--[[ | 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 Shotgun" SWEP.TrueName = "Heavy Shotgun" SWEP.Trivia_Class = "Semi-Auto" SWEP.Trivia_Desc = "The Heavy Shotgun does a great job at destroying targets at close range. When it comes to certain situations" SWEP.Trivia_Manufacturer = "Overwatch" SWEP.Trivia_Calibre = "6 Gauge" SWEP.Trivia_Mechanism = "Gas-Operated" SWEP.Trivia_Country = "Bulgaria" SWEP.Trivia_Year = 2015 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/c_heavyshotgun.mdl" SWEP.WorldModel = "models/weapons/w_heavyshotgun.mdl" SWEP.ViewModelFOV = 60 SWEP.DefaultBodygroups = "0000000" SWEP.Damage = 11 SWEP.DamageMin = 11 -- damage done at maximum range SWEP.Range = 90 -- in METRES SWEP.Penetration = 15 SWEP.DamageType = DMG_BUCKSHOT SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 150 -- projectile or phys bullet muzzle velocity SWEP.TracerNum = 1 -- tracer every X SWEP.TracerCol = Color(255, 25, 25) SWEP.TracerWidth = 6 SWEP.ChamberSize = 1 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 12 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 20 SWEP.ReducedClipSize = 5 SWEP.Recoil = 2.5 SWEP.RecoilSide = 0.5 SWEP.RecoilRise = 1 SWEP.Delay = 60 / 90 -- 60 / RPM. SWEP.Num = 8 -- number of shots per trigger pull. SWEP.RunawayBurst = false SWEP.Firemodes = { { Mode = 1 }, { Mode = 0 } } SWEP.NotForNPCS = true SWEP.NPCWeaponType = {"weapon_shotgun"} SWEP.NPCWeight = 150 SWEP.AccuracyMOA = 40 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 250 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 500 SWEP.ShootWhileSprint = false SWEP.Primary.Ammo = "buckshot" -- what ammo type the gun uses SWEP.MagID = "HShotgun" -- the magazine pool this gun draws from SWEP.ShootVol = 200 -- volume of shoot sound SWEP.ShootPitch = 90 -- pitch of shoot sound SWEP.ShootSound = "shotgun_dbl_fire.wav" SWEP.ShootSoundSilenced = "weapons/arccw/m4a1/m4a1_silencer_01.wav" SWEP.DistantShootSound = "weapons/arccw/ak47/ak47-1-distant.wav" SWEP.MuzzleEffect = "muzzleflash_minimi" SWEP.ShellModel = "" SWEP.ShellScale = 0 SWEP.ShellMaterial = "" SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on SWEP.SpeedMult = 0.75 SWEP.SightedSpeedMult = 0.6 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(-4, -4, 0), Ang = Angle(0, 0, 0), Magnification = 1.1, SwitchToSound = "", -- sound that plays when switching to this sight } SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "shotgun" SWEP.HoldtypeSights = "ar2" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.ActivePos = Vector(0, 0, 0) SWEP.ActiveAng = Angle(0, 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.WorldModelOffset = { pos = Vector(7, 1, -2), ang = Angle(0, 90, 180), bone = "ValveBiped.Bip01_R_Hand", scale = 1 } SWEP.BarrelLength = 20 SWEP.AttachmentElements = { } SWEP.ExtraSightDist = 5 SWEP.Attachments = { { PrintName = "Choke", DefaultAttName = "Standard Choke", Slot = "choke", }, { PrintName = "Ammo Type", Slot = "ammo_shotgun", }, { PrintName = "Perk", Slot = "perk" }, } SWEP.Animations = { ["idle"] = { Source = "idle", Time = 1 }, ["draw"] = { Source = "draw", Time = 1, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["holster"] = { Source = "holster", Time = 0.4, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["ready"] = { Source = "idle", Time = 1, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["fire"] = { Source = "fire1", Time = 0.5, }, ["fire_iron"] = { Source = "fire1", Time = 0.5, }, ["reload"] = { Source = "reload", Time = 4, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 37, Checkpoints = {28, 38, 69}, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, }, ["reload_empty"] = { Source = "reload", Time = 4, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 30, Checkpoints = {28, 38, 69}, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, }, } local soundData = { name = "Weapon_Swing" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "draw_minigun_heavy.wav" } sound.Add(soundData) local soundData = { name = "Weapon_Swing2" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "draw_default.wav" } sound.Add(soundData) local soundData = { name = "Magazine.Out" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "sniper_military_slideback_1.wav" } sound.Add(soundData) local soundData = { name = "Magazine.In" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "sniper_military_slideforward_1.wav" } sound.Add(soundData) local soundData = { name = "Cock" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "shotgun_cock.wav" } sound.Add(soundData)