--[[ | 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 = "Tikhar" SWEP.Trivia_Class = "Tikhar" SWEP.Trivia_Desc = "A makeshift air gun, surprisingly silent and accurate. Overpressurizing its tank increases power, but the extra pressure vents before long." SWEP.Trivia_Manufacturer = "Homemade" SWEP.Trivia_Calibre = "Ball Bearings" SWEP.Trivia_Mechanism = "Pneumatic" SWEP.Trivia_Country = "Russia" SWEP.Slot = 3 SWEP.UseHands = true SWEP.ViewModel = "models/weapons/c_Tikhar.mdl" SWEP.WorldModel = "models/weapons/c_Tikhar.mdl" SWEP.ViewModelFOV = 65 SWEP.DefaultBodygroups = "00000" SWEP.Damage = 25 SWEP.DamageMin = 25 SWEP.Range = 50 -- in METRES SWEP.Penetration = 1 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 200 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.AlwaysPhysBullet = true SWEP.PhysTracerProfile = 0 SWEP.TracerNum = 1 SWEP.Tracer = "arccw_tracer" SWEP.TracerCol = Color(38, 38, 38) SWEP.CanFireUnderwater = true SWEP.ChamberSize = 1 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 15 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 30 SWEP.ReducedClipSize = 10 SWEP.Recoil = 0.9 SWEP.RecoilSide = 0.65 SWEP.RecoilRise = 1 SWEP.VisualRecoilMult = 1 SWEP.Delay = 60 / 180 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 1, }, { Mode = 0 } } SWEP.AccuracyMOA = 3 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 150 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 250 SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses SWEP.ShootVol = 120 -- volume of shoot sound SWEP.ShootPitch = 110 -- pitch of shoot sound SWEP.ShootSound = "Tikhar/Shoot.wav" SWEP.DistantShootSound = "Tikhar/Shoot.wav" SWEP.ShootSoundSilenced = "Tikhar/Shoot.wav" SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 0 -- which attachment to put the case effect on SWEP.SpeedMult = 0.89 SWEP.SightedSpeedMult = 0.65 SWEP.RevolverReload = true SWEP.ProceduralRegularFire = false SWEP.ProceduralIronFire = false SWEP.CaseBones = { [1] = "Bullet16", [2] = "Bullet15", [3] = "Bullet14", [4] = "Bullet13", [5] = "Bullet12", [6] = "Bullet11", [7] = "Bullet10", [8] = "Bullet9", [9] = "Bullet8", [10] = "Bullet7", [11] = "Bullet6", [12] = "Bullet5", [13] = "Bullet4", [14] = "Bullet3", [15] = "Bullet2", [16] = "Bullet1", } SWEP.IronSightStruct = { Pos = Vector(-3.217, 0, 0.959), Ang = Angle(0, 0, 0), Magnification = 1.1, SwitchToSound = "", -- sound that plays when switching to this sight } SWEP.NPCWeaponType = "weapon_ar2" SWEP.NPCWeight = 100 SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "ar2" SWEP.HoldtypeSights = "rpg" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.ActivePos = Vector(0, 0, 0) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.HolsterPos = Vector(3.5, 2, 0) SWEP.HolsterAng = Angle(-7.036, 30.016, 0) SWEP.BarrelOffsetSighted = Vector(0, 0, -1) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.BarrelLength = 27 SWEP.ShellRotateAngle = Angle(180, 180, 0) SWEP.ExtraSightDist = 6 SWEP.MirrorVMWM = true SWEP.WorldModelOffset = { pos = Vector(-13, 4, -4), ang = Angle(-10.52, 0, 180) } SWEP.Attachments = { { PrintName = "Optic", -- print name DefaultAttName = "Iron Sights", Slot = {"optic", "optic_sniper", "optic_lp"}, -- what kind of attachments can fit here, can be string or table Bone = "Tikhar", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0, -3.5, 14), vang = Angle(90, 0, -90), }, VMScale = Vector(1.1, 1.1, 1.1), }, { PrintName = "Underbarrel", Slot = {"foregrip", "bipod"}, Bone = "Tikhar", Offset = { vpos = Vector(0, 0.699, 7.791), vang = Angle(90, 0, -90), }, }, { PrintName = "Tactical", Slot = "tac", Bone = "Tikhar", Offset = { vpos = Vector(0.6, -2.597, 15.064), -- offset that the attachment will be relative to the bone vang = Angle(90, 0, 0), }, }, { PrintName = "Grip", Slot = "grip", DefaultAttName = "Standard Grip" }, { 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 = "Tikhar", -- relevant bone any attachments will be mostly referring to Offset = { vpos = Vector(0.7, -2.1, 5), vang = Angle(90, 0, -90), }, VMScale = Vector(1, 1, 1), }, } SWEP.BulletBones = { [1] = "Bullet16", [2] = "Bullet15", [3] = "Bullet14", [4] = "Bullet13", [5] = "Bullet12", [6] = "Bullet11", [7] = "Bullet10", [8] = "Bullet9", [9] = "Bullet8", [10] = "Bullet7", [11] = "Bullet6", [12] = "Bullet5", [13] = "Bullet4", [14] = "Bullet3", [15] = "Bullet2", [16] = "Bullet1", } SWEP.Animations = { ["idle"] = { Source = "idle" }, ["draw"] = { Source = "draw", Time = 1, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["ready"] = { Source = "ready", Time = 1.5, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["fire"] = { Source = "shoot", ShellEjectAt = 0, }, ["fire_iron"] = { Source = "shoot", ShellEjectAt = 0, }, ["reload"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Checkpoints = {24, 60}, FrameRate = 30, Time = 4.2, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, LastClip1OutTime = 2, }, ["reload_empty"] = { Source = "reload", TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Checkpoints = {24, 60, 102}, FrameRate = 30, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, LastClip1OutTime = 2, }, }