mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 05:43:46 +03:00
329 lines
7.8 KiB
Lua
329 lines
7.8 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 = "Kalash2012"
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SWEP.Trivia_Class = "Assault Rifle"
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SWEP.Trivia_Desc = "At the start of World War 3, this was the best assault rifle used by the army. It is extremely sought after in the Metro due to its great performance."
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SWEP.Trivia_Manufacturer = "Unknown"
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SWEP.Trivia_Calibre = "5.45x39mm"
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SWEP.Trivia_Mechanism = "Gas-Operated"
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SWEP.Trivia_Country = "Russia"
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SWEP.Slot = 2
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_kalash2012.mdl"
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SWEP.WorldModel = "models/weapons/c_kalash2012.mdl"
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SWEP.ViewModelFOV = 80
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SWEP.DefaultBodygroups = "000000000000"
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SWEP.Damage = 8
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SWEP.DamageMin = 8 -- damage done at maximum range
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SWEP.Range = 500 -- in METRES
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SWEP.Penetration = 1
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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 = 1050 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 50 -- DefaultClip is automatically set.
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SWEP.PhysBulletMuzzleVelocity = 1050
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SWEP.Recoil = 0.42
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SWEP.RecoilSide = 0.65
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SWEP.RecoilRise = 0.1
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SWEP.RecoilPunch = 2.5
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SWEP.Delay = 60 / 700 -- 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 = 2,
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},
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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.NPCWeaponType = "weapon_ar2"
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SWEP.NPCWeight = 200
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SWEP.AccuracyMOA = 9 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 500 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 200
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SWEP.Primary.Ammo = "smg1" -- what ammo type the gun uses
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SWEP.MagID = "ak47" -- the magazine pool this gun draws from
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SWEP.ShootVol = 120 -- volume of shoot sound
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SWEP.ShootPitch = 100 -- pitch of shoot sound
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SWEP.ShootSound = "2012/shoot.wav"
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SWEP.ShootSoundSilenced = "2012/shoots.wav"
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SWEP.DistantShootSound = "2012/shoot3.wav"
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SWEP.DistantShootSoundSilenced = "2012/shoots.wav"
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SWEP.MeleeSwingSound = "arccw_go/m249/m249_draw.wav"
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SWEP.MeleeMissSound = "weapons/iceaxe/iceaxe_swing1.wav"
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SWEP.MeleeHitSound = "arccw_go/knife/knife_hitwall1.wav"
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SWEP.MeleeHitNPCSound = "physics/body/body_medium_break2.wav"
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SWEP.MuzzleEffect = "muzzleflash_ak47"
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SWEP.ShellModel = "models/shells/shell_556.mdl"
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SWEP.ShellPitch = 90
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SWEP.ShellScale = 1.5
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SWEP.ShellRotateAngle = Angle(0, 180, 0)
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SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
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SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
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SWEP.SpeedMult = 0.91
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SWEP.SightedSpeedMult = 0.75
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SWEP.SightTime = 0.30
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SWEP.IronSightStruct = {
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Pos = Vector(-7.191, -7.5, 1.1),
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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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CrosshairInSights = false
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}
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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(-1, 0, 0)
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SWEP.ActiveAng = Angle(0, 0, 0)
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SWEP.CrouchPos = Vector(-4, 0, -1)
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SWEP.CrouchAng = Angle(0, 0, -10)
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SWEP.HolsterPos = Vector(3, 3, 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.CustomizePos = Vector(8, 0, 1)
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SWEP.CustomizeAng = Angle(5, 30, 30)
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SWEP.BarrelLength = 18
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SWEP.AttachmentElements = {
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["lastlight2012"] = {
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VMSkin = 1,
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WMSkin = 1,
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},
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}
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SWEP.ExtraSightDist = 10
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SWEP.GuaranteeLaser = true
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SWEP.WorldModelOffset = {
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pos = Vector(-18, 8.2, -1),
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ang = Angle(-200, 180, 0)
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}
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SWEP.MirrorVMWM = true
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SWEP.Attachments = {
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{
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PrintName = "Optic",
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Slot = {"optic_lp", "optic"},
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Bone = "2012",
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DefaultAttName = "Iron Sights",
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Offset = {
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vpos = Vector(0.1, -5.4, 9),
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vang = Angle(90, 0, -90),
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},
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InstalledEles = {"sidemount"},
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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 = "2012",
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Offset = {
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vpos = Vector(1.3, -1.201, 11),
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vang = Angle(90, 0, 0),
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},
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InstalledEles = {"sidemount"},
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},
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{
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PrintName = "Muzzle",
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DefaultAttName = "Standard Muzzle",
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Slot = "muzzle",
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Bone = "2012",
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Offset = {
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vpos = Vector(0.05, -0.9, 26.9),
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vang = Angle(90, 0, -90),
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},
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InstalledEles = {"no_fh"}
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},
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{
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PrintName = "Ammo Type",
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Slot = "go_ammo",
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DefaultAttName = "Standard Ammo"
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},
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{
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PrintName = "Perk",
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Slot = "go_perk"
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},
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{
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PrintName = "Skin",
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Slot = {"metro_skin2012"},
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DefaultAttName = "Metro 2033",
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FreeSlot = true
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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 = "2012", -- relevant bone any attachments will be mostly referring to
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Offset = {
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vpos = Vector(1.399, -1.3, 3.65), -- offset that the attachment will be relative to the bone
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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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SWEP.BulletBones = {
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[5] = "Bullet1",
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[6] = "Bullet2",
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[7] = "Bullet3",
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[8] = "Bullet4",
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[9] = "Bullet5",
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[10] = "Bullet6",
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[11] = "Bullet7",
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[12] = "Bullet8",
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[13] = "Bullet9",
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[14] = "Bullet10",
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[15] = "Bullet11",
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[16] = "Bullet12",
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[17] = "Bullet13",
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[18] = "Bullet14",
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[19] = "Bullet15",
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[20] = "Bullet16",
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[21] = "Bullet17",
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[22] = "Bullet18",
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[23] = "Bullet19",
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[24] = "Bullet20",
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[25] = "Bullet21",
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[26] = "Bullet22",
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[27] = "Bullet23",
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[28] = "Bullet24",
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[29] = "Bullet25",
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[30] = "Bullet26",
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[31] = "Bullet27",
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[32] = "Bullet28",
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[33] = "Bullet29",
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[34] = "Bullet30",
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[35] = "Bullet31",
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[36] = "Bullet32",
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[37] = "Bullet33",
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[38] = "Bullet34",
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[39] = "Bullet35",
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[40] = "Bullet36",
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[41] = "Bullet37",
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[42] = "Bullet38",
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[43] = "Bullet39",
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[44] = "Bullet40",
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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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LHIK = true,
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Time = 0.5,
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LHIKIn = 0,
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LHIKOut = 0.5,
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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 = 0.5,
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},
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["fire"] = {
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Source = {"shoot", "shoot1"},
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Time = 0.3,
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ShellEjectAt = 0,
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},
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["fire_iron"] = {
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Source = "shoot_iron",
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Time = 0.1,
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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_SMG1,
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Checkpoints = {16, 30},
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Time = 2.4,
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.3,
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LHIKOut = 0.3,
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LHIKEaseOut = 0.25,
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LastClip1OutTime = 1,
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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_SMG1,
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Checkpoints = {16, 30, 55},
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Time = 2.6,
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FrameRate = 30,
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LHIK = true,
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LHIKIn = 0.3,
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LHIKOut = 0.3,
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LHIKEaseOut = 0.25,
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LastClip1OutTime = 1,
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},
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["enter_inspect"] = false,
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["idle_inspect"] = false,
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["exit_inspect"] = false,
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}
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sound.Add({
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name = "2012.Cliphit",
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channel = 16,
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volume = 1.0,
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sound = "2012/cliphit.wav"
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})
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sound.Add({
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name = "2012.Clipout",
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channel = 16,
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volume = 1.0,
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sound = "2012/clipout.wav"
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})
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sound.Add({
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name = "2012.Clipin",
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channel = 16,
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volume = 1.0,
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sound = "2012/clipin.wav"
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})
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