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custom_weaponry [2023/06/02 23:49] – namespace update antigravitiescustom_weaponry [2026/05/01 23:26] (current) frank_lee_smith
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-====== Custom Weaponry ====== +coming soon when facepunch lets us do addons
-You can create custom weaponry from deriving from one of the following classes: +
-  * Gun (Gun provides common useful methods such as ShootBullet that gun like weapons would find useful, it is derived from Weapon) +
-  * Melee (Melee has an Attack method, it is derived from Weapon) +
-  * Weapon (Weapon provides reload and ammo system and no more, it is derived from Carriable) +
-  * Carriable (Carriable provides nothing, its a bare bones thing that goes into your inventory and has a viewmodel) +
- +
- +
- +
-heres an example weapon you might find helpful +
-<code csharp> +
-using Editor; +
-using Sandbox; +
-using TerrorTown; +
- +
-[Library("ttt_weapon_overpowered"), HammerEntity] +
-[Title("Overpowered Weapon"), Category("Weapons")] +
-public class OverpoweredWeapon : Gun, ISecondaryWeapon, IRandomWeapon +
-+
- public override string ViewModelPath => "weapons/rust_pistol/v_rust_pistol.vmdl"; +
- public override string WorldModelPath => "weapons/rust_pistol/rust_pistol.vmdl"; +
- public override float PrimaryAttackDelay => 0.000f; +
- public override float PrimaryReloadDelay => 0.000f; +
- public override int MaxPrimaryAmmo => 100000; +
- public override AmmoType PrimaryAmmoType => AmmoType.Spare; +
- public override float HeadshotMultiplier => 10.00f; +
- public override bool Automatic => true; +
- public override void PrimaryAttack() +
-+
- PrimaryAmmo -= 1; +
- ShootBullet(1000, 0.0f, 1000); +
- PlaySound("rust_pistol.shoot"); +
- (Owner as AnimatedEntity)?.SetAnimParameter("b_attack", true); +
- ShootEffects(); +
-+
- public override void ReloadPrimary() +
-+
- base.ReloadPrimary(); +
-+
-+
- +
-</code>+
custom_weaponry.1685749767.txt.gz · Last modified: 2023/06/02 23:49 by antigravities

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