--[[ | 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 = "OICW" SWEP.TrueName = "Overwatch Tactical 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 = "Assault Rifle" SWEP.Trivia_Desc = "Fast firing battle rifle designed to replace the human MP7 in the Combine's arsenal, with an ever faster 5-round burst mode. Good for runnin' and gunnin'." SWEP.Trivia_Manufacturer = "The Combine" SWEP.Trivia_Calibre = "Light Pulse Capsule" SWEP.Trivia_Mechanism = "Dark Energy Cyclotron" SWEP.Trivia_Country = "Universal Union - Earth Overwatch" SWEP.Trivia_Year = "Occupation Period 1, 201x" SWEP.Slot = 2 if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName SWEP.Trivia_Manufacturer = "The Combine" end SWEP.UseHands = false SWEP.ViewModel = "models/weapons/oicw/v_oicw.mdl" SWEP.WorldModel = "models/weapons/oicw/w_oicw.mdl" SWEP.ViewModelFOV = 54 SWEP.Damage = 11 SWEP.DamageMin = 11 SWEP.Range = 50 -- in METRES SWEP.Penetration = 16 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 600 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.ChamberSize = 0 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 60 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 90 SWEP.ReducedClipSize = 30 SWEP.Recoil = 0.53 SWEP.RecoilSide = 0.02 SWEP.RecoilRise = 0.1 SWEP.Delay = 60 / 750 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 2, }, { Mode = -5, Mult_RPM = 2, RunawayBurst = true, PostBurstDelay = 0.25 }, { Mode = 0 } } SWEP.NPCWeaponType = "weapon_ar2" SWEP.NPCWeight = 150 SWEP.AccuracyMOA = 9 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 250 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 200 SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses SWEP.MagID = "oicw2" -- the magazine pool this gun draws from SWEP.ShootVol = 115 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.ShootSound = "weapons/oicw/smg1_fire1.wav" SWEP.ShootSoundSilenced = "weapons/arccw/m4a1/m4a1_silencer_01.wav" SWEP.DistantShootSound = "weapons/oicw/smg1_fire1.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 = 1 SWEP.SightedSpeedMult = 0.7 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(-10, 0, 0), Ang = Angle(-30, 0 ,0), Magnification = 2, 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, 0) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.BarrelLength = 27 SWEP.AttachmentElements = { ["optic"] = { VMBodygroups = {{ind = 1, bg = 1}}, WMBodygroups = {{indc = 1, bg = 1}}, }, ["optic_lp"] = { VMBodygroups = {{ind = 1, bg = 1}}, WMBodygroups = {{ind = 1, bg = 1}}, }, } SWEP.ExtraSightDist = 5 SWEP.Attachments = { { PrintName = "Optic", -- print name DefaultAttName = "Integral Sight (2x)", Slot = {"optic_lp"}, -- what kind of attachments can fit here, can be string or table Bone = "Bip01 R Hand", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(10.438, -1.599, 11.939), -- offset that the attachment will be relative to the bone vang = Angle(0, 0, 0), wpos = Vector(6.099, 0.699, -6.301), wang = Angle(171.817, 180-1.17, 0), }, CorrectivePos = Vector(0, 0, 0), CorrectiveAng = Angle(2, 0, 0), }, { PrintName = "Underbarrel", Slot = {"ubgl"}, Bone = "Bip01 R Hand", Offset = { vpos = Vector(21.67, -2.573, 3.747), vang = Angle(0, 0, 0), wpos = Vector(17, 0.6, -4.676), wang = Angle(-10, 0, 180) }, }, { PrintName = "Muzzle", DefaultAttName = "Standard Muzzle", Slot = "muzzle", Bone = "Bip01 R Hand", Offset = { vpos = Vector(31.375, -2.731, 7.867), vang = Angle(-1.7, 0, 0), wpos = Vector(26.648, 0.782, -8.042), wang = Angle(-9.79, 0, 180) }, }, { PrintName = "Tactical", Slot = "tac", Bone = "Bip01 R Hand", Offset = { vpos = Vector(19.806, -4.776, 8.824), -- offset that the attachment will be relative to the bone vang = Angle(-2, 0, -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 = "Bip01 R Hand", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(12.66, -3.62, 9.439), -- offset that the attachment will be relative to the bone vang = Angle(0, 0, 0), wpos = Vector(6.099, 1.1, -3.301), wang = Angle(171.817, 180-1.17, 0), }, }, } SWEP.Animations = { ["idle"] = false, ["draw"] = { Source = "AR2_draw", Time = 0.4, SoundTable = {{s = "weapons/arccw/ak47/ak47_draw.wav", t = 0}}, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["fire"] = { Source = {"AR2_primary_fire3", "AR2_primary_fire4"}, Time = 0.5, }, ["fire_iron"] = { Source = "AR2_primary_dry", Time = 0.5, }, ["reload"] = { Source = "AR2_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/oicw/smg1_reload.wav", t = 0}}, }, ["reload_empty"] = { Source = "AR2_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/oicw/smg1_reload.wav", t = 0}}, }, }