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Crosshair overlay for ironsight
Crosshair overlay for ironsight










= -1 - The percentage of the range the bullet damage starts to fall off at. = nil-How much the spread recovers, per second. = nil -What percentage of the modifier is added on, per shot. = nil-How far the spread can expand when you shoot. If you decide to manually do these, uncomment this block and remove this line. Unless you can do this manually, autodetect it. 005 - Ironsight accuracy, should be the same for shotguns This is also affected by a convar that defaults to 0.5. Enter what fraction or percentage (in decimal form) you want. = 0.5 -Amount of recoil to directly apply to EyeAngles. = 0 - This is the maximum sideways recoil (no real term) = 0 - This is the maximum downwards recoil (skeet) = 2 - This is the maximum upwards recoil (rise) SWEP.DisableChambering = false -Disable round-in-the-chamber Use AirboatGun for a light metal peircing shotgun pellets Pistol, buckshot, and slam like to ricochet. Options, besides custom, include pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, and AirboatGun. = 400 - This is the number of bullets the gun gives you, counting a clip as defined directly above. SWEP.FireModeName = nil -Change to a text value to override it SWEP.DefaultFireMode = "" -Default to auto or whatev SWEP.OnlyBurstFire = false -No auto, only burst/single? SWEP.DisableBurstFire = false -Only auto/single? SWEP.SelectiveFire = false -Allow selecting your firemode? SWEP.Silenced = false -Silenced by default? SWEP.CanBeSilenced = false -Can we silence? Requires animations. SWEP.IronOutSound = nil -Sound to play when ironsighting out? nil for default SWEP.IronInSound = nil -Sound to play when ironsighting in? nil for default = nil - Delay between bursts, leave nil to autocalculate = nil -How long you have to wait after firing your last shot before a dryfire animation can play. _Burst = nil - RPM for burst fire, overrides semi. _Semi = nil - RPM for semi-automatic or burst fire. = 600 - This is in Rounds Per Minute / RPM SWEP.Shotgun is NOT required for this to be >1. = 1 -The number of shots the weapon fires. They increase the hull size of the hitscan bullet. = 0 -Autodetected if nil this is the velocity kickback = nil -Force value, leave nil to autocalc This might be DMG_SHOCK, DMG_BURN, DMG_BULLET, etc. = true -true will handle damagetype in base

crosshair overlay for ironsight

= 95 - Damage, in standard damage points. = 1 -Change the amount of something this gun can penetrate through = nil - This is the sound of the weapon, when silenced. = Sound("") - This is the sound of the weapon, when you shoot. SWEP.Weight = 30 - This controls how "good" the weapon is for autopickup. SWEP.AutoSwitchFrom = true - Auto switch from if you pick up a better weapon SWEP.AutoSwitchTo = true - Auto switch to if we pick it up SWEP.Slot = 2 - Slot in the weapon selection menu. SWEP.PrintName = "Flamethrower" - Weapon name (Shown on HUD) SWEP.DrawCrosshairIS = false -Draw the crosshair in ironsights? SWEP.DrawCrosshair = true - Draw the crosshair? Evolve and ULX should work, but try to use weapon restriction rather than these.

#CROSSHAIR OVERLAY FOR IRONSIGHT MOD#

SWEP.AdminSpawnable = true -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. SWEP.Spawnable = true -Can you, as a normal user, spawn this? SWEP.Instructions = "" -Instructions Tooltip SWEP.Manufacturer = nil -Gun Manufactrer (e.g. Please, just choose something generic or something I've already done if you plan on only doing like one swep. SWEP.Category = "TFA Star Wars" -The category.










Crosshair overlay for ironsight