Files
wnsrc/gamemodes/darkrp/plugins/arccwbase/entities/weapons/wn_arccw_metrokalash2012.lua

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2024-08-04 23:54:45 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
SWEP.Base = "arccw_base"
SWEP.Spawnable = true -- this obviously has to be set to true
SWEP.Category = "Willard - Junk Weapons" -- edit this if you like
SWEP.AdminOnly = false
SWEP.PrintName = "Kalash2012"
SWEP.Trivia_Class = "Assault Rifle"
SWEP.Trivia_Desc = "At the start of World War 3, this was the best assault rifle used by the army. It is extremely sought after in the Metro due to its great performance."
SWEP.Trivia_Manufacturer = "Unknown"
SWEP.Trivia_Calibre = "5.45x39mm"
SWEP.Trivia_Mechanism = "Gas-Operated"
SWEP.Trivia_Country = "Russia"
SWEP.Slot = 2
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_kalash2012.mdl"
SWEP.WorldModel = "models/weapons/c_kalash2012.mdl"
SWEP.ViewModelFOV = 80
SWEP.DefaultBodygroups = "000000000000"
SWEP.Damage = 8
SWEP.DamageMin = 8 -- damage done at maximum range
SWEP.Range = 500 -- in METRES
SWEP.Penetration = 1
SWEP.DamageType = DMG_BULLET
SWEP.ShootEntity = nil -- entity to fire, if any
SWEP.MuzzleVelocity = 1050 -- projectile or phys bullet muzzle velocity
-- IN M/S
SWEP.ChamberSize = 1 -- how many rounds can be chambered.
SWEP.Primary.ClipSize = 50 -- DefaultClip is automatically set.
SWEP.PhysBulletMuzzleVelocity = 1050
SWEP.Recoil = 0.42
SWEP.RecoilSide = 0.65
SWEP.RecoilRise = 0.1
SWEP.RecoilPunch = 2.5
SWEP.Delay = 60 / 700 -- 60 / RPM.
SWEP.Num = 1 -- number of shots per trigger pull.
SWEP.Firemodes = {
{
Mode = 2,
},
{
Mode = 1,
},
{
Mode = 0
}
}
SWEP.NPCWeaponType = "weapon_ar2"
SWEP.NPCWeight = 200
SWEP.AccuracyMOA = 9 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
SWEP.HipDispersion = 500 -- inaccuracy added by hip firing.
SWEP.MoveDispersion = 200
SWEP.Primary.Ammo = "smg1" -- what ammo type the gun uses
SWEP.MagID = "ak47" -- the magazine pool this gun draws from
SWEP.ShootVol = 120 -- volume of shoot sound
SWEP.ShootPitch = 100 -- pitch of shoot sound
SWEP.ShootSound = "2012/shoot.wav"
SWEP.ShootSoundSilenced = "2012/shoots.wav"
SWEP.DistantShootSound = "2012/shoot3.wav"
SWEP.DistantShootSoundSilenced = "2012/shoots.wav"
SWEP.MeleeSwingSound = "arccw_go/m249/m249_draw.wav"
SWEP.MeleeMissSound = "weapons/iceaxe/iceaxe_swing1.wav"
SWEP.MeleeHitSound = "arccw_go/knife/knife_hitwall1.wav"
SWEP.MeleeHitNPCSound = "physics/body/body_medium_break2.wav"
SWEP.MuzzleEffect = "muzzleflash_ak47"
SWEP.ShellModel = "models/shells/shell_556.mdl"
SWEP.ShellPitch = 90
SWEP.ShellScale = 1.5
SWEP.ShellRotateAngle = Angle(0, 180, 0)
SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
SWEP.SpeedMult = 0.91
SWEP.SightedSpeedMult = 0.75
SWEP.SightTime = 0.30
SWEP.IronSightStruct = {
Pos = Vector(-7.191, -7.5, 1.1),
Ang = Angle(0, 0, 0),
Magnification = 1.1,
SwitchToSound = "", -- sound that plays when switching to this sight
CrosshairInSights = false
}
SWEP.HoldtypeHolstered = "passive"
SWEP.HoldtypeActive = "ar2"
SWEP.HoldtypeSights = "rpg"
SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.ActivePos = Vector(-1, 0, 0)
SWEP.ActiveAng = Angle(0, 0, 0)
SWEP.CrouchPos = Vector(-4, 0, -1)
SWEP.CrouchAng = Angle(0, 0, -10)
SWEP.HolsterPos = Vector(3, 3, 0)
SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
SWEP.BarrelOffsetHip = Vector(2, 0, -2)
SWEP.CustomizePos = Vector(8, 0, 1)
SWEP.CustomizeAng = Angle(5, 30, 30)
SWEP.BarrelLength = 18
SWEP.AttachmentElements = {
["lastlight2012"] = {
VMSkin = 1,
WMSkin = 1,
},
}
SWEP.ExtraSightDist = 10
SWEP.GuaranteeLaser = true
SWEP.WorldModelOffset = {
pos = Vector(-18, 8.2, -1),
ang = Angle(-200, 180, 0)
}
SWEP.MirrorVMWM = true
SWEP.Attachments = {
{
PrintName = "Optic",
Slot = {"optic_lp", "optic"},
Bone = "2012",
DefaultAttName = "Iron Sights",
Offset = {
vpos = Vector(0.1, -5.4, 9),
vang = Angle(90, 0, -90),
},
InstalledEles = {"sidemount"},
},
{
PrintName = "Tactical",
Slot = "tac",
Bone = "2012",
Offset = {
vpos = Vector(1.3, -1.201, 11),
vang = Angle(90, 0, 0),
},
InstalledEles = {"sidemount"},
},
{
PrintName = "Muzzle",
DefaultAttName = "Standard Muzzle",
Slot = "muzzle",
Bone = "2012",
Offset = {
vpos = Vector(0.05, -0.9, 26.9),
vang = Angle(90, 0, -90),
},
InstalledEles = {"no_fh"}
},
{
PrintName = "Ammo Type",
Slot = "go_ammo",
DefaultAttName = "Standard Ammo"
},
{
PrintName = "Perk",
Slot = "go_perk"
},
{
PrintName = "Skin",
Slot = {"metro_skin2012"},
DefaultAttName = "Metro 2033",
FreeSlot = true
},
{
PrintName = "Charm",
Slot = "charm",
FreeSlot = true,
Bone = "2012", -- relevant bone any attachments will be mostly referring to
Offset = {
vpos = Vector(1.399, -1.3, 3.65), -- offset that the attachment will be relative to the bone
vang = Angle(90, 0, -90),
},
},
}
SWEP.BulletBones = {
[5] = "Bullet1",
[6] = "Bullet2",
[7] = "Bullet3",
[8] = "Bullet4",
[9] = "Bullet5",
[10] = "Bullet6",
[11] = "Bullet7",
[12] = "Bullet8",
[13] = "Bullet9",
[14] = "Bullet10",
[15] = "Bullet11",
[16] = "Bullet12",
[17] = "Bullet13",
[18] = "Bullet14",
[19] = "Bullet15",
[20] = "Bullet16",
[21] = "Bullet17",
[22] = "Bullet18",
[23] = "Bullet19",
[24] = "Bullet20",
[25] = "Bullet21",
[26] = "Bullet22",
[27] = "Bullet23",
[28] = "Bullet24",
[29] = "Bullet25",
[30] = "Bullet26",
[31] = "Bullet27",
[32] = "Bullet28",
[33] = "Bullet29",
[34] = "Bullet30",
[35] = "Bullet31",
[36] = "Bullet32",
[37] = "Bullet33",
[38] = "Bullet34",
[39] = "Bullet35",
[40] = "Bullet36",
[41] = "Bullet37",
[42] = "Bullet38",
[43] = "Bullet39",
[44] = "Bullet40",
}
SWEP.Animations = {
["idle"] = {
Source = "idle"
},
["draw"] = {
Source = "draw",
LHIK = true,
Time = 0.5,
LHIKIn = 0,
LHIKOut = 0.5,
},
["ready"] = {
Source = "ready",
Time = 1.5,
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.5,
},
["fire"] = {
Source = {"shoot", "shoot1"},
Time = 0.3,
ShellEjectAt = 0,
},
["fire_iron"] = {
Source = "shoot_iron",
Time = 0.1,
ShellEjectAt = 0,
},
["reload"] = {
Source = "reload",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1,
Checkpoints = {16, 30},
Time = 2.4,
FrameRate = 30,
LHIK = true,
LHIKIn = 0.3,
LHIKOut = 0.3,
LHIKEaseOut = 0.25,
LastClip1OutTime = 1,
},
["reload_empty"] = {
Source = "reload",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1,
Checkpoints = {16, 30, 55},
Time = 2.6,
FrameRate = 30,
LHIK = true,
LHIKIn = 0.3,
LHIKOut = 0.3,
LHIKEaseOut = 0.25,
LastClip1OutTime = 1,
},
["enter_inspect"] = false,
["idle_inspect"] = false,
["exit_inspect"] = false,
}
sound.Add({
name = "2012.Cliphit",
channel = 16,
volume = 1.0,
sound = "2012/cliphit.wav"
})
sound.Add({
name = "2012.Clipout",
channel = 16,
volume = 1.0,
sound = "2012/clipout.wav"
})
sound.Add({
name = "2012.Clipin",
channel = 16,
volume = 1.0,
sound = "2012/clipin.wav"
})