Volume du ToolGun

  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
Messages
303
Score réaction
22
Points
100
Bonjour je voudrait s'avoir si il y a une addons qui rend moin fort le volume du toolgun (Pas juste le volume aussi le bruit quille fait.Je ne doit pas etre le seul a trouver que le son est degelasse ?
 
M

Membre supprimé 98332

Anonyme
jeremiedreux à dit:
Bonjour je voudrait s'avoir si il y a une addons qui rend moin fort le volume du toolgun (Pas juste le volume aussi le bruit quille fait.Je ne doit pas etre le seul a trouver que le son est degelasse ?
Perso, j'aime bien spam le toolgun psk j'aime le bruit :)
 
  • J'aime
Réactions: lampoule et Yoh Sambre ♪
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
Messages
303
Score réaction
22
Points
100
Yoh Sambre ♪

Yoh Sambre ♪

Shaman Fou
Messages
16 292
Score réaction
9 688
Points
1 845
YOLO

https://github.com/Facepunch/garrys...ox/entities/weapons/gmod_tool/shared.lua#L229
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
Messages
303
Score réaction
22
Points
100
Yoh Sambre ♪ à dit:
YOLO

https://github.com/Facepunch/garrys...ox/entities/weapons/gmod_tool/shared.lua#L229
Merci.Comment l'installé stp ?
 
Yoh Sambre ♪

Yoh Sambre ♪

Shaman Fou
Messages
16 292
Score réaction
9 688
Points
1 845
jeremiedreux à dit:
Merci.Comment l'installé stp ?
tu l'installe pas tu le modifie comme indiquer dans l'url > garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua

au pire efface tous le fichier et remplace par ceci :

Code:
-- Variables that are used on both client and server
SWEP.PrintName = "Outil X34"
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.ViewModel = "models/weapons/c_toolgun.mdl"
SWEP.WorldModel = "models/weapons/w_toolgun.mdl"
SWEP.UseHands = true
SWEP.Spawnable = true
-- Be nice, precache the models
util.PrecacheModel( SWEP.ViewModel )
util.PrecacheModel( SWEP.WorldModel )
-- Todo, make/find a better sound.
SWEP.ShootSound = Sound( "" )
SWEP.Tool = {}
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.CanHolster = true
SWEP.CanDeploy = true
function SWEP:InitializeTools() local temp = {} for k,v in pairs( self.Tool ) do temp[k] = table.Copy( v ) temp[k].SWEP = self temp[k].Owner = self.Owner temp[k].Weapon = self.Weapon temp[k]:Init() end self.Tool = temp
end
function SWEP:SetupDataTables() self:NetworkVar( "Entity", 0, "TargetEntity1" ) self:NetworkVar( "Entity", 1, "TargetEntity2" ) self:NetworkVar( "Entity", 2, "TargetEntity3" ) self:NetworkVar( "Entity", 3, "TargetEntity4" )
end
-- Convenience function to check object limits
function SWEP:CheckLimit( str ) return self:GetOwner():CheckLimit( str )
end
function SWEP:Initialize() self:SetHoldType( "pistol" ) self:InitializeTools() -- We create these here. The problem is that these are meant to be constant values. -- in the toolmode they're not because some tools can be automatic while some tools aren't. -- Since this is a global table it's shared between all instances of the gun. -- By creating new tables here we're making it so each tool has its own instance of the table -- So changing it won't affect the other tools. self.Primary = { ClipSize = -1, DefaultClip = -1, Automatic = false, Ammo = "none" } self.Secondary = { ClipSize = -1, DefaultClip = -1, Automatic = false, Ammo = "none" }
end
function SWEP:OnRestore() self:InitializeTools()
end
function SWEP:Precache() util.PrecacheSound( self.ShootSound )
end
function SWEP:Reload() -- This makes the reload a semi-automatic thing rather than a continuous thing if ( !self.Owner:KeyPressed( IN_RELOAD ) ) then return end local mode = self:GetMode() local trace = self.Owner:GetEyeTrace() if ( !trace.Hit ) then return end local tool = self:GetToolObject() if ( !tool ) then return end tool:CheckObjects() -- Does the server setting say it's ok? if ( !tool:Allowed() ) then return end -- Ask the gamemode if it's ok to do this if ( !gamemode.Call( "CanTool", self.Owner, trace, mode ) ) then return end if ( !tool:Reload( trace ) ) then return end self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
end
-- Returns the mode we're in
function SWEP:GetMode() return self.Mode
end
-- Think does stuff every frame
function SWEP:Think() self.Mode = self.Owner:GetInfo( "gmod_toolmode" ) local tool = self:GetToolObject() if ( !tool ) then return end tool:CheckObjects() self.last_mode = self.current_mode self.current_mode = self.Mode -- Release ghost entities if we're not allowed to use this new mode? if ( !tool:Allowed() ) then self:GetToolObject( self.last_mode ):ReleaseGhostEntity() return end if ( self.last_mode != self.current_mode ) then if ( !self:GetToolObject( self.last_mode ) ) then return end -- We want to release the ghost entity just in case self:GetToolObject( self.last_mode ):Holster() end self.Primary.Automatic = tool.LeftClickAutomatic or false self.Secondary.Automatic = tool.RightClickAutomatic or false self.RequiresTraceHit = tool.RequiresTraceHit or true tool:Think()
end
-- The shoot effect
function SWEP:DoShootEffect( hitpos, hitnormal, entity, physbone, bFirstTimePredicted ) self:EmitSound( self.ShootSound ) self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) -- View model animation -- There's a bug with the model that's causing a muzzle to -- appear on everyone's screen when we fire this animation. self.Owner:SetAnimation( PLAYER_ATTACK1 ) -- 3rd Person Animation if ( !bFirstTimePredicted ) then return end local effectdata = EffectData() effectdata:SetOrigin( hitpos ) effectdata:SetNormal( hitnormal ) effectdata:SetEntity( entity ) effectdata:SetAttachment( physbone ) util.Effect( "selection_indicator", effectdata ) local effectdata = EffectData() effectdata:SetOrigin( hitpos ) effectdata:SetStart( self.Owner:GetShootPos() ) effectdata:SetAttachment( 1 ) effectdata:SetEntity( self ) util.Effect( "", effectdata )
end
-- Trace a line then send the result to a mode function
function SWEP:PrimaryAttack() local mode = self:GetMode() local tr = util.GetPlayerTrace( self.Owner ) tr.mask = bit.bor( CONTENTS_SOLID, CONTENTS_MOVEABLE, CONTENTS_MONSTER, CONTENTS_WINDOW, CONTENTS_DEBRIS, CONTENTS_GRATE, CONTENTS_AUX ) local trace = util.TraceLine( tr ) if ( !trace.Hit ) then return end local tool = self:GetToolObject() if ( !tool ) then return end tool:CheckObjects() -- Does the server setting say it's ok? if ( !tool:Allowed() ) then return end -- Ask the gamemode if it's ok to do this if ( !gamemode.Call( "CanTool", self.Owner, trace, mode ) ) then return end if ( !tool:LeftClick( trace ) ) then return end self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
end
function SWEP:SecondaryAttack() local mode = self:GetMode() local tr = util.GetPlayerTrace( self.Owner ) tr.mask = bit.bor( CONTENTS_SOLID, CONTENTS_MOVEABLE, CONTENTS_MONSTER, CONTENTS_WINDOW, CONTENTS_DEBRIS, CONTENTS_GRATE, CONTENTS_AUX ) local trace = util.TraceLine( tr ) if ( !trace.Hit ) then return end local tool = self:GetToolObject() if ( !tool ) then return end tool:CheckObjects() -- Ask the gamemode if it's ok to do this if ( !tool:Allowed() ) then return end if ( !gamemode.Call( "CanTool", self.Owner, trace, mode ) ) then return end if ( !tool:RightClick( trace ) ) then return end self:DoShootEffect( trace.HitPos, trace.HitNormal, trace.Entity, trace.PhysicsBone, IsFirstTimePredicted() )
end
function SWEP:Holster() -- Just do what the SWEP wants to do if there's no tool if ( !self:GetToolObject() ) then return self.CanHolster end local CanHolster = self:GetToolObject():Holster() if ( CanHolster ~= nil ) then return CanHolster end return self.CanHolster
end
-- Delete ghosts here in case the weapon gets deleted all of a sudden somehow
function SWEP:OnRemove() if ( !self:GetToolObject() ) then return end self:GetToolObject():ReleaseGhostEntity()
end
-- This will remove any ghosts when a player dies and drops the weapon
function SWEP:OwnerChanged() if ( !self:GetToolObject() ) then return end self:GetToolObject():ReleaseGhostEntity()
end
-- Deploy
function SWEP:Deploy() -- Just do what the SWEP wants to do if there is no tool if ( !self:GetToolObject() ) then return self.CanDeploy end self:GetToolObject():UpdateData() local CanDeploy = self:GetToolObject():Deploy() if ( CanDeploy ~= nil ) then return CanDeploy end return self.CanDeploy
end
function SWEP:GetToolObject( tool ) local mode = tool or self:GetMode() if ( !self.Tool[ mode ] ) then return false end return self.Tool[ mode ]
end
function SWEP:FireAnimationEvent( pos, ang, event, options ) -- Disables animation based muzzle event if ( event == 21 ) then return true end -- Disable thirdperson muzzle flash if ( event == 5003 ) then return true end
end
include( "stool.lua" )
 
Discord d'entraide
Rejoignz-nous sur Discord