--[[ | 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 = "Kalash2012" SWEP.Trivia_Class = "Assault Rifle" SWEP.Trivia_Desc = "At the start of World War 3, this was the best assault rifle used by the army. It is extremely sought after in the Metro due to its great performance." SWEP.Trivia_Manufacturer = "Unknown" SWEP.Trivia_Calibre = "5.45x39mm" SWEP.Trivia_Mechanism = "Gas-Operated" SWEP.Trivia_Country = "Russia" SWEP.Slot = 2 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/c_kalash2012.mdl" SWEP.WorldModel = "models/weapons/c_kalash2012.mdl" SWEP.ViewModelFOV = 80 SWEP.DefaultBodygroups = "000000000000" SWEP.Damage = 10 SWEP.DamageMin = 10 -- damage done at maximum range SWEP.Range = 500 -- in METRES SWEP.Penetration = 14 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 1050 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.ChamberSize = 1 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 50 -- DefaultClip is automatically set. SWEP.PhysBulletMuzzleVelocity = 1050 SWEP.Recoil = 0.42 SWEP.RecoilSide = 0.65 SWEP.RecoilRise = 0.1 SWEP.RecoilPunch = 2.5 SWEP.Delay = 60 / 700 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 2, }, { Mode = 1, }, { Mode = 0 } } SWEP.NPCWeaponType = "weapon_ar2" SWEP.NPCWeight = 200 SWEP.AccuracyMOA = 9 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 500 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 200 SWEP.Primary.Ammo = "smg1" -- what ammo type the gun uses SWEP.MagID = "ak47" -- the magazine pool this gun draws from SWEP.ShootVol = 120 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.ShootSound = "2012/shoot.wav" SWEP.ShootSoundSilenced = "2012/shoots.wav" SWEP.DistantShootSound = "2012/shoot3.wav" SWEP.DistantShootSoundSilenced = "2012/shoots.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_ak47" SWEP.ShellModel = "models/shells/shell_556.mdl" SWEP.ShellPitch = 90 SWEP.ShellScale = 1.5 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 = 0.91 SWEP.SightedSpeedMult = 0.75 SWEP.SightTime = 0.30 SWEP.IronSightStruct = { Pos = Vector(-7.191, -7.5, 1.1), Ang = Angle(0, 0, 0), Magnification = 1.1, 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, 0, 0) 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 = { ["lastlight2012"] = { VMSkin = 1, WMSkin = 1, }, } SWEP.ExtraSightDist = 10 SWEP.GuaranteeLaser = true SWEP.WorldModelOffset = { pos = Vector(-18, 8.2, -1), ang = Angle(-200, 180, 0) } SWEP.MirrorVMWM = true SWEP.Attachments = { { PrintName = "Optic", Slot = {"optic_lp", "optic"}, Bone = "2012", DefaultAttName = "Iron Sights", Offset = { vpos = Vector(0.1, -5.4, 9), vang = Angle(90, 0, -90), }, InstalledEles = {"sidemount"}, }, { PrintName = "Tactical", Slot = "tac", Bone = "2012", Offset = { vpos = Vector(1.3, -1.201, 11), vang = Angle(90, 0, 0), }, InstalledEles = {"sidemount"}, }, { PrintName = "Muzzle", DefaultAttName = "Standard Muzzle", Slot = "muzzle", Bone = "2012", Offset = { vpos = Vector(0.05, -0.9, 26.9), vang = Angle(90, 0, -90), }, InstalledEles = {"no_fh"} }, { PrintName = "Ammo Type", Slot = "go_ammo", DefaultAttName = "Standard Ammo" }, { PrintName = "Perk", Slot = "go_perk" }, { PrintName = "Skin", Slot = {"metro_skin2012"}, DefaultAttName = "Metro 2033", FreeSlot = true }, { PrintName = "Charm", Slot = "charm", FreeSlot = true, Bone = "2012", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(1.399, -1.3, 3.65), -- offset that the attachment will be relative to the bone vang = Angle(90, 0, -90), }, }, } SWEP.BulletBones = { [5] = "Bullet1", [6] = "Bullet2", [7] = "Bullet3", [8] = "Bullet4", [9] = "Bullet5", [10] = "Bullet6", [11] = "Bullet7", [12] = "Bullet8", [13] = "Bullet9", [14] = "Bullet10", [15] = "Bullet11", [16] = "Bullet12", [17] = "Bullet13", [18] = "Bullet14", [19] = "Bullet15", [20] = "Bullet16", [21] = "Bullet17", [22] = "Bullet18", [23] = "Bullet19", [24] = "Bullet20", [25] = "Bullet21", [26] = "Bullet22", [27] = "Bullet23", [28] = "Bullet24", [29] = "Bullet25", [30] = "Bullet26", [31] = "Bullet27", [32] = "Bullet28", [33] = "Bullet29", [34] = "Bullet30", [35] = "Bullet31", [36] = "Bullet32", [37] = "Bullet33", [38] = "Bullet34", [39] = "Bullet35", [40] = "Bullet36", [41] = "Bullet37", [42] = "Bullet38", [43] = "Bullet39", [44] = "Bullet40", } SWEP.Animations = { ["idle"] = { Source = "idle" }, ["draw"] = { Source = "draw", LHIK = true, Time = 0.5, LHIKIn = 0, LHIKOut = 0.5, }, ["ready"] = { Source = "ready", Time = 1.5, LHIK = true, LHIKIn = 0, LHIKOut = 0.5, }, ["fire"] = { Source = {"shoot", "shoot1"}, Time = 0.3, ShellEjectAt = 0, }, ["fire_iron"] = { Source = "shoot_iron", Time = 0.1, ShellEjectAt = 0, }, ["reload"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1, Checkpoints = {16, 30}, Time = 2.4, FrameRate = 30, LHIK = true, LHIKIn = 0.3, LHIKOut = 0.3, LHIKEaseOut = 0.25, LastClip1OutTime = 1, }, ["reload_empty"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1, Checkpoints = {16, 30, 55}, Time = 2.6, FrameRate = 30, LHIK = true, LHIKIn = 0.3, LHIKOut = 0.3, LHIKEaseOut = 0.25, LastClip1OutTime = 1, }, ["enter_inspect"] = false, ["idle_inspect"] = false, ["exit_inspect"] = false, } sound.Add({ name = "2012.Cliphit", channel = 16, volume = 1.0, sound = "2012/cliphit.wav" }) sound.Add({ name = "2012.Clipout", channel = 16, volume = 1.0, sound = "2012/clipout.wav" }) sound.Add({ name = "2012.Clipin", channel = 16, volume = 1.0, sound = "2012/clipin.wav" })