Author Topic: [Code] New pew pew script  (Read 6248 times)

Keeves

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[Code] New pew pew script
« on: February 28, 2015, 08:11:16 pm »

Code: [Select]

local BULLET = {}


-- Important Information
BULLET.Version = 2


-- General Information
BULLET.Name = "Gau-954 Coil Gun"

BULLET.Author = "Keeves"
BULLET.Description = "Fast rate of fire and high accuracy, however, it suffers from high recoil and is encouraged to be used on capital ships"
BULLET.AdminOnly = false
BULLET.SuperAdminOnly = false


-- Appearance
BULLET.Model = "models/combatmodels/tankshell_25mm.mdl"


-- Effects / Sounds
BULLET.FireSound = {"chippy/m134d.wav"}
BULLET.ExplosionSound = nil
BULLET.FireEffect = "muzzleflash"


-- Movement
BULLET.Speed = 900
--BULLET.Gravity = 0.0
BULLET.RecoilForce = 1560
BULLET.Spread = 0.0
BULLET.AffectedBySBGravity = true


-- Damage
BULLET.DamageType = "PointDamage"
BULLET.Damage = 210




-- Reloading/Ammo
BULLET.Reloadtime = 0.02
BULLET.Ammo = 2000
BULLET.AmmoReloadtime = 20


-- Other
BULLET.EnergyPerShot = 80


-- Wire Input (This is called whenever a wire input is changed) (Is run on: Cannon)
function BULLET:WireInput( name, value )
   if (name == "Fire") then
      if (value != 0) then
         self.Firing = true
      else
         self.Firing = false
      end
      if (value != 0 and self.CanFire == true) then
         self.LastFired = CurTime()
         self.CanFire = false
         if WireLib then WireLib.TriggerOutput(self.Entity, "Can Fire", 0) end
      end
   elseif (name == "Reload") then
      if (self.Ammo and self.Ammo > 0 and self.Ammo < self.Bullet.Ammo) then
         if (self.Bullet.Ammo and self.Bullet.Ammo > 0 and self.Bullet.AmmoReloadtime and self.Bullet.AmmoReloadtime > 0) then
            if (value != 0) then
               if (self.Ammo and self.Ammo > 0) then
                  self.Ammo = 0
                  self.LastFired = CurTime() + self.Bullet.Reloadtime
                  self.CanFire = false
                  if WireLib then
                     WireLib.TriggerOutput( self.Entity, "Can Fire", 0)
                     WireLib.TriggerOutput( self.Entity, "Ammo", 0 )
                  end
               end
            end
         end
      end
   end
end


-- Cannon Think (Is run on: Cannon)
function BULLET:CannonThink()
   if (!self.ChargeSound) then self.ChargeSound = CreateSound( self.Entity, "ambient/machines/spin_loop.wav" ) end
   if (!self.ChargeUpTime) then self.ChargeUpTime = 0 end
   if (CurTime() - self.LastFired > self.Bullet.Reloadtime and self.CanFire == false) then -- if you can fire
      if (self.Ammo <= 0 and self.Bullet.Ammo > 0) then -- check for ammo
         -- if we don't have any ammo left...
         if (self.Firing) then -- if you are holding down fire
            -- Sound
            if (self.Bullet.EmptyMagSound and self.SoundTimer and CurTime() > self.SoundTimer) then
               self.SoundTimer = CurTime() + self.Bullet.Reloadtime
               local soundpath = ""
               if (table.Count(self.Bullet.EmptyMagSound) > 1) then
                  soundpath = table.Random(self.Bullet.EmptyMagSound)
               else
                  soundpath = self.Bullet.EmptyMagSound[1]
               end
               self:EmitSound( soundpath )
            end         
         end
         self.CanFire = false
         if WireLib then WireLib.TriggerOutput( self.Entity, "Can Fire", 0) end
         if (CurTime() - self.LastFired > self.Bullet.AmmoReloadtime) then -- check ammo reloadtime
            self.Ammo = self.Bullet.Ammo
            if WireLib then WireLib.TriggerOutput( self.Entity, "Ammo", self.Ammo ) end
            self.CanFire = true
            if (self.Firing) then
               self.LastFired = CurTime()
               self.CanFire = false
            elseif WireLib then
               WireLib.TriggerOutput( self.Entity, "Can Fire", 1)
            end
         end
      else
         -- if we DO have ammo left
         self.CanFire = true
         if (self.Firing) then
            self.LastFired = CurTime()
            self.CanFire = false
            if (self.ChargeUpTime >= 0) then
               self:FireBullet()
            else
               self.ChargeUpTime = self.ChargeUpTime + 5
            end
            if (!self.ChargeSound:IsPlaying()) then
               self.ChargeSound:Play()
            end
            self.ChargeSound:ChangePitch(math.max(self.ChargeUpTime,1),0)
         elseif WireLib then
            WireLib.TriggerOutput( self.Entity, "Can Fire", 1 )
         end
      end
   end
   if (!self.Firing or self.Ammo == 0) then
      if (self.ChargeUpTime > 0) then
         self.ChargeUpTime = self.ChargeUpTime - 2
         self.ChargeSound:ChangePitch(math.max(self.ChargeUpTime,1),0)
      else
         self.ChargeSound:Stop()
      end
   end
   if (self.Bullet.Reloadtime and self.Bullet.Reloadtime < 0.5) then
      -- Run more often!
      self.Entity:NextThink( CurTime() )
      return true
   end
end


function BULLET:OnRemove()
   if (self.ChargeSound:IsPlaying()) then self.ChargeSound:Stop() end
end

pewpew:AddWeapon( BULLET )
« Last Edit: March 01, 2015, 05:53:55 pm by Keeves »
아 시발이거 번역하는 사람들은 병신.   -Mr.Keeves-

bloxgate

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Re: [Code] New pew pew script
« Reply #1 on: March 01, 2015, 03:07:10 am »
Looks nice, I'd suggest a couple of changes though:
  • 60 damage even with a high fire rate isn't much. With the stock resistance you'd be doing closer to 30; 6 or so with maxed out resistance.
  • Recoil force is a bit low. For example the naquadah missiles we currently have for capital ships are in the 1000's range.
On another note, that name seems familiar. Did you name it after something?