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Creating Custom Weapons and Tools
Garry's Mod

Creating Custom Weapons and Tools

Create custom weapons and tools in Garry's Mod using Lua scripting. Learn weapon properties, primary fire, and how to add unique functionality.

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Create custom weapons and tools in Garry's Mod using Lua scripting. Learn weapon properties, primary fire, and how to add unique functionality.

Elevate your Garry's Mod creations by crafting custom weapons and tools. This allows for unique gameplay mechanics, personalized combat experiences, and innovative ways to interact with the sandbox. While it requires some understanding of Lua scripting, the results can be incredibly rewarding, offering functionality far beyond the default tools.

The Power of Lua Scripting

Garry's Mod is highly extensible through Lua scripting. Custom weapons and tools are essentially scripts that define their behavior, appearance, and effects. You'll be working with files typically found in your `garrysmod/addons` folder, often within a `lua` subdirectory.

Basic Weapon Script Structure

A typical weapon script will define:

  • Weapon Properties: Name, description, icon, damage, firing rate, ammo type, etc.
  • Primary Fire: What happens when the left mouse button is clicked (e.g., firing a projectile, performing a melee attack).
  • Secondary Fire: What happens with the right mouse button (e.g., aiming down sights, firing an alternate mode).
  • Reloading: How the weapon is reloaded.
  • Visuals: How the weapon appears in the player's hands and any associated effects (muzzle flash, impact effects).

Creating a Simple Projectile Weapon

Let's outline the steps for a basic projectile weapon:

  1. Create a New Addon Folder: Inside `garrysmod/addons`, create a folder for your weapon (e.g., `my_custom_gun`).
  2. Add Lua Files: Inside `my_custom_gun`, create a `lua` folder, and within that, a `weapons` folder. Place your weapon script here (e.g., `weapon_mygun.lua`).
  3. Define Weapon Class: In your script, you'll register your weapon with Garry's Mod using functions like SWEP.Base = 'weapon_base' and define its properties.
  4. Implement Primary Fire: Use the PrimaryAttack function. This might involve spawning a projectile entity (e.g., using util.TraceLine to find a target and then spawning a projectile or applying damage directly).
  5. Add Model and Icon: You'll need to specify the weapon's 3D model and a 2D icon for the HUD.

Custom Tools

Custom tools often leverage the Tool Gun framework. You can create new tools that perform specific actions, such as:

  • Advanced Manipulators: Tools that can precisely control physics or entity properties.
  • Creative Aids: Tools that simplify complex building tasks.
  • Gamemode-Specific Tools: Tools designed for particular gamemodes.

Resources and Learning

  • Garry's Mod Wiki: An invaluable resource for Lua API documentation and scripting examples.
  • Community Forums: Engage with other modders to ask questions and share knowledge.
  • Existing Addons: Study the code of other custom weapons and tools to learn how they are implemented.

Developing custom weapons and tools is a journey into Garry's Mod's scripting capabilities. Start with simple concepts and gradually build complexity as your understanding grows.

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