--[[ | 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 = "Pulse SMG" SWEP.TrueName = "Pulse SMG" SWEP.Trivia_Class = "Submachine Gun" SWEP.Trivia_Desc = "A predecessor to the Pulse Rifle, commonly used by Combine Grunts." SWEP.Trivia_Manufacturer = "The Combine" SWEP.Trivia_Calibre = "Dark Energy" SWEP.Trivia_Mechanism = "Thumper and Capsules" SWEP.Trivia_Country = "Bulgaria" SWEP.Trivia_Year = 2015 SWEP.Slot = 2 if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName SWEP.Trivia_Manufacturer = "Overwatch" end SWEP.UseHands = true SWEP.ViewModel = "models/weapons/c_ipistol.mdl" SWEP.WorldModel = "models/weapons/w_ipistol.mdl" SWEP.ViewModelFOV = 60 SWEP.MirrorVMWM = nil -- Copy the viewmodel, along with all its attachments, to the worldmodel. Super convenient! SWEP.MirrorWorldModel = nil -- Use this to set the mirrored viewmodel to a different model, without any floating speedloaders or cartridges you may have. Needs MirrorVMWM SWEP.HideViewmodel = nil SWEP.WorldModelOffset = { pos = Vector(3, 0, 0), ang = Angle(0, 0, 180), bone = "ValveBiped.Bip01_R_Hand", scale = 1 } SWEP.Damage = 15 SWEP.DamageMin = 15 -- damage done at maximum range SWEP.Range = 160 -- in METRES SWEP.Penetration = 1 SWEP.DamageType = DMG_BULLET SWEP.ShootEntity = nil -- entity to fire, if any SWEP.MuzzleVelocity = 1100 -- projectile or phys bullet muzzle velocity -- IN M/S SWEP.Tracer = AR2Tracer -- override tracer effect SWEP.TracerNum = 1 -- tracer every X SWEP.TracerCol = Color(255, 25, 25) SWEP.TracerWidth = 3 SWEP.ChamberSize = 1 -- how many rounds can be chambered. SWEP.Primary.ClipSize = 20 -- DefaultClip is automatically set. SWEP.ExtendedClipSize = 45 SWEP.ReducedClipSize = 15 SWEP.Recoil = 0.1 SWEP.RecoilSide = 0.45 SWEP.RecoilRise = 1 SWEP.Delay = 60 / 600 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 = 14 -- accuracy in Minutes of Angle. There are 60 MOA in a degree. SWEP.HipDispersion = 300 -- inaccuracy added by hip firing. SWEP.MoveDispersion = 350 SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses SWEP.MagID = "type2" -- the magazine pool this gun draws from SWEP.ShootVol = 103 -- volume of shoot sound SWEP.ShootPitch = 100 -- pitch of shoot sound SWEP.ShootSound = "psmg_fire.wav" SWEP.ShootSoundSilenced = "weapons/arccw/m4a1/m4a1_silencer_01.wav" SWEP.DistantShootSound = "weapons/arccw/ak47/ak47-1-distant.wav" SWEP.MuzzleEffect = "muzzleflash_1" SWEP.ShellModel = "models/weapons/arccw/irifleshell.mdl" SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on SWEP.SpeedMult = 0.94 SWEP.SightedSpeedMult = 0.5 SWEP.SightTime = 0.25 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(-4.651, -5.829, -0.551), Ang = Angle(-0.066, 0, 0), Magnification = 1.1, SwitchToSound = "", -- sound that plays when switching to this sight } 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(3.216, 0.402, -3.82) SWEP.HolsterAng = Vector(-9.146, 20.402, -26.734) SWEP.BarrelOffsetSighted = Vector(0, 0, -1) SWEP.BarrelOffsetHip = Vector(2, 0, -2) SWEP.BarrelLength = 27 SWEP.AttachmentElements = { } SWEP.ExtraSightDist = 5 SWEP.Attachments = { { PrintName = "Grip", Slot = "grip", DefaultAttName = "Standard Grip" }, { PrintName = "Stock", Slot = "stock", DefaultAttName = "Standard Stock" }, { PrintName = "Tactical", Slot = "tac", Bone = "ipistol", Offset = { vpos = Vector(0.5, 3, -6), -- offset that the attachment will be relative to the bone vang = Angle(-90, 0, 0), wpos = Vector(21, 1.1, -2), wang = Angle(-8.829, -0.556, 90) }, }, { PrintName = "Underbarrel", Slot = {"ubgl", "foregrip"}, Bone = "ipistol", Offset = { vpos = Vector(-0, 2, -6), vang = Angle(270, 0, -90), wpos = Vector(17, 1.1, -3), wang = Angle(90, 90, -90) }, }, { PrintName = "Fire Group", Slot = "fcg", DefaultAttName = "Standard FCG" }, { PrintName = "Ammo Type", Slot = "ammo_bullet" }, { PrintName = "Perk", Slot = "perk" }, } SWEP.Animations = { ["idle"] = { Source = "idle", Time = 1 }, ["draw"] = { Source = "draw", Time = 1.3, SoundTable = {{s = "weapons/arccw/ak47/ak47_draw.wav", t = 0}}, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["ready"] = { Source = "draw", Time = 1, LHIK = true, LHIKIn = 0, LHIKOut = 0.25, }, ["fire"] = { Source = {"attack1"}, Time = 0.5, ShellEjectAt = 0, }, ["fire_iron"] = { Source = {"fire1", "fire2", "fire3", "fire4"}, Time = 0.5, ShellEjectAt = 0, }, ["reload"] = { Source = "reload", SoundTable = {{s = "psmg_reload.wav", t = 0}}, Time = 1.5, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 37, Checkpoints = {28, 38, 69}, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, }, ["reload_empty"] = { Source = "reload", SoundTable = {{s = "psmg_reload.wav", t = 0}}, Time = 1.5, TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2, Framerate = 37, Checkpoints = {28, 38, 69}, LHIK = true, LHIKIn = 0.5, LHIKOut = 0.5, }, }