--[[ | 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 = "Helsing" SWEP.Trivia_Class = "Helsing" SWEP.Trivia_Desc = "A silent, revolving air gun that shoots metal bolts. Overpressurizing its tank increases power, but the extra pressure vents before long." SWEP.Trivia_Manufacturer = "Unknown" SWEP.Trivia_Calibre = "Helsing Bolt" SWEP.Trivia_Mechanism = "Pneumatic" SWEP.Trivia_Country = "Russia" SWEP.Slot = 3 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/c_Helsing.mdl" SWEP.WorldModel = "models/weapons/c_Helsing.mdl" SWEP.ViewModelFOV = 60 SWEP.DefaultSkin = 0 SWEP.Damage = 29 SWEP.DamageMin = 29 SWEP.Range = 40 -- in METRES SWEP.Penetration = 13 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 200 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.AlwaysPhysBullet = true SWEP.PhysTracerProfile = 0 SWEP.TracerNum = 1 SWEP.Tracer = "arccw_tracer" SWEP.TracerCol = Color(38, 38, 38) SWEP.CanFireUnderwater = true SWEP.ChamberSize = 0 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 8 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 8 SWEP.ReducedClipSize = 6 SWEP.Recoil = 1 SWEP.RecoilSide = 1 SWEP.RecoilRise = 1 SWEP.VisualRecoilMult = 0.5 SWEP.Delay = 60 / 180 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 1, }, { Mode = 0, } } SWEP.NPCWeaponType = {"weapon_ar2"} SWEP.NPCWeight = 75 SWEP.AccuracyMOA = 3 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 150 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 250 SWEP.Primary.Ammo = "357" -- what ammo type the gun uses SWEP.ShootVol = 100 -- volume of shoot sound SWEP.ShootPitch = 95 -- pitch of shoot sound SWEP.ShootSound = "Helsing/Shoot.mp3" SWEP.ShootSoundSilenced = "Helsing/Shoot.mp3" SWEP.DistantShootSound = "Helsing/Shoot.mp3" SWEP.MuzzleEffect = nil SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 0 -- which attachment to put the case effect on SWEP.RevolverReload = true SWEP.SightTime = 0.28 SWEP.SpeedMult = 0.975 SWEP.SightedSpeedMult = 0.75 SWEP.BarrelLength = 18 SWEP.ProceduralRegularFire = false SWEP.ProceduralIronFire = false SWEP.CaseBones = { [1] = "Bullet1", [2] = "Bullet2", [3] = "Bullet3", [4] = "Bullet4", [5] = "Bullet5", [6] = "Bullet6", } SWEP.IronSightStruct = { Pos = Vector(-5.881, 0, 2.184), Ang = Angle(0, 0, 0), Magnification = 1, SwitchToSound = "", -- sound that plays when switching to this sight } SWEP.HoldtypeHolstered = "normal" SWEP.HoldtypeActive = "ar2" SWEP.HoldtypeSights = "rpg" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.ActivePos = Vector(0, 0, 1) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.CustomizePos = Vector(8, 0, 1) SWEP.CustomizeAng = Angle(5, 30, 30) SWEP.HolsterPos = Vector(5, 0, 0) SWEP.HolsterAng = Angle(-4, 30.016, 0) SWEP.CrouchPos = Vector(-3, 0, 0) SWEP.CrouchAng = Angle(0, 0, -10) SWEP.BarrelOffsetSighted = Vector(0, 0, -1) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.ExtraSightDist = 10 SWEP.WorldModelOffset = { pos = Vector(-16.105, 7, -5.715), ang = Angle(-10.52, 0, 180) } SWEP.GuaranteeLaser = false SWEP.MirrorVMWM = true SWEP.BulletBones = { [1] = "Arrow1", [2] = "Arrow2", [3] = "Arrow3", [4] = "Arrow4", [5] = "Arrow5", [6] = "Arrow6", [7] = "Arrow7", [8] = "Arrow8", } SWEP.Attachments = { { PrintName = "Optic", DefaultAttName = "Iron Sights", Slot = {"optic_lp", "optic"}, Bone = "Helsing", Offset = { vpos = Vector(0, -3.8, 3.5), vang = Angle(90, 0, -90), }, }, { PrintName = "Tactical", Slot = "tac", Bone = "Helsing", Offset = { vpos = Vector(-0.5, -0.601, 17.7), vang = Angle(89.7, 0.4, 180), }, VMScale = Vector(0.7, 0.7, 0.7), WMScale = Vector(0.7, 0.7, 0.7), }, { PrintName = "Underbarrel", Slot = {"foregrip"}, Bone = "Helsing", Offset = { vpos = Vector(0, 2.599, 19), vang = Angle(90, 0, -90), }, }, { PrintName = "Grip", Slot = "grip", DefaultAttName = "Standard Grip" }, { PrintName = "Ammo Type", Slot = "ammo_bullet", }, { PrintName = "Perk", Slot = {"perk"} }, { PrintName = "Charm", Slot = "charm", FreeSlot = true, Bone = "Helsing", Offset = { vpos = Vector(0.37, -0.7, 2.7), -- offset that the attachment will be relative to the bone vang = Angle(90, 0, -90), wpos = Vector(10, 1.25, -4), wang = Angle(0, -4.211, 180) }, }, } SWEP.Animations = { ["idle"] = { Source = "idle" }, ["draw"] = { Source = "draw" }, ["ready"] = { Source = "ready", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, }, ["fire"] = { Source = "shoot", }, ["fire_iron"] = { Source = "shoot", }, ["reload"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, FrameRate = 30, Time = 2.4, LastClip1OutTime = 1.3, LHIK = true, LHIKIn = 0.2, LHIKOut = 0.5, }, ["reload_empty"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, FrameRate = 30, LastClip1OutTime = 1.3, LHIK = true, LHIKIn = 0.2, LHIKOut = 0.5, }, } sound.Add({ name = "HS.Reload", channel = 16, volume = 1.0, sound = "Helsing/helsingrl1.wav" }) sound.Add({ name = "HS.Reload2", channel = 16, volume = 1.0, sound = "Helsing/helsingrl2.wav" })