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@@ -0,0 +1,474 @@
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
|
||||
| Maloy, DrPepper10 @ RIP, Atle!
|
||||
|
|
||||
| Visit for more: https://plymouth.thetwilightzone.ru/
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||||
--]]
|
||||
|
||||
SWEP.Base = "arccw_base"
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||||
SWEP.Spawnable = true -- this obviously has to be set to true
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SWEP.Category = "Willard - Oldie Weaponry" -- edit this if you like
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SWEP.AdminOnly = false
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SWEP.PrintName = "Regiment-SD 9mm"
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SWEP.TrueName = "MP5SD"
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SWEP.Trivia_Class = "Submachine-Gun"
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SWEP.Trivia_Desc = "HK MP5 9x19 submachinegun with Navy 3 Round Burst firing mechanism version, which features three-round cutoff. Widely acclaimed model of a submachinegun, primarily known as weapon of GSG9 and similar forces of the world, and famous through frequent appearance in movies and video games."
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SWEP.Trivia_Manufacturer = "Heckler and Koch"
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||||
SWEP.Trivia_Calibre = "9x19mm"
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||||
SWEP.Trivia_Mechanism = "Gas-Operated"
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||||
SWEP.Trivia_Country = "Germany"
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||||
SWEP.Trivia_Year = 1966
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|
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SWEP.Slot = 2
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if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName end
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/arc_eft_mp5/c_eft_mp5/models/c_eft_mp5.mdl"
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SWEP.WorldModel = "models/weapons/arc_eft_mp5/w_eft_mp5/models/w_eft_mp5.mdl"
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||||
SWEP.ViewModelFOV = 54
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|
||||
SWEP.Damage = 10
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SWEP.DamageMin = 10 -- damage done at maximum range
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SWEP.Range = 90 -- in METRES
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SWEP.Penetration = 3
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SWEP.DamageType = DMG_BULLET
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SWEP.ShootEntity = nil -- entity to fire, if any
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SWEP.MuzzleVelocity = 400 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.CanFireUnderwater = false
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SWEP.TracerNum = 1 -- tracer every X
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SWEP.TracerCol = Color(255, 25, 25)
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SWEP.TracerWidth = 3
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 30 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 50
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SWEP.ReducedClipSize = 20
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SWEP.Recoil = .36
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SWEP.RecoilSide = 0.125
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SWEP.RecoilRise = 0.1
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SWEP.RecoilPunch = 2.5
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SWEP.Delay = 60 / 800 -- 60 / RPM.
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SWEP.Num = 1 -- number of shots per trigger pull.
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SWEP.Firemodes = {
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{
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Mode = 2,
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},
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{
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Mode = -3,
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},
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{
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Mode = 1,
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},
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{
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Mode = 0
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}
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}
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SWEP.NPCWeaponType = "weapon_smg1"
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SWEP.NPCWeight = 150
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SWEP.AccuracyMOA = 15 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 250 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 150
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SWEP.Primary.Ammo = "pistol" -- what ammo type the gun uses
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SWEP.MagID = "eft_mp5" -- the magazine pool this gun draws from
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SWEP.ShootVol = 100 -- volume of shoot sound
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SWEP.ShootPitch = 110 -- pitch of shoot sound
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SWEP.FirstShootSound = "weapons/arccw_eft/mp5k/mp5k_suppressed_fp.wav"
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SWEP.ShootSound = "weapons/arccw_eft/mp5k/mp5k_suppressed_fp.wav"
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SWEP.ShootSoundSilenced = "weapons/arccw_eft/mp5k/mp5k_suppressed_fp.wav"
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SWEP.DistantShootSound = "weapons/arccw_eft/mp5k/mp5k_suppressed_tp.wav"
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SWEP.GMMuzzleEffect = true
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SWEP.MuzzleEffect = ""
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SWEP.NoFlash = true
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SWEP.ShellModel = "models/shells/shell_9mm.mdl"
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SWEP.ShellScale = 1.5
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SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
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SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
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SWEP.ShellScale = 1
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SWEP.ShellRotateAngle = Angle(0, 180, 0)
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SWEP.SightTime = 0.275
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SWEP.SpeedMult = 0.94
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SWEP.SightedSpeedMult = 0.75
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SWEP.BarrelLength = 24
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SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
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-- [0] = "bulletchamber",
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-- [1] = "bullet1"
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}
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SWEP.ProceduralRegularFire = true
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SWEP.ProceduralIronFire = true
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SWEP.CaseBones = {}
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SWEP.IronSightStruct = {
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Pos = Vector(-3.642, -2, 2.05),
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Ang = Angle(-0.0, 0.0, 0),
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Magnification = 1.1,
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SwitchToSound = "", -- sound that plays when switching to this sight
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}
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SWEP.HoldtypeHolstered = "passive"
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SWEP.HoldtypeActive = "smg"
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SWEP.HoldtypeSights = "ar2"
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SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG
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SWEP.ActivePos = Vector(-1, 0, 2)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.HolsterPos = Vector(4, -2, 1)
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SWEP.HolsterAng = Angle(0, 50, -15)
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SWEP.CustomizePos = Vector(-1.2 , 0, 1)
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SWEP.CustomizeAng = Angle(0, 0, 0)
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SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
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SWEP.BarrelOffsetHip = Vector(2, 0, -2)
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SWEP.ExtraSightDist = 5
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SWEP.AttachmentElements = {
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["Mount_scopes"] = {
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VMBodygroups = {{ind = 2, bg = 1}},
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WMBodygroups = {{ind = 2, bg = 1}},
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},
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["Gadget_Mount"] = {
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VMBodygroups = {{ind = 3, bg = 1}},
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WMBodygroups = {{ind = 3, bg = 1}},
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},
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["Default_Stock"] = {
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VMBodygroups = {{ind = 4, bg = 1}},
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WMBodygroups = {{ind = 4, bg = 1}},
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},
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["Magazine_30"] = {
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VMBodygroups = {{ind = 5, bg = 1}},
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WMBodygroups = {{ind = 5, bg = 1}},
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||||
},
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["Magazine_20"] = {
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VMBodygroups = {{ind = 5, bg = 3}},
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||||
WMBodygroups = {{ind = 5, bg = 3}},
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||||
},
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||||
["extendedmag"] = {
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VMBodygroups = {{ind = 5, bg = 2}},
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WMBodygroups = {{ind = 5, bg = 2}},
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||||
},
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||||
}
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||||
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||||
SWEP.Attachments = {
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||||
{
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||||
PrintName = "Optic", -- print name
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DefaultAttName = "Iron Sights",
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Slot = {"eft_optic_large", "eft_optic_medium", "eft_optic_small"}, -- what kind of attachments can fit here, can be string or table
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||||
Bone = "mod_reciever", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vang = Angle(90, -90, -90),
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wang = Angle(-5, 0, 180)
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||||
},
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CorrectivePos = Vector(0, 0, 0),
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CorrectiveAng = Angle(0, 180, 180),
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||||
SlideAmount = { -- how far this attachment can slide in both directions.
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||||
-- overrides Offset
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vmin = Vector(0, 0.5, 3.65),
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vmax = Vector(0, -1.6, 3.7),
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||||
wmin = Vector(5.5, 0.5, -5.8),
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||||
wmax = Vector(6.5, 0.5, -5.9),
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||||
},
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||||
InstalledEles = {"Mount_scopes"},
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||||
},
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{
|
||||
PrintName = "Tactical",
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Slot = "eft_tactical",
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Bone = "mod_reciever",
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||||
Offset = {
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||||
vpos = Vector(0, 10, 1), -- offset that the attachment will be relative to the bone
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vang = Angle(0, -90, 0),
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||||
wpos = Vector(16.65, 0.5, -4),
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||||
wang = Angle(-5, 0, 180),
|
||||
},
|
||||
InstalledEles = {"Gadget_Mount"},
|
||||
},
|
||||
{
|
||||
PrintName = "Stock",
|
||||
Slot = "eftmp5_stock",
|
||||
DefaultAttIcon = Material("vgui/entities/eft_attachments/A2_StockIcon.png"),
|
||||
Bone = "mod_stock",
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||||
DefaultAttName = "A2 Stock",
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||||
Offset = {
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||||
vpos = Vector(0, 0, 0), -- offset that the attachment will be relative to the bone
|
||||
vang = Angle(0, -90, 0),
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||||
wpos = Vector(2, 0.5, -3),
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||||
wang = Angle(-5, 0, 180)
|
||||
},
|
||||
InstalledEles = {"Default_Stock"},
|
||||
},
|
||||
{
|
||||
PrintName = "Magazine",
|
||||
DefaultAttName = "30-Round Mag",
|
||||
DefaultAttIcon = Material("vgui/entities/eft_attachments/MP5_30Mag_Icon.png"),
|
||||
InstalledEles = {"Magazine_30"},
|
||||
Slot = "eftmp5_mag"
|
||||
},
|
||||
{
|
||||
PrintName = "Caliber",
|
||||
DefaultAttName = "9x19 Pst Gzh",
|
||||
DefaultAttIcon = Material("vgui/entities/eft_attachments/9x19_Icon.png"),
|
||||
Slot = "ammo_eft_9x19"
|
||||
}
|
||||
}
|
||||
|
||||
SWEP.Animations = {
|
||||
["idle"] = {
|
||||
Source = false
|
||||
},
|
||||
["ready"] = {
|
||||
Source = "draw_first",
|
||||
Time = 1.5,
|
||||
SoundTable = {
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltback.wav",
|
||||
t = 0.3
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltrelease.wav",
|
||||
t = 0.
|
||||
}
|
||||
},
|
||||
LHIK = true,
|
||||
LHIKIn = 0,
|
||||
LHIKOut = 0.25,
|
||||
},
|
||||
["draw_empty"] = {
|
||||
Source = "draw_empty",
|
||||
Time = 0.75,
|
||||
LHIK = true,
|
||||
LHIKIn = 0,
|
||||
LHIKOut = 0.25,
|
||||
},
|
||||
["draw"] = {
|
||||
Source = "draw",
|
||||
Time = 0.75,
|
||||
LHIK = true,
|
||||
LHIKIn = 0,
|
||||
LHIKOut = 0.25,
|
||||
},
|
||||
["fire"] = {
|
||||
Source = "shoot",
|
||||
Time = 0.5,
|
||||
ShellEjectAt = 0,
|
||||
},
|
||||
["fire_empty"] = {
|
||||
Source = "shoot_dry",
|
||||
Time = 1,
|
||||
},
|
||||
["fire_iron"] = {
|
||||
Source = "shoot",
|
||||
Time = 1,
|
||||
ShellEjectAt = 0,
|
||||
},
|
||||
["fire_iron_empty"] = {
|
||||
Source = "shoot_dry",
|
||||
Time = 1,
|
||||
},
|
||||
["reload"] = {
|
||||
Source = "reload",
|
||||
Time = 3,
|
||||
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1,
|
||||
FrameRate = 24,
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.5,
|
||||
SoundTable = {
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magrelease.wav",
|
||||
t = 0.35
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magout.wav",
|
||||
t = 0.4
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magin.wav",
|
||||
t = 1.8
|
||||
}
|
||||
},
|
||||
},
|
||||
["reload_long"] = {
|
||||
Source = "reload_extended",
|
||||
Time = 3,
|
||||
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1,
|
||||
FrameRate = 24,
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.5,
|
||||
SoundTable = {
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magrelease.wav",
|
||||
t = 0.35
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magout.wav",
|
||||
t = 0.4
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magin.wav",
|
||||
t = 1.8
|
||||
}
|
||||
},
|
||||
},
|
||||
["reload_short"] = {
|
||||
Source = "reload_decreased",
|
||||
Time = 3,
|
||||
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1,
|
||||
FrameRate = 24,
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.5,
|
||||
SoundTable = {
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magrelease.wav",
|
||||
t = 0.35
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magout.wav",
|
||||
t = 0.4
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magin.wav",
|
||||
t = 1.8
|
||||
}
|
||||
},
|
||||
},
|
||||
["reload_empty"] = {
|
||||
Source = "reload_empty",
|
||||
Time = 4,
|
||||
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1,
|
||||
FrameRate = 24,
|
||||
SoundTable = {
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltback.wav",
|
||||
t = 0.45
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltlock.wav",
|
||||
t = 0.55
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magout.wav",
|
||||
t = 1.1
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magin.wav",
|
||||
t = 2.5
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltrelease.wav",
|
||||
t = 3.5
|
||||
}
|
||||
},
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.6,
|
||||
},
|
||||
["reload_long_empty"] = {
|
||||
Source = "reload_empty_extended",
|
||||
Time = 4,
|
||||
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1,
|
||||
FrameRate = 24,
|
||||
SoundTable = {
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltback.wav",
|
||||
t = 0.45
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltlock.wav",
|
||||
t = 0.55
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magout.wav",
|
||||
t = 1.1
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magin.wav",
|
||||
t = 2.5
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltrelease.wav",
|
||||
t = 3.5
|
||||
}
|
||||
},
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.6,
|
||||
},
|
||||
["reload_short_empty"] = {
|
||||
Source = "reload_empty_decreased",
|
||||
Time = 4,
|
||||
TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1,
|
||||
FrameRate = 24,
|
||||
SoundTable = {
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltback.wav",
|
||||
t = 0.45
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltlock.wav",
|
||||
t = 0.55
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magout.wav",
|
||||
t = 1.1
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_magin.wav",
|
||||
t = 2.5
|
||||
},
|
||||
{
|
||||
s = "weapons/arccw_eft/mp5k/handling/mp5k_boltrelease.wav",
|
||||
t = 3.5
|
||||
}
|
||||
},
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.6,
|
||||
},
|
||||
["enter_inspect"] = {
|
||||
Source = "customise_begin",
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.6,
|
||||
},
|
||||
["idle_inspect"] = {
|
||||
Source = "customise_idle",
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.6,
|
||||
},
|
||||
["exit_inspect"] = {
|
||||
Source = "customise_end",
|
||||
LHIK = true,
|
||||
LHIKIn = 1,
|
||||
LHIKOut = 0.6,
|
||||
},
|
||||
}
|
||||
Reference in New Issue
Block a user