[ZS] Beer Bottle



  • A melee weapon that breaks after hitting anything. Can only be found in maps from the models/props_junk/garbage_glassbottle003a.mdl prop.

    Greatly slows down the zombie on hit.

    https://dl.dropboxusercontent.com/u/84956545/videos/weapon_zs_beerbottle.webm

    AddCSLuaFile()
    
    if CLIENT then
    	SWEP.PrintName = "Beer Bottle"
    
    	SWEP.ViewModelFOV = 60
    	SWEP.ViewModelFlip = false
    
    	SWEP.ShowViewModel = false
    	SWEP.ShowWorldModel = false
    	SWEP.VElements = {
    	["bottle"] = { type = "Model", model = "models/props_junk/garbage_glassbottle003a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 1, -5), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
    	}
    	SWEP.WElements = {
    	["bottle"] = { type = "Model", model = "models/props_junk/garbage_glassbottle003a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.635, 1, -3.636), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
    	}
    end
    
    SWEP.Base = "weapon_zs_basemelee"
    
    SWEP.ViewModel = "models/weapons/c_stunstick.mdl"
    SWEP.WorldModel = "models/props_junk/garbage_glassbottle003a.mdl"
    SWEP.UseHands = true
    
    SWEP.HoldType = "melee"
    
    SWEP.DamageType = DMG_CLUB
    
    SWEP.MeleeDamage = 30
    SWEP.MeleeRange = 55
    SWEP.MeleeSize = 0.75
    
    SWEP.Primary.Delay = 1.0
    
    SWEP.WalkSpeed = SPEED_FAST
    
    SWEP.SwingRotation = Angle(0, -90, -60)
    SWEP.SwingOffset = Vector(0, 30, -40)
    SWEP.SwingTime = 0.3
    SWEP.SwingHoldType = "melee"
    
    function SWEP:PlaySwingSound()
    	self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 80, math.Rand(90, 105))
    end
    
    function SWEP:PlayHitSound()
    
    	self:EmitSound("physics/glass/glass_impact_bullet"..math.random(1, 4)..".wav")
    end
    
    function SWEP:PlayHitFleshSound()
    	self:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav")
    end
    
    function SWEP:OnMeleeHit(hitent, hitflesh, tr)
    
    	local effectdata = EffectData()
    		effectdata:SetOrigin(tr.HitPos)
    		effectdata:SetNormal(tr.HitNormal)
    		effectdata:SetMagnitude(2)
    		effectdata:SetScale(1)
    		util.Effect("GlassImpact", effectdata)
    
    		if hitent:IsValid() and hitent:IsPlayer() and hitent:Health() > self.MeleeDamage then
    			hitent:AddLegDamage(30)
    		end
    		if SERVER then
    		self:Remove()
    		end
    	end
    


  • A melee weapon that breaks after hitting anything. Can only be found in maps from the models/props_junk/garbage_glassbottle003a.mdl prop.

    Greatly slows down the zombie on hit.

    https://dl.dropboxusercontent.com/u/84956545/videos/weapon_zs_beerbottle.webm

    AddCSLuaFile()
    
    if CLIENT then
    	SWEP.PrintName = "Beer Bottle"
    
    	SWEP.ViewModelFOV = 60
    	SWEP.ViewModelFlip = false
    
    	SWEP.ShowViewModel = false
    	SWEP.ShowWorldModel = false
    	SWEP.VElements = {
    	["bottle"] = { type = "Model", model = "models/props_junk/garbage_glassbottle003a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 1, -5), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
    	}
    	SWEP.WElements = {
    	["bottle"] = { type = "Model", model = "models/props_junk/garbage_glassbottle003a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.635, 1, -3.636), angle = Angle(0, 0, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
    	}
    end
    
    SWEP.Base = "weapon_zs_basemelee"
    
    SWEP.ViewModel = "models/weapons/c_stunstick.mdl"
    SWEP.WorldModel = "models/props_junk/garbage_glassbottle003a.mdl"
    SWEP.UseHands = true
    
    SWEP.HoldType = "melee"
    
    SWEP.DamageType = DMG_CLUB
    
    SWEP.MeleeDamage = 30
    SWEP.MeleeRange = 55
    SWEP.MeleeSize = 0.75
    
    SWEP.Primary.Delay = 1.0
    
    SWEP.WalkSpeed = SPEED_FAST
    
    SWEP.SwingRotation = Angle(0, -90, -60)
    SWEP.SwingOffset = Vector(0, 30, -40)
    SWEP.SwingTime = 0.3
    SWEP.SwingHoldType = "melee"
    
    function SWEP:PlaySwingSound()
    	self:EmitSound("weapons/iceaxe/iceaxe_swing1.wav", 80, math.Rand(90, 105))
    end
    
    function SWEP:PlayHitSound()
    
    	self:EmitSound("physics/glass/glass_impact_bullet"..math.random(1, 4)..".wav")
    end
    
    function SWEP:PlayHitFleshSound()
    	self:EmitSound("physics/body/body_medium_break"..math.random(2, 4)..".wav")
    end
    
    function SWEP:OnMeleeHit(hitent, hitflesh, tr)
    
    	local effectdata = EffectData()
    		effectdata:SetOrigin(tr.HitPos)
    		effectdata:SetNormal(tr.HitNormal)
    		effectdata:SetMagnitude(2)
    		effectdata:SetScale(1)
    		util.Effect("GlassImpact", effectdata)
    
    		if hitent:IsValid() and hitent:IsPlayer() and hitent:Health() > self.MeleeDamage then
    			hitent:AddLegDamage(30)
    		end
    		if SERVER then
    		self:Remove()
    		end
    	end
    


  • Would adding the intoxicated effect from EFT be over doing it?



  • Make it stumble the zombie.



  • Right click to chug, then vomit.



  • @CMasta:

    Right click to chug, then vomit.

    I’m all too familiar



  • lead pipe and getting staggered in one shot from blaster is already irritating enough



  • Not nearly enough novelty value.



  • change it to a throwable like stone, add fire
    call it molotov



  • use the glass bottle to make broken glass in an area for a certain amount of time, broken glass will slow down zombies that step over it.


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