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[Weapon Information]
Name - Name of the weapon
Category - Category in which it will be located
CustomAuthor - Specify a specific author
Icon - Weapon Icon
VModel - First-person weapon model
VModelPos - Offset by position of the first-person weapon model
VModelRot - Offset by rotation of the first-person weapon model.
FOV - FOV of the first-person weapon model.
WModel - Weapon model.
WModelPos - Offset by position weapon model.
WModelRot - Offset by rotation of the weapon model.
Hold - Animation of 3rd-person weapon hold.
Rays - Rays of the weapon hit.
RaysDetails - How many extra rays to create between rays.
OnlyOneRay - Stops creating rays when the weapon hits something.
AnimationHit - Animation of the hit.
AnimationHitEnd - Final hit animation.
AnimationHitEndScale - Adds or decreases the delay due to the final hit animation.
HitSounds - Sound after hitting a surface.
AnimationDraw - Animation of weapon draw.
DrawSound - Sound of weapon draw.
AnimationIdle - Animation of weapon hit action.
AttackWait - How long you have to wait after a hit to hit again.
AttackHitWait - How long you need to wait before beams are created.
AttackDistance - Attack Distance.
Damage - Damage on entity.
DamageProp - Damage on props.
IdleScale - Force of first-person animation when the weapon moves up and down.
SwayScale - Strength of weapon movement when the player turns around.
DontDecals - Whether to create decals after hits.
SwingSounds - Sounds when weapons are swung.
KickScale - Strength of prop or sentiti knockback.
BobbingScale - The power of shaking the weapon when you walk around.
PunchAngle - Where the camera will turn after a punch.
InertiaScale - The force with which the player is pulled forward by the impact.
WaterSplashSize - The size of the splash when you hit water.
SwingWait - How long it takes to play the SwingSounds.
Funny - Is this weapon a joke weapon?
WModelVisible - Removes the 3rd person rendering of the weapon in your hands.
AnimationInspect - Animations when the player examines the weapon.
HitFunction - (trace result, the one who triggered the event, not the main ray) - Called when a weapon hits a surface.
HitAfterFunction - (trace result, the one who triggered the event, not the main ray) - Called when the weapon hits the surface (after the hit)
PreAttackFunctionInfo - (current info) - return (new info) - Allows you to change the weapon's info before the hit.
[Addon's Information]
Author - Creator of the modification.
Name - Name of the modification.
[Library Functions]
CreateMod(mod id, info) - creates modification.
CreateMelee(SWEP, info, mod id) - creates weapon.
ShockEntity(entity, power) - shocks entity.
PlaceDecal(texture, entity, position, normal, color, size) - creates decal.
Version - library version.
[Errors]
E1 - Can't load weapon because the id doesn't start with wm_
E2 - Cannot load weapon because it is not in weapon folder (script)
E3 - Cannot load weapon because its information is empty
E4 - Cannot load modification because it already exists
E5 - Cannot load modification because the id is not a string
E6 - Cannot load weapon because no modification found
E7 - Cannot load modification because information is not an array
E8 - Cannot load modification because there is not enough information
if WMLib then
WMLib.CreateMod("ваш айди мода",{Name = "Название вашего мода", Author = "Ваш никнейм"})
end
а что-бы добавить оружие, нужно создать файл в папке weapons, и обязательно название (айди) оружия должно начинаться на wm_, или wm_debug_ если это отладочное оружие.
В файле вы прописываете...
if WMLib then
AddCSLuaFile()
local Info = {
Name = "Примерное оружие"
}
WMLib.CreateMelee(SWEP,Info,"ваш айди мода")
end
ну как-то так, ждите википедию
a very short tutorial of creating a weapon addon based on this mod, you need to first call a function, this should be put in the autorun folder
if WMLib then
WMLib.CreateMod(“your mod id”,{Name = “Name of your addon”, Author = “Your nickname”})
end
And to add weapons, you need to create a file in the weapons folder, and the name of the weapon must begin with wm_, or wm_debug_ if it is a debugging weapon.
In the file you write...
if WMLib then
AddCSLuaFile()
local Info = {
Name = “Example Weapon”
}
WMLib.CreateMelee(SWEP,Info, “your mod id”)
end
well, that's how it is, wait for wikipedia
Anything above is obsolete!
Ссылка на вики: https://woowz11.github.io/woowzsite/woowzmelee_wiki.html
Mod wiki link: https://woowz11.github.io/woowzsite/woowzmelee_wiki.html