--[[ | 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 = "Kalash" SWEP.TrueName = "AK-74M" SWEP.Trivia_Class = "Assault Rifle" SWEP.Trivia_Desc = "The classic pre-war assault rifle. Despite being very common, it is held in very high regard in the Metro due to its reliability and performance." SWEP.Trivia_Manufacturer = "Izhmash" SWEP.Trivia_Calibre = "5.45x39mm" SWEP.Trivia_Mechanism = "Gas-Operated" SWEP.Trivia_Country = "Russia" SWEP.Trivia_Year = 1991 SWEP.Slot = 2 SWEP.UseHands = true if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName end SWEP.ViewModel = "models/weapons/c_kalash.mdl" SWEP.WorldModel = "models/weapons/c_kalash.mdl" SWEP.ViewModelFOV = 90 SWEP.DefaultBodygroups = "000000000000" SWEP.Damage = 13 SWEP.DamageMin = 13 -- damage done at maximum range SWEP.Range = 500 -- in METRES SWEP.Penetration = 1 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 880 -- 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 = 880 SWEP.Recoil = 0.93 SWEP.RecoilSide = 0.65 SWEP.RecoilRise = 0.3 SWEP.RecoilPunch = 2 SWEP.Delay = 60 / 550 -- 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 = 10 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 750 -- 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 = 100 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.ShootSound = "Kalash/Shoot.wav" SWEP.ShootSoundSilenced = "2012/shoots.wav" SWEP.DistantShootSound = "Kalash/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_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(-7.9, -7.437, 1.759), Ang = Angle(0, 0, 0), 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, 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 = 24 SWEP.AttachmentElements = { ["lastlightk"] = { VMSkin = 1, WMSkin = 1, }, } SWEP.ExtraSightDist = 10 SWEP.GuaranteeLaser = true SWEP.WorldModelOffset = { pos = Vector(-10, 8.6, -5), ang = Angle(-190, 180, 0) } SWEP.MirrorVMWM = true SWEP.Attachments = { { PrintName = "Optic", Slot = {"optic_lp", "optic"}, Bone = "AK", DefaultAttName = "Iron Sights", Offset = { vpos = Vector(0, -5.2, 11), vang = Angle(-90, -180, 90), }, InstalledEles = {"sidemount"}, }, { PrintName = "Underbarrel", Slot = {"foregrip", "ubgl"}, Bone = "AK", Offset = { vpos = Vector(-0, -1.601, 17), vang = Angle(90, 0, -90), }, InstalledEles = {"ubrms"}, }, { PrintName = "Tactical", Slot = "tac", Bone = "AK", Offset = { vpos = Vector(-0.601, -2.701, 12), vang = Angle(-90, 180, 0), }, InstalledEles = {"sidemount"}, }, { PrintName = "Muzzle", DefaultAttName = "Standard Muzzle", Slot = "muzzle", Bone = "AK", Offset = { vpos = Vector(0.1, -2.651, 28.6), vang = Angle(-90, 180, 0), }, InstalledEles = {"no_fh"} }, { PrintName = "Ammo Type", Slot = "go_ammo", DefaultAttName = "Standard Ammo" }, { PrintName = "Perk", Slot = "go_perk" }, { PrintName = "Skin", Slot = {"metro_skink"}, DefaultAttName = "Metro 2033", FreeSlot = true }, { PrintName = "Charm", Slot = "charm", FreeSlot = true, Bone = "AK", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0.759, -2.401, 9), -- offset that the attachment will be relative to the bone vang = Angle(90, 0, -90), }, }, } SWEP.BulletBones = { [1] = "Bullet30", [2] = "Bullet29", [3] = "Bullet28", [4] = "Bullet27", [5] = "Bullet26", [6] = "Bullet25", [7] = "Bullet24", [8] = "Bullet23", [9] = "Bullet22", [10] = "Bullet21", [11] = "Bullet20", [12] = "Bullet19", [13] = "Bullet18", [14] = "Bullet17", [15] = "Bullet16", [16] = "Bullet15", [17] = "Bullet14", [18] = "Bullet13", [19] = "Bullet12", [20] = "Bullet11", [21] = "Bullet10", [22] = "Bullet9", [23] = "Bullet8", [24] = "Bullet7", [25] = "Bullet6", [26] = "Bullet5", [27] = "Bullet4", [28] = "Bullet3", [29] = "Bullet2", [30] = "Bullet1", } SWEP.Animations = { ["idle"] = { Source = "ak47_idle" }, ["draw"] = { Source = "draw", LHIK = true, LHIKIn = 0, LHIKOut = 0.5, }, ["ready"] = { Source = "drawfirst", Time = 1.5, LHIK = true, LHIKIn = 0, LHIKOut = 0.5, }, ["fire"] = { Source = {"shoot"}, Time = 0.3, ShellEjectAt = 0, }, ["fire_iron"] = { Source = "shootis", Time = 0.1, ShellEjectAt = 0, }, ["reload"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1, Checkpoints = {16, 30}, Time = 2, FrameRate = 30, LHIK = true, LHIKIn = 0.3, LHIKOut = 0.3, LHIKEaseOut = 0.25, LastClip1OutTime = 1, }, ["reload_empty"] = { Source = "reload_empty", TPAnim = ACT_HL2MP_GESTURE_RELOAD_SMG1, Checkpoints = {16, 30, 55}, Time = 3, 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 = "Kalash.Bolt", channel = 16, volume = 1.0, sound = "Kalash/Bolt.wav" }) sound.Add({ name = "Kalash.Clipout", channel = 16, volume = 1.0, sound = "Kalash/Clipout.wav" }) sound.Add({ name = "Kalash.Clipin", channel = 16, volume = 1.0, sound = "Kalash/Clipin.wav" })