--[[ | 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 = "Suppressor LMG" SWEP.TrueName = "Suppressor LMG" SWEP.Trivia_Class = "Light Machine Gun" SWEP.Trivia_Desc = "The Combine Suppressor uses this weapon effectively when it comes to his job title. it can deal massive damage due to it's fast firerate. However it's barrel overheating will cause it to have poor accuracy. Thus, this weapon is most effective in CQC." SWEP.Trivia_Manufacturer = "Overwatch" SWEP.Trivia_Calibre = "Big Ass Bullet" SWEP.Trivia_Mechanism = "Plasma Pulse Shit" SWEP.Trivia_Country = "Bulgaria" SWEP.Trivia_Year = 2015 SWEP.Slot = 2 if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName SWEP.Trivia_Manufacturer = "Suppressor LMG" end SWEP.UseHands = true SWEP.ViewModel = "models/weapons/c_suppressor.mdl" SWEP.WorldModel = "models/weapons/w_suppressor.mdl" SWEP.ViewModelFOV = 55 SWEP.DefaultBodygroups = "0000000" SWEP.Damage = 10 SWEP.DamageMin = 10 -- damage done at maximum range SWEP.Range = 120 -- in METRES SWEP.Penetration = 1 SWEP.DamageType = DMG_AIRBOAT SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 1800 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.TracerNum = 1 -- tracer every X SWEP.TracerCol = Color(255, 25, 25) SWEP.TracerWidth = 6 SWEP.ChamberSize = 0 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 150 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 200 SWEP.ReducedClipSize = 75 SWEP.Recoil = 0.8 SWEP.RecoilSide = 0.75 SWEP.RecoilRise = 1 SWEP.Delay = 60 / 700 -- 60 / RPM. SWEP.Num = 1 -- number of shots per trigger pull. SWEP.Firemodes = { { Mode = 2 }, { Mode = 0 } } SWEP.NotForNPCS = true SWEP.NPCWeaponType = {"weapon_shotgun"} SWEP.NPCWeight = 50 SWEP.AccuracyMOA = 50 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 300 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 200 SWEP.ShootWhileSprint = false SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses SWEP.MagID = "Pulse LMG" -- the magazine pool this gun draws from SWEP.ShootVol = 120 -- volume of shoot sound SWEP.ShootPitch = 90 -- pitch of shoot sound SWEP.ShootSound = "fire2.wav" SWEP.ShootSoundSilenced = "weapons/arccw/m4a1/m4a1_silencer_01.wav" SWEP.DistantShootSound = "weapons/arccw/ak47/ak47-1-distant.wav" SWEP.MuzzleEffect = "muzzleflash_minimi" SWEP.ShellModel = "" SWEP.ShellScale = 0 SWEP.ShellMaterial = "" SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on SWEP.SpeedMult = 0.75 SWEP.SightedSpeedMult = 0.6 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(-4, -4, 0), Ang = Angle(0, 0, 0), Magnification = 1.1, SwitchToSound = "", -- sound that plays when switching to this sight } SWEP.HoldtypeHolstered = "passive" SWEP.HoldtypeActive = "shotgun" SWEP.HoldtypeSights = "ar2" SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.ActivePos = Vector(0, 3, 0) SWEP.ActiveAng = Angle(0, 0, 0) SWEP.HolsterPos = Vector(0.532, -6, 0) SWEP.HolsterAng = Angle(-7.036, 30.016, 0) SWEP.BarrelOffsetSighted = Vector(0, 0, -1) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.BarrelLength = 34 SWEP.AttachmentElements = { ["extendedmag"] = { VMBodygroups = {{ind = 1, bg = 1}}, WMBodygroups = {{ind = 1, bg = 1}}, }, ["reducedmag"] = { VMBodygroups = {{ind = 1, bg = 2}}, WMBodygroups = {{ind = 1, bg = 2}}, }, ["nors"] = { VMBodygroups = { {ind = 2, bg = 1}, {ind = 3, bg = 1}, }, }, ["nobrake"] = { VMBodygroups = { {ind = 6, bg = 1}, }, }, ["pwraith"] = { VMBodygroups = {}, WMBodygroups = {}, TrueNameChange = "Suppressor LMG", NameChange = "Hell's Wraith" }, ["mount"] = { VMElements = { }, } } SWEP.ExtraSightDist = 5 SWEP.Attachments = { { PrintName = "Muzzle", DefaultAttName = "Standard Muzzle", Slot = "muzzle", Bone = "suppressor", Offset = { vpos = Vector(-1.5, -20, 0), vang = Angle(0, 80, 90), wpos = Vector(0, 0, 0), wang = Angle(0, 0, 0) }, }, { PrintName = "Underbarrel", Slot = {"ubgl", "bipod"}, Bone = "suppressor", Offset = { vpos = Vector(-4, -10, 1), vang = Angle(0, 80, 90), wpos = Vector(0, 0, 0), wang = Angle(0, 0, 0) }, }, { PrintName = "Ammo Type", Slot = "ammo_bullet" }, { PrintName = "Perk", Slot = "perk" }, } SWEP.Animations = { ["idle"] = { Source = "idle", Time = 1 }, ["draw"] = { Source = "draw", Time = 1, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["holster"] = { Source = "holster", Time = 0.4, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["ready"] = { Source = "idle", Time = 1, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["fire"] = { Source = {"fire"}, Time = 0.5, }, ["fire_iron"] = { Source = "fire", Time = 0.5, }, ["reload"] = { Source = "reload", Time = 4, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 37, Checkpoints = {28, 38, 69}, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, }, ["reload_empty"] = { Source = "reload", Time = 4, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 37, Checkpoints = {28, 38, 69}, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, }, } local soundData = { name = "Weapon_Swing" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "draw_minigun_heavy.wav" } sound.Add(soundData) local soundData = { name = "Weapon_Swing2" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "draw_default.wav" } sound.Add(soundData) local soundData = { name = "Magazine.Out" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "sniper_military_slideback_1.wav" } sound.Add(soundData) local soundData = { name = "Magazine.In" , channel = CHAN_WEAPON, volume = 0.5, soundlevel = 80, pitchstart = 100, pitchend = 100, sound = "sniper_military_slideforward_1.wav" } sound.Add(soundData)