This commit is contained in:
lifestorm
2024-08-04 22:55:00 +03:00
parent 8064ba84d8
commit 73479cff9e
7338 changed files with 1718883 additions and 14 deletions

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--[[
| 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 - Overwatch Weapons" -- edit this if you like
SWEP.AdminOnly = false
SWEP.PrintName = "AR2"
SWEP.TrueName = "OSIPR"
SWEP.Trivia_Class = "Assault Rifle"
SWEP.Trivia_Desc = "Dark Energy powered assault rifle manufactured by the Combine. The OSIPR is essentially a Combine variant of current assault rifles, commonly issued to Overwatch Soldiers and Overwatch Elites."
SWEP.Trivia_Manufacturer = "The Combine"
SWEP.Trivia_Calibre = "Dark Energy"
SWEP.Trivia_Mechanism = "Thumper and Capsules"
SWEP.Trivia_Country = "Bulgaria"
SWEP.Trivia_Year = 2020
SWEP.Slot = 2
if GetConVar("arccw_truenames"):GetBool() then
SWEP.PrintName = SWEP.TrueName
SWEP.Trivia_Manufacturer = "Overwatch"
end
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/ArcCW/c_irifle.mdl"
SWEP.WorldModel = "models/weapons/ArcCW/w_irifle.mdl"
SWEP.ViewModelFOV = 60
SWEP.Damage = 21
SWEP.DamageMin = 21 -- damage done at maximum range
SWEP.Range = 250 -- in METRES
SWEP.Penetration = 13
SWEP.DamageType = DMG_BULLET
SWEP.ShootEntity = nil -- entity to fire, if any
SWEP.MuzzleVelocity = 1100 -- projectile or phys bullet muzzle velocity
-- IN M/S
SWEP.Tracer = AR2Tracer -- override tracer effect
SWEP.TracerNum = 1 -- tracer every X
SWEP.TracerCol = Color(255, 25, 25)
SWEP.TracerWidth = 3
SWEP.ChamberSize = 1 -- how many rounds can be chambered.
SWEP.Primary.ClipSize = 30 -- DefaultClip is automatically set.
SWEP.ExtendedClipSize = 45
SWEP.ReducedClipSize = 15
SWEP.Recoil = 0.45
SWEP.RecoilSide = 0.55
SWEP.RecoilRise = 1
SWEP.RecoilPunch = 2.5
SWEP.Delay = 60 / 600 -- 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 = 5 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
SWEP.HipDispersion = 95 -- inaccuracy added by hip firing.
SWEP.MoveDispersion = 225
SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses
SWEP.MagID = "type2" -- the magazine pool this gun draws from
SWEP.ShootVol = 115 -- volume of shoot sound
SWEP.ShootPitch = 100 -- pitch of shoot sound
SWEP.ShootSound = "weapons/ArcCW/fire1.wav"
SWEP.ShootSoundSilenced = "weapons/arccw/m4a1/m4a1_silencer_01.wav"
SWEP.DistantShootSound = "weapons/arccw/ak47/ak47-1-distant.wav"
SWEP.MuzzleEffect = "muzzleflash_1"
SWEP.ShellModel = "models/weapons/arccw/irifleshell.mdl"
SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
SWEP.SpeedMult = 0.94
SWEP.SightedSpeedMult = 0.5
SWEP.SightTime = 0.33
SWEP.VisualRecoilMult = 1
SWEP.RecoilRise = 1
SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
-- [0] = "bulletchamber",
-- [1] = "bullet1"
}
SWEP.ProceduralRegularFire = false
SWEP.ProceduralIronFire = false
SWEP.CaseBones = {}
SWEP.IronSightStruct = {
Pos = Vector(-5.131, -9.03, 2.267),
Ang = Angle(-0.066, 0, 0),
Magnification = 1.1,
SwitchToSound = "", -- sound that plays when switching to this sight
}
SWEP.HoldtypeHolstered = "passive"
SWEP.HoldtypeActive = "ar2"
SWEP.HoldtypeSights = "rpg"
SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.ActivePos = Vector(0, 3, 0)
SWEP.ActiveAng = Angle(2, 0, 0)
SWEP.HolsterPos = Vector(0.532, -6, 0)
SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
SWEP.BarrelOffsetHip = Vector(2, 0, -2)
SWEP.BarrelLength = 27
SWEP.AttachmentElements = {
["extendedmag"] = {
VMBodygroups = {{ind = 1, bg = 1}},
WMBodygroups = {{ind = 1, bg = 1}},
},
["reducedmag"] = {
VMBodygroups = {{ind = 1, bg = 2}},
WMBodygroups = {{ind = 1, bg = 2}},
},
["mount"] = {
VMElements = {
{
Model = "models/weapons/arccw/atts/mount_ak.mdl",
Bone = "ar2_weapon",
Scale = Vector(-1, -1, 1),
Offset = {
pos = Vector(4, 3.75, 0),
ang = Angle(180, 180, -90)
}
}
},
WMElements = {
{
Model = "models/weapons/arccw/atts/mount_ak.mdl",
Scale = Vector(-1, -1, 1),
Offset = {
pos = Vector(5.714, 0.73, -6),
ang = Angle(171, 0, -1)
}
}
},
},
["fcg_semi"] = {
TrueNameChange = "Vepr-KM",
NameChange = "Wasp-2",
}
}
SWEP.ExtraSightDist = 5
SWEP.Attachments = {
{
PrintName = "Optic", -- print name
DefaultAttName = "Iron Sights",
Slot = {"optic", "optic_lp"}, -- what kind of attachments can fit here, can be string or table
Bone = "ar2_weapon", -- relevant bone any attachments will be mostly referring to
Offset = {
vpos = Vector(0, 3.75, 1), -- offset that the attachment will be relative to the bone
vang = Angle(180, 180, -90),
wpos = Vector(7, 0, -7), -- offset that the attachment will be relative to the bone
wang = Angle(170, 180, 0),
},
},
{
PrintName = "Grip",
Slot = "grip",
DefaultAttName = "Standard Grip"
},
{
PrintName = "Stock",
Slot = "stock",
DefaultAttName = "Standard Stock"
},
{
PrintName = "Tactical",
Slot = "tac",
Bone = "ar2_weapon",
Offset = {
vpos = Vector(15, 0, 0.5), -- offset that the attachment will be relative to the bone
vang = Angle(0, 0, 0),
wpos = Vector(15.625, -0.1, -6.298),
wang = Angle(-8.829, -0.556, 90)
},
},
{
PrintName = "Underbarrel",
Slot = {"ubgl", "foregrip"},
Bone = "ar2_weapon",
Offset = {
vpos = Vector(-5, 1, 1),
vang = Angle(180, 180, -40),
wpos = Vector(5, 1.1, -6.298),
wang = Angle(-8.829, -0.556, -90)
},
},
{
PrintName = "Fire Group",
Slot = "fcg",
DefaultAttName = "Standard FCG"
},
{
PrintName = "Ammo Type",
Slot = "ammo_bullet"
},
{
PrintName = "Perk",
Slot = "perk"
},
}
SWEP.Animations = {
["idle"] = {
Source = "idle",
Time = 1
},
["draw"] = {
Source = "draw",
Time = 0.4,
SoundTable = {{s = "weapons/arccw/ak47/ak47_draw.wav", t = 0}},
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.25,
},
["ready"] = {
Source = "draw",
Time = 1,
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.25,
},
["fire"] = {
Source = {"fire1", "fire2", "fire3", "fire4"},
Time = 0.5,
ShellEjectAt = 0,
},
["fire_iron"] = {
Source = {"fire1", "fire2", "fire3", "fire4"},
Time = 0.5,
ShellEjectAt = 0,
},
["reload"] = {
Source = "reload",
SoundTable = {{s = "weapons/ArcCW/npc_ar2_reload.wav", t = 0}},
Time = 2,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
Framerate = 37,
Checkpoints = {28, 38, 69},
LHIK = true,
LHIKIn = 0.5,
LHIKOut = 0.5,
},
["reload_empty"] = {
Source = "reloadempty",
SoundTable = {{s = "weapons/ArcCW/npc_ar2_reload.wav", t = 0}},
Time = 2,
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
Framerate = 37,
Checkpoints = {28, 38, 69},
LHIK = true,
LHIKIn = 0.5,
LHIKOut = 0.5,
},
}