Chair Throwing Gun

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In this tutorial we will create a weapon that fires chairs.

File Layout

  • Open your garry's mod folder.
  • Open the 'addons' folder.
  • Create a folder called 'chairlauncher'
  • Create a folder inside called 'lua'
  • Create a folder inside called 'weapons'
  • Create a file called 'weapon_chairgun.lua'

Your folder structure should be like this:


You have created an addon called chairlauncher which contains a weapon called weapon_chairgun. Whenever you create a new weapon, most people use the weapon_ prefix, since most of the default weapons names also start with weapon_.

The Code

Add these to your weapon after you understand them.


This code is just informational. It shows up in the spawnmenu and the weapon selection menu.. so it will help people out if your weapon is complicated to use. You can also put your name in the author field so people know who made it.

SWEP.PrintName			= "Chair Thrower" -- This will be shown in the spawn menu, and in the weapon selection menu
SWEP.Author			= "(your name)" -- These two options will be shown when you have the weapon highlighted in the weapon selection menu
SWEP.Instructions		= "Left mouse to fire a chair!"

Spawn Info

Defines whether players can spawn this weapon from the spawnmenu.. and whether only admins can spawn it.

SWEP.Spawnable = true
SWEP.AdminOnly = true

Clip Info

Our weapon doesn't use any ammo or clips, so we just set the clip sizes to -1 and the ammo to "none".

We set primary to be automatic. This means that the player doesn't have to release the mouse button and press it again - it will continually fire.

SWEP.Primary.ClipSize		= -1
SWEP.Primary.DefaultClip	= -1
SWEP.Primary.Automatic		= true
SWEP.Primary.Ammo		= "none"

SWEP.Secondary.ClipSize		= -1
SWEP.Secondary.DefaultClip	= -1
SWEP.Secondary.Automatic	= false
SWEP.Secondary.Ammo		= "none"

More Info

These are mostly self explanatory. The higher the weight the more likely you are to switch to it. Slot and SlotPos decide where in your weapon menu the weapon will be.

SWEP.Weight			= 5
SWEP.AutoSwitchTo		= false
SWEP.AutoSwitchFrom		= false

SWEP.Slot			= 1
SWEP.SlotPos			= 2
SWEP.DrawAmmo			= false
SWEP.DrawCrosshair		= true


The view-model and the world-model to use.

SWEP.ViewModel			= "models/weapons/v_pistol.mdl"
SWEP.WorldModel			= "models/weapons/w_pistol.mdl"

Precache Sounds

You can precache sounds by defining them as locals using the Sound function. This prevents the sound loading when you first shoot the weapon - causing a hitch.

local ShootSound = Sound( "Metal.SawbladeStick" )

The actual chair throwing code

Commented for your learning pleasure

-- Called when the left mouse button is pressed
function SWEP:PrimaryAttack()

	-- This weapon is 'automatic'. This function call below defines
	-- the rate of fire. Here we set it to shoot every 0.5 seconds.
	self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )	

	-- Call 'ThrowChair' on self with this model
	self:ThrowChair( "models/props/cs_office/Chair_office.mdl" )


-- Called when the rightmouse button is pressed
function SWEP:SecondaryAttack()

	-- Note we don't call SetNextSecondaryFire here because it's not
	-- automatic and so we let them fire as fast as they can click.	

	-- Call 'ThrowChair' on self with this model
	self:ThrowChair( "models/props_c17/FurnitureChair001a.mdl" )


-- A custom function we added. When you call this the player will fire a chair!
function SWEP:ThrowChair( model_file )

	-- Play the shoot sound we precached earlier!
	self:EmitSound( ShootSound )

	-- If we're the client then this is as much as we want to do.
	-- We play the sound above on the client due to prediction.
	-- ( if we didn't they would feel a ping delay during multiplayer )
	if ( CLIENT ) then return end

	-- Create a prop_physics entity
	local ent = ents.Create( "prop_physics" )

	-- Always make sure that created entities are actually created!
	if ( !IsValid( ent ) ) then return end

	-- Set the entity's model to the passed in model
	ent:SetModel( model_file )
	-- Set the position to the player's eye position plus 16 units forward.
	-- Set the angles to the player'e eye angles. Then spawn it.
	ent:SetPos( self.Owner:EyePos() + (self.Owner:GetAimVector() * 16) )
	ent:SetAngles( self.Owner:EyeAngles() )

	-- Now get the physics object. Whenever we get a physics object
	-- we need to test to make sure its valid before using it.
	-- If it isn't then we'll remove the entity.
	local phys = ent:GetPhysicsObject()
	if ( !IsValid( phys ) ) then ent:Remove() return end
	-- Now we apply the force - so the chair actually throws instead 
	-- of just falling to the ground. You can play with this value here
	-- to adjust how fast we throw it.
	local velocity = self.Owner:GetAimVector()
	velocity = velocity * 100 
	velocity = velocity + (VectorRand() * 10) -- a random element
	phys:ApplyForceCenter( velocity )
	-- Assuming we're playing in Sandbox mode we want to add this
	-- entity to the cleanup and undo lists. This is done like so.
	cleanup.Add( self.Owner, "props", ent )
	undo.Create( "Thrown_Chair" )
		undo.AddEntity( ent )
		undo.SetPlayer( self.Owner )


Can you edit the new weapon to:

  • Use a different firing sound for left/right click
  • Throw a melon when you press reload? (tip: WEAPON:Reload)
  • Throw 3 chairs at a time
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