--[[ | 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 - Modern Weaponry" -- edit this if you like SWEP.AdminOnly = false SWEP.PrintName = "T-5000" SWEP.Trivia_Class = "Bolt-Action Sniper" SWEP.Trivia_Desc = "High-accuracy ORSIS T-5000 rifle is an outstanding result of our company designers' efforts. This model was created in cooperation with professional shooters and has the properties required for a customer in the Russian market. T-5000 model is a hand-reloaded repeater with sliding breech bolt and two front locking lugs. It is a multi-purpose weapon. Its specifications provide high-accuracy long-range shots (up to 1500m), high level of shooter's convenience while preparatory, firing and recoil phases, swift sighting line recovery, excellent reliability and ergonomics." SWEP.Trivia_Manufacturer = "ORSIS" SWEP.Trivia_Calibre = "7.62x51mm NATO" SWEP.Trivia_Mechanism = "bolt-Action" SWEP.Trivia_Country = "Russia" SWEP.Trivia_Year = 2011 SWEP.Slot = 3 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/arc_eft_t5000/eft_t5000/models/c_eft_t5000.mdl" SWEP.WorldModel = "models/weapons/w_snip_scout.mdl" SWEP.MirrorVMWM = true SWEP.WorldModelOffset = { pos = Vector(-9, 5.5, -8.5), ang = Angle(0, 0, 180), bone = "ValveBiped.Bip01_R_Hand", scale = 1 } SWEP.ViewModelFOV = 70 SWEP.DefaultBodygroups = "0000000000" SWEP.Damage = 75 SWEP.DamageMin = 75 -- damage done at maximum range SWEP.Range = 150 -- in METRES SWEP.Penetration = 5 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 826 -- projectile or phys bullet muzzle velocity SWEP.ChamberSize = 1 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 5 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 10 SWEP.Recoil = 6 SWEP.RecoilSide = 1.5 SWEP.RecoilRise = 4 SWEP.VisualRecoilMult = 1 SWEP.Delay = 60 / 45-- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 1, }, { Mode = 0 } } SWEP.NPCWeaponType = { "weapon_ar2", "weapon_crossbow", } SWEP.NPCWeight = 100 SWEP.AccuracyMOA = 1 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 650 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 200 SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses SWEP.MagID = "T5000" -- the magazine pool this gun draws from SWEP.ShootVol = 115 -- volume of shoot sound SWEP.ShootSound = "weapons/arccw_eft_t5000/sv98_fire_close.wav" SWEP.ShootSoundSilenced = "weapons/arccw_eft_t5000/rsass_indoor_close_silenced1.wav" SWEP.DistantShootSound = "weapons/arccw_eft_t5000/sv98_fire_far.wav" SWEP.MuzzleEffect = "muzzleflash_4" SWEP.ShellModel = "models/shells/shell_556.mdl" SWEP.ShellPitch = 90 SWEP.ShellScale = 1.5 SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on SWEP.ProceduralViewBobAttachment = 1 SWEP.CamAttachment = 3 SWEP.SpeedMult = 0.9 SWEP.SightedSpeedMult = 0.6 SWEP.SightTime = 0.24 SWEP.BulletBones = { -- the bone that represents bullets in gun/mag [0] = "patron_in_weapon", [1] = "patron_001", [2] = "patron_002", [3] = "patron_003" } SWEP.ProceduralRegularFire = false SWEP.ProceduralIronFire = false SWEP.ShotgunReload = false SWEP.ManualAction = true -- pump/bolt action SWEP.NoLastCycle = true -- do not cycle on last shot SWEP.CaseBones = { } SWEP.IronSightStruct = { Pos = Vector(-3.6, -3, 2.75), Ang = Angle(0.1, -0.05, 0), Magnification = 1.25, CrosshairInSights = false, 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, 0, 1) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.SprintPos = Vector(5, -2, -2) SWEP.SprintAng = Angle(0, 30, 0) SWEP.CustomizePos = Vector(0, 0, 0) SWEP.CustomizeAng = Angle(0, 0, 0) SWEP.HolsterPos = Vector(3, 0, 0) SWEP.HolsterAng = Angle(-7.036, 30.016, 0) SWEP.BarrelOffsetSighted = Vector(0, 0, 0) SWEP.BarrelOffsetHip = Vector(0, 0, 0) SWEP.BarrelLength = 30 SWEP.ExtraSightDist = 5 SWEP.AttachmentElements = { ["Muzzle"] = { VMBodygroups = {{ind = 3, bg = 1}}, }, } SWEP.Attachments = { { PrintName = "Optic", -- print name DefaultAttName = "Iron Sights", Slot = {"eft_optic_large", "eft_optic_medium", "eft_optic_small"}, -- what kind of attachments can fit here, can be string or table Bone = "weapon", -- relevant bone any attachments will be mostly referring to Offset = { vang = Angle(90, -90, -90), }, CorrectivePos = Vector(0, 0, 0), CorrectiveAng = Angle(0, 180, 180), SlideAmount = { -- how far this attachment can slide in both directions. -- overrides Offset vmin = Vector(0, 18.5, 0.75), vmax = Vector(0, 20, 0.75), }, }, { PrintName = "Muzzle Device", -- print name DefaultAttName = "Standard Muzzle Device", DefaultAttIcon = Material("vgui/entities/eft_t5000/muzzle_t5000_icon.png"), Slot = "eft_muzzle_762x51", -- what kind of attachments can fit here, can be string or table Bone = "weapon", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0, 47.5, -0.25), vang = Angle(0, -90, 0), }, InstalledEles = {"Muzzle"}, }, { PrintName = "Tactical - Right", Slot = "eft_tactical", Bone = "weapon", Offset = { vpos = Vector(-1.45, 33, -0.45), -- offset that the attachment will be relative to the bone vang = Angle(0, -90, -90), }, }, { PrintName = "Tactical - Left", Slot = "eft_tactical", Bone = "weapon", Offset = { vpos = Vector(1.45, 33, -0.45), -- offset that the attachment will be relative to the bone vang = Angle(0, -90, 90), }, }, { PrintName = "Tactical - Top", Slot = "eft_tactical_big", Bone = "weapon", Offset = { vpos = Vector(0, 33, 1), -- offset that the attachment will be relative to the bone vang = Angle(0, -90, 180), }, }, { PrintName = "Tactical - Bottom", Slot = "eft_tactical", Bone = "weapon", Offset = { vpos = Vector(0, 31.8, -1.85), -- offset that the attachment will be relative to the bone vang = Angle(0, -90, 0), }, }, { PrintName = "Caliber", DefaultAttName = "7.62x51mm M80", DefaultAttIcon = Material("vgui/entities/eft_attachments/762x51_icon.png"), Slot = "ammo_eft_762x51" } } SWEP.Animations = { ["idle"] = { Source = "idle", }, ["draw"] = { Source = "draw", LHIK = true, LHIKIn = 0.25, LHIKOut = 0.25, }, ["holster"] = { Source = "holster", LHIK = true, LHIKIn = 0.25, LHIKOut = 0.25, }, ["ready"] = { Source = {"ready_1", "ready_2", "ready_3"}, LHIK = false, LHIKIn = 0.25, LHIKOut = 0.25, SoundTable = { { s = "weapons/arccw_eft_t5000/t5000_bolt_1.wav", t = 0.9 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_2.wav", t = 1 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_3.wav", t = 1.1 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_4.wav", t = 1.2 } } }, ["fire"] = { Source = {"fire"}, }, ["cycle"] = { Source = {"chamber_1", "chamber_2", "chamber_3"}, ShellEjectAt = 20 / 30, SoundTable = { { s = "weapons/arccw_eft_t5000/t5000_bolt_1.wav", t = 0.4 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_2.wav", t = 0.5 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_3.wav", t = 0.6 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_4.wav", t = 0.7 } } }, ["fire_iron"] = { Source = {"fire"}, }, ["cycle_ads"] = { Source = {"chamber_1", "chamber_2", "chamber_3"}, ShellEjectAt = 20 / 30, SoundTable = { { s = "weapons/arccw_eft_t5000/t5000_bolt_1.wav", t = 0.4 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_2.wav", t = 0.5 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_3.wav", t = 0.6 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_4.wav", t = 0.7 } } }, ["reload"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 30, LHIK = true, LHIKIn = 0.2, LHIKOut = 0.2, SoundTable = { { s = "weapons/arccw_eft_t5000/t5000_magbutton.wav", t = 0.6 }, { s = "weapons/arccw_eft_t5000/t5000_mag_out.wav", t = 0.75 }, { s = "weapons/arccw_eft_t5000/t5000_mag_in.wav", t = 2.8 } }, }, ["reload_empty"] = { Source = "reload_empty", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 30, LHIK = true, LHIKIn = 0.2, LHIKOut = 0.2, SoundTable = { { s = "weapons/arccw_eft_t5000/t5000_mag_out.wav", t = 0.7 }, { s = "weapons/arccw_eft_t5000/t5000_mag_in.wav", t = 2.3 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_1.wav", t = 3.5 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_2.wav", t = 3.6 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_3.wav", t = 3.7 }, { s = "weapons/arccw_eft_t5000/t5000_bolt_4.wav", t = 3.8 } }, }, ["enter_inspect"] = { Source = "inventory_begin", LHIK = true, LHIKIn = 1, LHIKOut = 0, }, ["idle_inspect"] = { Source = "inventory_idle", LHIK = true, LHIKIn = 0, LHIKOut = 0, }, ["exit_inspect"] = { Source = "inventory_end", LHIK = true, LHIKIn = 0, LHIKOut = 0.3, }, }