--[[ | 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 = "Bastard Gun" SWEP.Trivia_Class = "Submachine Gun" SWEP.Trivia_Desc = "Submachinegun, 5.45 caliber. It's got poor accuracy and overheats like hell. That's why they call it a Bastard gun, hahah." SWEP.Trivia_Manufacturer = "Unknown" SWEP.Trivia_Calibre = "5.45x39mm" SWEP.Trivia_Mechanism = "Russian Magic" SWEP.Trivia_Country = "Russia" SWEP.Slot = 2 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/c_BastardGun.mdl" SWEP.WorldModel = "models/weapons/c_BastardGun.mdl" SWEP.ViewModelFOV = 60 SWEP.DefaultBodygroups = "000000000000" SWEP.Damage = 12 SWEP.DamageMin = 10 -- damage done at maximum range SWEP.Range = 75 -- in METRES SWEP.Penetration = 6 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 250 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.ChamberSize = 1 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 30 -- DefaultClip is automatically set. SWEP.PhysBulletMuzzleVelocity = 300 SWEP.Recoil = 0.200 SWEP.RecoilSide = 0.100 SWEP.RecoilRise = 0.1 SWEP.RecoilPunch = 2.5 SWEP.Delay = 60 / 650 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 2, }, { Mode = 1, }, { Mode = 0 } } SWEP.NPCWeaponType = "weapon_smg1" SWEP.NPCWeight = 100 SWEP.AccuracyMOA = 14 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 325 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 200 SWEP.Primary.Ammo = "smg1" -- what ammo type the gun uses SWEP.MagID = "ump" -- the magazine pool this gun draws from SWEP.ShootVol = 110 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.FirstShootSound = "BastardGun/Shoot.wav" SWEP.ShootSound = "BastardGun/Shoot.wav" SWEP.ShootSoundSilenced = "BastardGun/Shoots.wav" SWEP.DistantShootSound = "BastardGun/Shoot.wav" SWEP.MeleeSwingSound = "arccw_go/m249/m249_draw.wav" SWEP.MeleeMissSound = "weapons/iceaxe/iceaxe_swing1.wav" SWEP.MeleeHitSound = "arccw_go/knife/knife_hitwall1.wav" SWEP.MeleeHitNPCSound = "physics/body/body_medium_break2.wav" SWEP.MuzzleEffect = "muzzleflash_smg" SWEP.ShellModel = "models/shells/shell_556.mdl" SWEP.ShellPitch = 100 SWEP.ShellScale = 1.25 SWEP.ShellRotateAngle = Angle(0, 180, 0) SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on SWEP.SpeedMult = 0.95 SWEP.SightedSpeedMult = 0.75 SWEP.SightTime = 0.300 SWEP.IronSightStruct = { Pos = Vector(-7.7, -9.849, 1.6), Ang = Angle(-0.201, -0.851, -1.4), Magnification = 1, SwitchToSound = "", -- sound that plays when switching to this sight CrosshairInSights = false } SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "ar2" SWEP.HoldtypeSights = "rpg" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.ActivePos = Vector(-1, 2, -1) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.CrouchPos = Vector(-4, 0, -1) SWEP.CrouchAng = Angle(0, 0, -10) SWEP.HolsterPos = Vector(3, 3, 0) SWEP.HolsterAng = Angle(-7.036, 30.016, 0) SWEP.BarrelOffsetSighted = Vector(0, 0, -1) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.CustomizePos = Vector(8, 0, 1) SWEP.CustomizeAng = Angle(5, 30, 30) SWEP.BarrelLength = 18 SWEP.AttachmentElements = { ["lastlightpete"] = { VMSkin = 1, WMSkin = 1, }, } SWEP.ExtraSightDist = 10 SWEP.WorldModelOffset = { pos = Vector(-15, 8, -4), ang = Angle(-10, 0, 180) } SWEP.MirrorVMWM = true SWEP.Attachments = { { PrintName = "Optic", Slot = {"optic_lp", "optic"}, Bone = "BastardGun", DefaultAttName = "Iron Sights", Offset = { vpos = Vector(0, -3.4, 14), vang = Angle(90, 0, -90), }, InstalledEles = {"rail"}, VMScale = Vector(1.25, 1.25, 1.25), CorrectiveAng = Angle(-0.5, 0, 0), CorrectivePos = Vector(0, 0, 0) }, { PrintName = "Underbarrel", Slot = "foregrip", Bone = "BastardGun", DefaultAttName = "Standard Foregrip", Offset = { vpos = Vector(0, 0, 14), vang = Angle(90, 0, -90), }, InstalledEles = {"ubrms"}, }, { PrintName = "Tactical", Slot = "tac", Bone = "BastardGun", Offset = { vpos = Vector(-1.201, -2.3, 18), vang = Angle(90.5, 0, 0), }, InstalledEles = {"tacms"}, }, { PrintName = "Muzzle", DefaultAttName = "Standard Muzzle", Slot = "muzzle", Bone = "BastardGun", Offset = { vpos = Vector(0, -2.25, 24), vang = Angle(90, 0, -90), }, }, { PrintName = "Ammo Type", Slot = "go_ammo", DefaultAttName = "Standard Ammo" }, { PrintName = "Perk", Slot = "go_perk" }, { PrintName = "Skin", Slot = {"metro_skinpete"}, DefaultAttName = "Metro 2033", FreeSlot = true }, { PrintName = "Charm", Slot = "charm", FreeSlot = true, Bone = "BastardGun", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0.8, -1.3, 0), -- offset that the attachment will be relative to the bone vang = Angle(90, 0, -90), }, }, } SWEP.Jamming = true SWEP.HeatCapacity = 65 SWEP.HeatDissipation = 12 SWEP.HeatLockout = true SWEP.HeatDelayTime = 3.5 SWEP.HeatFix = true SWEP.BulletBones = { [1] = "Bullet1", [2] = "Bullet2", [3] = "Bullet3", [4] = "Bullet4", [5] = "Bullet5", [6] = "Bullet6", [7] = "Bullet7", [8] = "Bullet8", [9] = "Bullet9", [10] = "Bullet10", [11] = "Bullet11", [12] = "Bullet12", [13] = "Bullet13", [14] = "Bullet14", [15] = "Bullet15", [16] = "Bullet16", [17] = "Bullet17", [18] = "Bullet18", [19] = "Bullet19", [20] = "Bullet20", [21] = "Bullet21", [22] = "Bullet22", [23] = "Bullet23", [24] = "Bullet24", [25] = "Bullet25", [26] = "Bullet26", [27] = "Bullet27", [28] = "Bullet28", [29] = "Bullet29", [30] = "Bullet30", } SWEP.Animations = { ["idle"] = { Source = "idle" }, ["draw"] = { Source = "draw", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, }, ["ready"] = { Source = "ready", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, }, ["fix"] = { Source = "fix", }, ["fire"] = { Source = "shoot", Time = 0.25, ShellEjectAt = 0, }, ["fire_iron"] = { Source = "shoot", Time = 0.5, ShellEjectAt = 0, }, ["reload"] = { Source = "reloadpartial", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Checkpoints = {16, 30}, FrameRate = 30, LHIK = true, LHIKIn = 0.4, LHIKOut = 2.1, LHIKEaseOut = 0.3, LastClip1OutTime = 1, }, ["reload_empty"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Checkpoints = {16, 30, 55}, FrameRate = 30, LHIK = true, LHIKIn = 0.4, LHIKOut = 2.5, LHIKEaseOut = 0.3, LastClip1OutTime = 1, }, } sound.Add({ name = "BG.BoltPull", channel = 16, volume = 1.0, sound = "BastardGun/BoltPull.wav" }) sound.Add({ name = "BG.Clip", channel = 16, volume = 1.0, sound = "BastardGun/Clip.wav" }) sound.Add({ name = "BG.Hit", channel = 16, volume = 1.0, sound = "BastardGun/Hit.wav" }) sound.Add({ name = "BG.ClipIn", channel = 16, volume = 1.0, sound = "BastardGun/ClipIn.wav" }) sound.Add({ name = "BG.ClipIn2", channel = 16, volume = 1.0, sound = "BastardGun/ClipIn2.wav" }) sound.Add({ name = "BG.ClipOut", channel = 16, volume = 1.0, sound = "BastardGun/ClipOut.wav" }) sound.Add({ name = "BG.ClipOut1", channel = 16, volume = 1.0, sound = "BastardGun/ClipOut1.wav" }) sound.Add({ name = "BG.ClipOut2", channel = 16, volume = 1.0, sound = "BastardGun/ClipOut2.wav" }) sound.Add({ name = "BG.Fix", channel = 16, volume = 1.0, sound = "BastardGun/Fix.wav" }) sound.Add({ name = "BG.Fix1", channel = 16, volume = 1.0, sound = "BastardGun/Fix1.wav" })