--[[ | 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 = "Heavy Pulse Rifle" SWEP.TrueName = "Overwatch Hammer Issue" -- Technically you can omit all trivia info, but that's not fun! Do a bit of research and write some stuff in! SWEP.Trivia_Class = "Heavy Assault Rifle" SWEP.Trivia_Desc = "A heavier, more powerful version of the Combine Pulse-Rifle. Extremely inaccurate when moving. Ball launcher not included and is sold separately." SWEP.Trivia_Manufacturer = "The Combine" SWEP.Trivia_Calibre = "High-Mass Pulse Capsule" SWEP.Trivia_Mechanism = "Dark Energy Thumper" SWEP.Trivia_Country = "Universal Union - Earth Overwatch" SWEP.Trivia_Year = "Occupation Period 3, 203x" SWEP.Slot = 3 if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName SWEP.Trivia_Manufacturer = "The Combine" end SWEP.UseHands = true SWEP.ViewModel = "models/weapons/irifle2/c_irifle2.mdl" SWEP.WorldModel = "models/weapons/irifle2/w_irifle2.mdl" SWEP.ViewModelFOV = 90 SWEP.Damage = 23 SWEP.DamageMin = 23 SWEP.Range = 250 -- in METRES SWEP.Penetration = 30 SWEP.DamageType = DMG_AIRBOAT SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 900 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.ChamberSize = 0 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 24 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 48 SWEP.ReducedClipSize = 12 SWEP.Recoil = 0.7 SWEP.RecoilSide = 0.5 SWEP.RecoilRise = 0.02 SWEP.Delay = 60 / 387 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 2, }, { Mode = 0 } } SWEP.NPCWeaponType = "weapon_ar2" SWEP.NPCWeight = 150 SWEP.AccuracyMOA = 8 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 150 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 600 SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses SWEP.MagID = "ar21" -- the magazine pool this gun draws from SWEP.ShootVol = 115 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.ShootSound = "weapons/ar21/primary.wav" SWEP.ShootSoundSilenced = "weapons/ar21/primary.wav" SWEP.DistantShootSound = "weapons/ar21/primary.wav" SWEP.MuzzleEffect = "muzzleflash_1" SWEP.ShellModel = nil SWEP.ShellScale = 0 SWEP.ShellMaterial = nil 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(0, 0, 0), Ang = Angle(0, 0, 0), Magnification = 1.5, SwitchToSound = "", -- sound that plays when switching to this sight CrosshairInSights = true } SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "ar2" SWEP.HoldtypeSights = "rpg" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.ActivePos = Vector(-2, -6, 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}}, }, } SWEP.ExtraSightDist = 5 SWEP.Attachments = { { PrintName = "Optic", -- print name DefaultAttName = "Magic Zoom", Slot = {"optic", "optic_lp"}, -- what kind of attachments can fit here, can be string or table Bone = "ociw master", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0.01, -4.495, 4.716), -- offset that the attachment will be relative to the bone vang = Angle(0, 90, 0), wpos = Vector(6.099, 0.699, -6.301), wang = Angle(171.817, 180-1.17, 0), }, CorrectivePos = Vector(0, 0, 0), CorrectiveAng = Angle(0, 180, 0), }, { PrintName = "Underbarrel", Slot = {"ubgl"}, Bone = "ociw master", Offset = { vpos = Vector(-0.311, -9.306, -0.087), vang = Angle(0, 90, 0), wpos = Vector(17, 0.6, -4.676), wang = Angle(-10, 0, 180) }, }, { PrintName = "Tactical", Slot = "tac", Bone = "ociw master", Offset = { vpos = Vector(-1.05, -4.038, 3.24), -- offset that the attachment will be relative to the bone vang = Angle(0, 90, 90), wpos = Vector(15.625, -0.1, -6.298), wang = Angle(-8.829, -0.556, 90) }, }, { PrintName = "Grip", Slot = "grip", DefaultAttName = "Standard Grip" }, { PrintName = "Stock", Slot = "stock", DefaultAttName = "Standard Stock" }, { PrintName = "Fire Group", Slot = "fcg", DefaultAttName = "Standard FCG" }, { PrintName = "Ammo Type", Slot = "ammo_bullet" }, { PrintName = "Perk", Slot = "perk" }, { PrintName = "Charm", Slot = "charm", FreeSlot = true, Bone = "ociw master", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(-1.158, -1.022, 2.867), -- offset that the attachment will be relative to the bone vang = Angle(0, 90, 0), wpos = Vector(6.099, 1.1, -3.301), wang = Angle(171.817, 180-1.17, 0), }, }, } SWEP.Animations = { ["idle"] = false, ["draw"] = { Source = "IR_draw", Time = 0.4, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["fire"] = { Source = {"fire2", "fire3", "fire4"}, Time = 0.5, }, ["fire_iron"] = { Source = "IR_fire", Time = 0.1, }, ["reload"] = { Source = "IR_reload", Time = 2.5, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 37, Checkpoints = {28, 38, 69}, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, SoundTable = {{s = "weapons/ar21/ar2_reload_push.wav", t = 0}}, }, ["reload_empty"] = { Source = "IR_reload", Time = 2.5, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 37, Checkpoints = {28, 38, 69}, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, SoundTable = {{s = "weapons/ar21/ar2_reload_push.wav", t = 0}}, }, }