-- Variables that are used on both client and server SWEP.Gun = ("d_slingshot") -- must be the name of your swep but NO CAPITALS! SWEP.Category = "CSO/CF Weapons" --Category where you will find your weapons SWEP.Author = "Zekeou" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.PrintName = "Wild Wing Slingshot" -- Weapon name (Shown on HUD) SWEP.Slot = 1 -- Slot in the weapon selection menu SWEP.SlotPos = 4 -- Position in the slot SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? SWEP.DrawCrosshair = true -- set false if you want no crosshair SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better 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.HoldType = "pistol" -- how others view you carrying the weapon -- 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 makes for good sniper rifles SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_pist_slings.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_pist_deagle.mdl" -- Weapon world model SWEP.ShowWorldModel = false SWEP.Base = "zekeou_gun_base" --the Base this weapon will work on. PLEASE RENAME THE BASE! SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.Primary.Sound = Sound("weapons/D_Slingshot/Catapult Fire.wav") -- Script that calls the primary fire sound SWEP.Primary.SilencedSound = Sound("") -- Sound if the weapon is silenced SWEP.Primary.RPM = 300 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 7 -- Size of a clip SWEP.Primary.DefaultClip = 28 -- Bullets you start with SWEP.Primary.KickUp = 2 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 1 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 1 -- Maximum up recoil (stock) SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "357" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun -- Pistol, buckshot, and slam always ricochet. --Use AirboatGun for a light metal peircing shotgun pellets SWEP.SelectiveFire = true SWEP.CanBeSilenced = false SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more! SWEP.data = {} --The starting firemode SWEP.data.ironsights = 1 SWEP.Primary.Damage = 25 -- Base damage per bullet SWEP.Primary.Spread = .03 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .02 -- Ironsight accuracy, should be the same for shotguns -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(0,0,0) --Iron Sight positions and angles. Use the Iron sights utility in SWEP.IronSightsAng = Vector(0,0,0) --Clavus's Swep Construction Kit to get these vectors SWEP.RunSightsPos = Vector(0,0,0) --These are for the angles your viewmodel will be when running SWEP.RunSightsAng = Vector(0,0,0) --Again, use the Swep Construction Kit SWEP.WElements = { ["D_Slingshot"] = { type = "Model", model = "models/weapons/w_pist_slings.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(1.896, 0.328, 0.519), angle = Angle(0, -4.69, 180), size = Vector(0.722, 0.722, 0.722), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } }