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wnsrc/gamemodes/ixhl2rp/plugins/arccwbase/entities/weapons/wn_arccw_helsing.lua
lifestorm 9c918c46e5 Upload
2024-08-04 23:12:27 +03:00

276 lines
6.2 KiB
Lua

--[[
| 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 = "Helsing"
SWEP.Trivia_Class = "Helsing"
SWEP.Trivia_Desc = "A silent, revolving air gun that shoots metal bolts. Overpressurizing its tank increases power, but the extra pressure vents before long."
SWEP.Trivia_Manufacturer = "Unknown"
SWEP.Trivia_Calibre = "Helsing Bolt"
SWEP.Trivia_Mechanism = "Pneumatic"
SWEP.Trivia_Country = "Russia"
SWEP.Slot = 3
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_Helsing.mdl"
SWEP.WorldModel = "models/weapons/c_Helsing.mdl"
SWEP.ViewModelFOV = 60
SWEP.DefaultSkin = 0
SWEP.Damage = 29
SWEP.DamageMin = 29
SWEP.Range = 40 -- 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 = 0 -- how many rounds can be chambered.
SWEP.Primary.ClipSize = 8 -- DefaultClip is automatically set.
SWEP.ExtendedClipSize = 8
SWEP.ReducedClipSize = 6
SWEP.Recoil = 1
SWEP.RecoilSide = 1
SWEP.RecoilRise = 1
SWEP.VisualRecoilMult = 0.5
SWEP.Delay = 60 / 180 -- 60 / RPM.
SWEP.Num = 1 -- number of shots per trigger pull.
SWEP.Firemodes = {
{
Mode = 1,
},
{
Mode = 0,
}
}
SWEP.NPCWeaponType = {"weapon_ar2"}
SWEP.NPCWeight = 75
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 = "357" -- what ammo type the gun uses
SWEP.ShootVol = 100 -- volume of shoot sound
SWEP.ShootPitch = 95 -- pitch of shoot sound
SWEP.ShootSound = "Helsing/Shoot.mp3"
SWEP.ShootSoundSilenced = "Helsing/Shoot.mp3"
SWEP.DistantShootSound = "Helsing/Shoot.mp3"
SWEP.MuzzleEffect = nil
SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
SWEP.CaseEffectAttachment = 0 -- which attachment to put the case effect on
SWEP.RevolverReload = true
SWEP.SightTime = 0.28
SWEP.SpeedMult = 0.975
SWEP.SightedSpeedMult = 0.75
SWEP.BarrelLength = 18
SWEP.ProceduralRegularFire = false
SWEP.ProceduralIronFire = false
SWEP.CaseBones = {
[1] = "Bullet1",
[2] = "Bullet2",
[3] = "Bullet3",
[4] = "Bullet4",
[5] = "Bullet5",
[6] = "Bullet6",
}
SWEP.IronSightStruct = {
Pos = Vector(-5.881, 0, 2.184),
Ang = Angle(0, 0, 0),
Magnification = 1,
SwitchToSound = "", -- sound that plays when switching to this sight
}
SWEP.HoldtypeHolstered = "normal"
SWEP.HoldtypeActive = "ar2"
SWEP.HoldtypeSights = "rpg"
SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.ActivePos = Vector(0, 0, 1)
SWEP.ActiveAng = Angle(0, 0, 0)
SWEP.CustomizePos = Vector(8, 0, 1)
SWEP.CustomizeAng = Angle(5, 30, 30)
SWEP.HolsterPos = Vector(5, 0, 0)
SWEP.HolsterAng = Angle(-4, 30.016, 0)
SWEP.CrouchPos = Vector(-3, 0, 0)
SWEP.CrouchAng = Angle(0, 0, -10)
SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
SWEP.BarrelOffsetHip = Vector(2, 0, -2)
SWEP.ExtraSightDist = 10
SWEP.WorldModelOffset = {
pos = Vector(-16.105, 7, -5.715),
ang = Angle(-10.52, 0, 180)
}
SWEP.GuaranteeLaser = false
SWEP.MirrorVMWM = true
SWEP.BulletBones = {
[1] = "Arrow1",
[2] = "Arrow2",
[3] = "Arrow3",
[4] = "Arrow4",
[5] = "Arrow5",
[6] = "Arrow6",
[7] = "Arrow7",
[8] = "Arrow8",
}
SWEP.Attachments = {
{
PrintName = "Optic",
DefaultAttName = "Iron Sights",
Slot = {"optic_lp", "optic"},
Bone = "Helsing",
Offset = {
vpos = Vector(0, -3.8, 3.5),
vang = Angle(90, 0, -90),
},
},
{
PrintName = "Tactical",
Slot = "tac",
Bone = "Helsing",
Offset = {
vpos = Vector(-0.5, -0.601, 17.7),
vang = Angle(89.7, 0.4, 180),
},
VMScale = Vector(0.7, 0.7, 0.7),
WMScale = Vector(0.7, 0.7, 0.7),
},
{
PrintName = "Underbarrel",
Slot = {"foregrip"},
Bone = "Helsing",
Offset = {
vpos = Vector(0, 2.599, 19),
vang = Angle(90, 0, -90),
},
},
{
PrintName = "Grip",
Slot = "grip",
DefaultAttName = "Standard Grip"
},
{
PrintName = "Ammo Type",
Slot = "ammo_bullet",
},
{
PrintName = "Perk",
Slot = {"perk"}
},
{
PrintName = "Charm",
Slot = "charm",
FreeSlot = true,
Bone = "Helsing",
Offset = {
vpos = Vector(0.37, -0.7, 2.7), -- offset that the attachment will be relative to the bone
vang = Angle(90, 0, -90),
wpos = Vector(10, 1.25, -4),
wang = Angle(0, -4.211, 180)
},
},
}
SWEP.Animations = {
["idle"] = {
Source = "idle"
},
["draw"] = {
Source = "draw"
},
["ready"] = {
Source = "ready",
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.5,
},
["fire"] = {
Source = "shoot",
},
["fire_iron"] = {
Source = "shoot",
},
["reload"] = {
Source = "reload",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
FrameRate = 30,
Time = 2.4,
LastClip1OutTime = 1.3,
LHIK = true,
LHIKIn = 0.2,
LHIKOut = 0.5,
},
["reload_empty"] = {
Source = "reload",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
FrameRate = 30,
LastClip1OutTime = 1.3,
LHIK = true,
LHIKIn = 0.2,
LHIKOut = 0.5,
},
}
sound.Add({
name = "HS.Reload",
channel = 16,
volume = 1.0,
sound = "Helsing/helsingrl1.wav"
})
sound.Add({
name = "HS.Reload2",
channel = 16,
volume = 1.0,
sound = "Helsing/helsingrl2.wav"
})