mirror of
https://github.com/lifestorm/wnsrc.git
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280 lines
6.7 KiB
Lua
280 lines
6.7 KiB
Lua
--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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SWEP.Base = "arccw_base"
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SWEP.Spawnable = true -- this obviously has to be set to true
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SWEP.Category = "Willard - Junk Weapons" -- edit this if you like
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SWEP.AdminOnly = false
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SWEP.PrintName = "Tikhar"
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SWEP.Trivia_Class = "Tikhar"
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SWEP.Trivia_Desc = "A makeshift air gun, surprisingly silent and accurate. Overpressurizing its tank increases power, but the extra pressure vents before long."
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SWEP.Trivia_Manufacturer = "Homemade"
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SWEP.Trivia_Calibre = "Ball Bearings"
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SWEP.Trivia_Mechanism = "Pneumatic"
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SWEP.Trivia_Country = "Russia"
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SWEP.Slot = 3
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_Tikhar.mdl"
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SWEP.WorldModel = "models/weapons/c_Tikhar.mdl"
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SWEP.ViewModelFOV = 65
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SWEP.DefaultBodygroups = "00000"
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SWEP.Damage = 25
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SWEP.DamageMin = 25
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SWEP.Range = 50 -- in METRES
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SWEP.Penetration = 22
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SWEP.DamageType = DMG_BULLET
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SWEP.ShootEntity = nil -- entity to fire, if any
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SWEP.MuzzleVelocity = 200 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.AlwaysPhysBullet = true
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SWEP.PhysTracerProfile = 0
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SWEP.TracerNum = 1
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SWEP.Tracer = "arccw_tracer"
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SWEP.TracerCol = Color(38, 38, 38)
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SWEP.CanFireUnderwater = true
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 15 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 30
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SWEP.ReducedClipSize = 10
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SWEP.Recoil = 0.9
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SWEP.RecoilSide = 0.65
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SWEP.RecoilRise = 1
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SWEP.VisualRecoilMult = 1
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SWEP.Delay = 60 / 180 -- 60 / RPM.
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SWEP.Num = 1 -- number of shots per trigger pull.
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SWEP.Firemodes = {
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{
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Mode = 1,
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},
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{
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Mode = 0
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}
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}
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SWEP.AccuracyMOA = 3 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 150 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 250
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SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses
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SWEP.ShootVol = 120 -- volume of shoot sound
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SWEP.ShootPitch = 110 -- pitch of shoot sound
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SWEP.ShootSound = "Tikhar/Shoot.wav"
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SWEP.DistantShootSound = "Tikhar/Shoot.wav"
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SWEP.ShootSoundSilenced = "Tikhar/Shoot.wav"
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SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
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SWEP.CaseEffectAttachment = 0 -- which attachment to put the case effect on
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SWEP.SpeedMult = 0.89
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SWEP.SightedSpeedMult = 0.65
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SWEP.RevolverReload = true
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SWEP.ProceduralRegularFire = false
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SWEP.ProceduralIronFire = false
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SWEP.CaseBones = {
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[1] = "Bullet16",
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[2] = "Bullet15",
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[3] = "Bullet14",
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[4] = "Bullet13",
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[5] = "Bullet12",
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[6] = "Bullet11",
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[7] = "Bullet10",
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[8] = "Bullet9",
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[9] = "Bullet8",
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[10] = "Bullet7",
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[11] = "Bullet6",
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[12] = "Bullet5",
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[13] = "Bullet4",
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[14] = "Bullet3",
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[15] = "Bullet2",
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[16] = "Bullet1",
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}
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SWEP.IronSightStruct = {
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Pos = Vector(-3.217, 0, 0.959),
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Ang = Angle(0, 0, 0),
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Magnification = 1.1,
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SwitchToSound = "", -- sound that plays when switching to this sight
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}
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SWEP.NPCWeaponType = "weapon_ar2"
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SWEP.NPCWeight = 100
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SWEP.HoldtypeHolstered = "passive"
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SWEP.HoldtypeActive = "ar2"
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SWEP.HoldtypeSights = "rpg"
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SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
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SWEP.ActivePos = Vector(0, 0, 0)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.HolsterPos = Vector(3.5, 2, 0)
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SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
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SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
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SWEP.BarrelOffsetHip = Vector(2, 0, -2)
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SWEP.BarrelLength = 27
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SWEP.ShellRotateAngle = Angle(180, 180, 0)
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SWEP.ExtraSightDist = 6
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SWEP.MirrorVMWM = true
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SWEP.WorldModelOffset = {
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pos = Vector(-13, 4, -4),
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ang = Angle(-10.52, 0, 180)
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}
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SWEP.Attachments = {
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{
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PrintName = "Optic", -- print name
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DefaultAttName = "Iron Sights",
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Slot = {"optic", "optic_sniper", "optic_lp"}, -- what kind of attachments can fit here, can be string or table
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Bone = "Tikhar", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0, -3.5, 14),
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vang = Angle(90, 0, -90),
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},
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VMScale = Vector(1.1, 1.1, 1.1),
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},
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{
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PrintName = "Underbarrel",
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Slot = {"foregrip", "bipod"},
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Bone = "Tikhar",
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Offset = {
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vpos = Vector(0, 0.699, 7.791),
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vang = Angle(90, 0, -90),
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},
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},
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{
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PrintName = "Tactical",
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Slot = "tac",
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Bone = "Tikhar",
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Offset = {
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vpos = Vector(0.6, -2.597, 15.064), -- offset that the attachment will be relative to the bone
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vang = Angle(90, 0, 0),
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},
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},
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{
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PrintName = "Grip",
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Slot = "grip",
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DefaultAttName = "Standard Grip"
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},
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{
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PrintName = "Fire Group",
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Slot = "fcg",
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DefaultAttName = "Standard FCG"
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},
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{
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PrintName = "Ammo Type",
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Slot = "ammo_bullet"
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},
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{
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PrintName = "Perk",
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Slot = "perk"
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},
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{
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PrintName = "Charm",
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Slot = "charm",
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FreeSlot = true,
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Bone = "Tikhar", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(0.7, -2.1, 5),
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vang = Angle(90, 0, -90),
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},
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VMScale = Vector(1, 1, 1),
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},
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}
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SWEP.BulletBones = {
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[1] = "Bullet16",
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[2] = "Bullet15",
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[3] = "Bullet14",
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[4] = "Bullet13",
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[5] = "Bullet12",
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[6] = "Bullet11",
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[7] = "Bullet10",
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[8] = "Bullet9",
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[9] = "Bullet8",
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[10] = "Bullet7",
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[11] = "Bullet6",
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[12] = "Bullet5",
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[13] = "Bullet4",
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[14] = "Bullet3",
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[15] = "Bullet2",
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[16] = "Bullet1",
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}
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SWEP.Animations = {
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["idle"] = {
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Source = "idle"
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},
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["draw"] = {
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Source = "draw",
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Time = 1,
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.25,
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},
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["ready"] = {
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Source = "ready",
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Time = 1.5,
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LHIK = true,
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LHIKIn = 0,
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LHIKOut = 0.25,
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},
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["fire"] = {
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Source = "shoot",
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ShellEjectAt = 0,
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},
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["fire_iron"] = {
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Source = "shoot",
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ShellEjectAt = 0,
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},
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["reload"] = {
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Source = "reload",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Checkpoints = {24, 60},
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FrameRate = 30,
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Time = 4.2,
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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LastClip1OutTime = 2,
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},
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["reload_empty"] = {
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Source = "reload",
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Checkpoints = {24, 60, 102},
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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LastClip1OutTime = 2,
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},
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} |