- TFA.Enum.LOCOMOTION_ANI = Model's animation
-- TFA.Enum.LOCOMOTION_LUA = Lua only
-- TFA.Enum.LOCOMOTION_HYBRID = TFA.Enum.LOCOMOTION_ANI + TFA.Enum.LOCOMOTION_LUA
-- Keep in mind that HYBRID sometimes produce very weird results, especially if
-- model's animation is "out of sync" with Lua's one
SWEP.Sights_Mode = TFA.Enum.LOCOMOTION_LUA
--[[
SWEP.IronAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Idle_To_Iron", -- Number for act, String/Number for sequence
["value_empty"] = "Idle_To_Iron_Dry",
["transition"] = true
}, -- Inward transition
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Idle_Iron", -- Number for act, String/Number for sequence
["value_empty"] = "Idle_Iron_Dry"
}, -- Looping Animation
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Iron_To_Idle", -- Number for act, String/Number for sequence
["value_empty"] = "Iron_To_Idle_Dry",
["transition"] = true
}, -- Outward transition
["shoot"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Fire_Iron", -- Number for act, String/Number for sequence
["value_last"] = "Fire_Iron_Last",
["value_empty"] = "Fire_Iron_Dry"
} -- What do you think
}
]]
-- TFA.Enum.LOCOMOTION_ANI = Model's animation
-- TFA.Enum.LOCOMOTION_LUA = Lua only
-- TFA.Enum.LOCOMOTION_HYBRID = TFA.Enum.LOCOMOTION_ANI + TFA.Enum.LOCOMOTION_LUA
SWEP.Sprint_Mode = TFA.Enum.LOCOMOTION_LUA
--[[
SWEP.SprintAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Idle_to_Sprint", -- Number for act, String/Number for sequence
["value_empty"] = "Idle_to_Sprint_Empty",
["transition"] = true
}, -- Inward transition
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Sprint_", -- Number for act, String/Number for sequence
["value_empty"] = "Sprint_Empty_",
["is_idle"] = true
}, -- looping animation
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Sprint_to_Idle", -- Number for act, String/Number for sequence
["value_empty"] = "Sprint_to_Idle_Empty",
["transition"] = true
} -- Outward transition
}
]]
-- TFA.Enum.LOCOMOTION_ANI = Model's animation
-- TFA.Enum.LOCOMOTION_LUA = Lua only
-- TFA.Enum.LOCOMOTION_HYBRID = TFA.Enum.LOCOMOTION_ANI + TFA.Enum.LOCOMOTION_LUA
SWEP.Walk_Mode = TFA.Enum.LOCOMOTION_LUA
--[[
SWEP.WalkAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Idle_to_Walk", -- Number for act, String/Number for sequence
["value_empty"] = "Idle_to_Walk_Empty",
["transition"] = true
}, -- Inward transition
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Walk", -- Number for act, String/Number for sequence
["value_empty"] = "Walk_Empty",
["is_idle"] = true
}, -- looping animation
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "Walk_to_Idle", -- Number for act, String/Number for sequence
["value_empty"] = "Walk_to_Idle_Empty",
["transition"] = true
} -- Outward transition
}
]]
--[[
-- Looping fire animation (full-auto only)
SWEP.ShootAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "ShootLoop_Start", -- Number for act, String/Number for sequence
["value_is"] = "ShootLoop_Iron_Start", -- Number for act, String/Number for sequence
["transition"] = true
}, -- Looping Start, fallbacks to loop
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "ShootLoop", -- Number for act, String/Number for sequence,
["value_is"] = "ShootLoop_Iron", -- Number for act, String/Number for sequence,
["is_idle"] = true,
}, -- Looping Animation
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "ShootLoop_End", -- Number for act, String/Number for sequence
["value_is"] = "ShootLoop_Iron_End", -- Number for act, String/Number for sequence
["transition"] = true
}, -- Looping End
}
]]
SWEP.ShootAnimationLoopAutoOnly = nil -- true
-- TFA.Enum.LOCOMOTION_ANI = Model's animation
-- TFA.Enum.LOCOMOTION_LUA = Lua only
-- TFA.Enum.LOCOMOTION_HYBRID = TFA.Enum.LOCOMOTION_ANI + TFA.Enum.LOCOMOTION_LUA
SWEP.Customize_Mode = TFA.Enum.LOCOMOTION_LUA
--[[
SWEP.CustomizeAnimation = {
["in"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "customization_in", -- Number for act, String/Number for sequence
["transition"] = true
},
["loop"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "customization_idle", -- Number for act, String/Number for sequence
["is_idle"] = true
},
["out"] = {
["type"] = TFA.Enum.ANIMATION_SEQ, -- Sequence or act
["value"] = "customization_out", -- Number for act, String/Number for sequence
["transition"] = true
}
}
]]
--[[
SWEP.PumpAction = { -- Pump/bolt animations
["type"] = TFA.Enum.ANIMATION_ACT, -- Sequence or act
["value"] = ACT_VM_PULLBACK_HIGH, -- Number for act, String/Number for sequence
["value_empty"] = ACT_VM_PULLBACK, -- Last shot pump
["value_is"] = ACT_VM_PULLBACK_LOW, -- ADS pump
}
]] --
----------------- Effects related
-- Attachments
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellAttachment = "2" -- Should be "2" for CSS models or "shell" for hl2 models
SWEP.MuzzleFlashEnabled = true -- Enable muzzle flash
SWEP.MuzzleAttachmentRaw = nil -- This will override whatever string you gave. This is the raw attachment NUMBER. This is overridden or created when a gun makes a muzzle event.
SWEP.AutoDetectMuzzleAttachment = false -- For multi-barrel weapons, detect the proper attachment?
SWEP.MuzzleFlashEffect = nil -- Change to a string of your muzzle flash effect. Copy/paste one of the existing from the base.
SWEP.SmokeParticle = nil -- Smoke particle (ID within the PCF), defaults to something else based on holdtype; "" to disable
SWEP.EjectionSmokeEnabled = true -- Disable automatic ejection smoke
-- Shell eject override
SWEP.LuaShellEject = false -- Enable shell ejection through lua?
SWEP.LuaShellEjectDelay = 0 -- The delay to actually eject things
SWEP.LuaShellModel = nil -- The model to use for ejected shells
SWEP.LuaShellScale = nil -- The model scale to use for ejected shells
SWEP.LuaShellYaw = nil -- The model yaw rotation ( relative ) to use for ejected shells
SWEP.LuaShellSound = nil -- Path to sound file that will be played on impact for ejected shells
-- If not set, "shotgun" in path will force to use shotgun shell impact sounds set
-- Tracer Stuff
SWEP.TracerName = nil -- Change to a string of your tracer name. Can be custom. There is a nice example at https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/base/entities/effects/tooltracer.lua
SWEP.TracerCount = 3 -- 0 disables, otherwise, 1 in X chance
-- Impact Effects
SWEP.ImpactEffect = nil -- Impact Effect
SWEP.ImpactDecal = nil -- Impact Decal
----------------- Event table
-- Utilized for firing custom events (including running Lua code) when an action is played.
-- This can even do stuff like playing a pump animation after shooting, discarding clip when reloading
-- playing sounds and so much more!
SWEP.EventTable = {}
-- example:
--[==[
SWEP.EventTable = {
[ACT_VM_RELOAD] = {
{["time"] = 0.1, ["type"] = "lua", ["value"] = function(wep, viewmodel, ifp --[[IsFirstTimePredicted()]]) end, ["client"] = true, ["server"] = true},
{["time"] = 0.1, ["type"] = "sound", ["value"] = Sound("x")}
}
}
]==]
----------------- Render target related
SWEP.RTMaterialOverride = nil -- Take the material you want out of PrintTable(LocalPlayer():GetViewModel():GetMaterials()), subtract 1 from its index, and set it to this.
SWEP.RTOpaque = false -- Do you want your render target to be opaque?
SWEP.RTCode = nil -- function(self) return end -- This is the function to draw onto your rendertarget
SWEP.RTBGBlur = true -- Draw background blur when 3D scope is active?
----------------- Akimbo related
-- AKA Akimbo
SWEP.IsAkimbo = false -- Akimbo gun? Alternates between primary and secondary attacks.
-- AKA AkimboHUD
SWEP.EnableAkimboHUD = true -- Draw holographic HUD for both weapons?
----------------- Attachments
SWEP.Attachments = {
--[[
[slot number] = {
atts = {
"si_eotech",
-- ...
}, -- table of available attachments IDs
sel = 0, -- index or ID of pre-selected attachment (index starts with 1)
default = nil, -- attachment ID to equip on deselect
hidden = nil, -- true to hide category from attachments selector (this does not prevent attachments to be selected through other means!)
}
]]
-- sel allows you to have an attachment pre-selected, and is used internally by the base to show which attachment is selected in each category.
}
SWEP.AttachmentDependencies = {} -- {["si_acog"] = {"bg_rail", ["type"] = "OR"}} -- type could also be AND to require multiple
SWEP.AttachmentExclusions = {} -- { ["si_iron"] = { [1] = "bg_heatshield"} }
SWEP.AttachmentTableOverride = {} --[[{ -- overrides WeaponTable for attachments
["ins2_ub_laser"] = { -- attachment id, root of WeaponTable override
["ViewModelElements"] = {
["laser_rail"] = {
["active"] = true
},
},
}
}]]
SWEP.AttachmentIconOverride = {} --[[{ -- overrides icons for attachments
["am_magnum"] = Material("entities/ammo_357.png", "smooth")
}]]
SWEP.DInv2_GridSizeX = nil -- DInventory/2 Specific. Determines weapon's width in grid. This is not TFA Base specific and can be specified to any Scripted SWEP.
SWEP.DInv2_GridSizeY = nil -- DInventory/2 Specific. Determines weapon's height in grid. This is not TFA Base specific and can be specified to any Scripted SWEP.
SWEP.DInv2_Volume = nil -- DInventory/2 Specific. Determines weapon's volume in liters. This is not TFA Base specific and can be specified to any Scripted SWEP.
SWEP.DInv2_Mass = nil -- DInventory/2 Specific. Determines weapon's mass in kilograms. This is not TFA Base specific and can be specified to any Scripted SWEP.
-- Stencil Sights.
SWEP.StencilSight = nil -- Enables stencil sight drawing
SWEP.StencilSight_MinPercent = nil -- Mimimum aim progress percentage to draw; 0.05 by default; set to 0 to always draw
SWEP.StencilSight_VElement = nil -- "scope_p90_fn_ring_sight_std" -- Name of VElement to draw sight on; must be active to work
SWEP.StencilSight_UseMask = nil -- Use the .mask value of VElement's table as stencil mask model, otherwise VElement is the stencil mask (model must be bonemergeable on the sights VElement!)
-- StencilSight_ReticleType can accept bitwise OR of multiple sight types, such as:
-- SWEP.StencilSight_ReticleType = bit.bor(TFA.Enum.RETICLE_FLAT, TFA.Enum.RETICLE_MODEL)
-- Draw order is: TFA.Enum.RETICLE_MODEL, TFA.Enum.RETICLE_QUAD, TFA.Enum.RETICLE_FLAT
-- Sight Type: Flat
-- SWEP.StencilSight_ReticleType = TFA.Enum.RETICLE_FLAT
-- SWEP.StencilSight_ReticleMaterial = "models/weapons/yurie_bcry2/scope_assault/reddot" -- Reticle material, accepts either string or Material() object; must be a square texture!
-- SWEP.StencilSight_ReticleSize = 256 -- Reticle size; scales with screen height using HL2 scale formula (size * (screen height / 480))
-- SWEP.StencilSight_ScaleReticleByScreenHeight = nil -- Reticle size is affected by screen height; true by default
-- SWEP.StencilSight_ScaleReticleByProgress = nil -- Scale reticle with aim progress for smoother fade-in; true by default
-- SWEP.StencilSight_FollowRecoil = nil -- If enabled, reticle follows crosshair recoil instead of being locked in center; true by default; affected by crosshair settings
-- SWEP.StencilSight_ReticleTint = nil -- Reticle color; Color(255, 255, 255) by default
-- SWEP.StencilSight_ReticleTintBySightColor = nil -- Use the "Reticule Color" value from base settings instead of StencilSight_ReticleTint? false by default
-- SWEP.StencilSight_FadeReticleByProgress = nil -- Fade-in reticle alpha with aim progress; false by default
-- // Sight Type: Flat
-- Sight Type: Model; requires .reticle value of ViewModelElement's table (model must be bonemergeable on the sights VElement!)
-- SWEP.StencilSight_ReticleType = TFA.Enum.RETICLE_MODEL
-- SWEP.StencilSight_FadeReticleByProgress = nil -- Fade-in reticle alpha with aim progress; false by default
-- SWEP.StencilSight_EnableQuad = nil -- Enables drawing Quad type reticles (example below) over model ones
-- // Sight Type: Model
-- Sight Type: Quad (aka the old way from TFA INS2)
-- SWEP.StencilSight_ReticleType = TFA.Enum.RETICLE_QUAD
-- SWEP.StencilSight_ReticleMaterial = "models/weapons/yurie_eft/parts/scopes/scope_p90_fn_ring_sight_std_LOD0_marks" -- Reticle material, accepts either string or Material() object; must be a square texture!
-- SWEP.StencilSight_ReticleSize = 1 -- Reticle quad size
-- SWEP.StencilSight_ScaleReticleByProgress = nil -- Scale reticle with aim progress for smoother fade-in; true by default
-- SWEP.StencilSight_ReticleTint = nil -- Reticle color; Color(255, 255, 255) by default
-- SWEP.StencilSight_ReticleTintBySightColor = nil -- Use the "Reticule Color" value from base settings instead of StencilSight_ReticleTint? false by default
-- SWEP.StencilSight_FadeReticleByProgress = nil -- Fade-in reticle alpha with aim progress; false by default
-- Quad Reticle Position Lookup
-- Lookup Type: Attachment
-- SWEP.StencilSight_PositionType = TFA.Enum.SIGHTSPOS_ATTACH -- Enabled by default
-- SWEP.StencilSight_ReticleAttachment = "tag_reticle" -- Name or index of target $attachment
-- Lookup Type: Bone
-- SWEP.StencilSight_PositionType = TFA.Enum.SIGHTSPOS_BONE
-- SWEP.StencilSight_ReticleBone = "tag_reticle" -- Name or index of target bone
-- SWEP.StencilSight_ReticleOffsetPos = nil -- Vector(0, 0, 0)
-- SWEP.StencilSight_ReticleOffsetAng = nil -- Angle(0, 0, 0)
-- // Sight Type: Quad
-- [[ BASH BASE PARAMETERS ]] --
-- If you're using "tfa_bash_base" or something that's derived from it
SWEP.Secondary.CanBash = true -- set to false to disable bashing
SWEP.Secondary.BashDamage = 25 -- Melee bash damage
SWEP.Secondary.BashSound = "TFA.Bash" -- Soundscript name for bash swing sound
SWEP.Secondary.BashHitSound = "TFA.BashWall" -- Soundscript name for non-flesh hit sound
SWEP.Secondary.BashHitSound_Flesh = "TFA.BashFlesh" -- Soundscript name for flesh hit sound
SWEP.Secondary.BashLength = 54 -- Length of bash melee trace in units
SWEP.Secondary.BashDelay = 0.2 -- Delay (in seconds) from bash start to bash attack trace
SWEP.Secondary.BashDamageType = DMG_SLASH -- Damage type (DMG_ enum value)
SWEP.Secondary.BashEnd = nil -- Bash end time (in seconds), defaults to animation end if undefined
SWEP.Secondary.BashInterrupt = false -- Bash attack interrupts everything (reload, draw, whatever)
-- [[MISC INFO FOR MODELERS]] --