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wnsrc/gamemodes/ixhl2rp/plugins/arccwbase/entities/weapons/wn_arccw_vsv.lua
lifestorm ba1fc01b16 Upload
2024-08-04 23:12:27 +03:00

328 lines
7.8 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 = "VSV"
SWEP.TrueName = "VSK-94"
SWEP.Trivia_Class = "Assault Rifle"
SWEP.Trivia_Desc = "An accurate and powerful assault rifle good for medium-range combat. Its somewhat low muzzle velocity translates into lower noise and faster bullet drop."
SWEP.Trivia_Manufacturer = "Konstruktorskoe Buro Priborostroeniya"
SWEP.Trivia_Calibre = "5.45x39mm"
SWEP.Trivia_Mechanism = "Gas-Operated"
SWEP.Trivia_Country = "Russia"
SWEP.Trivia_Year = 1994
SWEP.Slot = 2
if GetConVar("arccw_truenames"):GetBool() then SWEP.PrintName = SWEP.TrueName end
SWEP.UseHands = true
SWEP.ViewModel = "models/weapons/c_VSV.mdl"
SWEP.WorldModel = "models/weapons/c_VSV.mdl"
SWEP.ViewModelFOV = 65
SWEP.DefaultBodygroups = "000000000000"
SWEP.Damage = 14
SWEP.DamageMin = 14
SWEP.Range = 400 -- in METRES
SWEP.Penetration = 1
SWEP.DamageType = DMG_BULLET
SWEP.ShootEntity = nil -- entity to fire, if any
SWEP.MuzzleVelocity = 270 -- projectile or phys bullet muzzle velocity
-- IN M/S
SWEP.ChamberSize = 1 -- how many rounds can be chambered.
SWEP.Primary.ClipSize = 20 -- DefaultClip is automatically set.
SWEP.PhysBulletMuzzleVelocity = 270
SWEP.Recoil = 0.62
SWEP.RecoilSide = 0.255
SWEP.RecoilRise = 0.2
SWEP.RecoilPunch = 2.5
SWEP.Delay = 60 / 600 -- 60 / RPM.
SWEP.Num = 1 -- number of shots per trigger pull.
SWEP.Firemodes = {
{
Mode = 2,
},
{
Mode = 1,
},
{
Mode = 0
}
}
SWEP.NPCWeaponType = "weapon_ar2"
SWEP.NPCWeight = 100
SWEP.AccuracyMOA = 9 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
SWEP.HipDispersion = 650 -- inaccuracy added by hip firing.
SWEP.MoveDispersion = 100
SWEP.Primary.Ammo = "smg1" -- what ammo type the gun uses
SWEP.MagID = "stanag" -- the magazine pool this gun draws from
SWEP.ShootVol = 110 -- volume of shoot sound
SWEP.ShootPitch = 100 -- pitch of shoot sound
SWEP.ShootSound = "VSV/shoot.wav"
SWEP.DistantShootSound = "VSV/shoot2.wav"
SWEP.MeleeSwingSound = "arccw_go/m249/m249_draw.wav"
SWEP.MeleeMissSound = "weapons/iceaxe/iceaxe_swing1.wav"
SWEP.MeleeHitSound = "arccw_go/knife/knife_hitwall1.wav"
SWEP.MeleeHitNPCSound = "physics/body/body_medium_break2.wav"
SWEP.MuzzleEffect = "muzzleflash_4"
SWEP.ShellModel = "models/shells/shell_556.mdl"
SWEP.ShellPitch = 95
SWEP.ShellScale = 1.25
SWEP.ShellRotateAngle = Angle(0, 180, 0)
SWEP.MuzzleEffectAttachment = 1 -- which attachment to put the muzzle on
SWEP.CaseEffectAttachment = 2 -- which attachment to put the case effect on
SWEP.SpeedMult = 0.97
SWEP.SightedSpeedMult = 0.75
SWEP.SightTime = 0.30
SWEP.IronSightStruct = {
Pos = Vector(-6.281, -5, 1.879),
Ang = Angle(0, 0, 0),
Magnification = 1.1,
SwitchToSound = "", -- sound that plays when switching to this sight
CrosshairInSights = false
}
SWEP.HoldtypeHolstered = "passive"
SWEP.HoldtypeActive = "ar2"
SWEP.HoldtypeSights = "rpg"
SWEP.AnimShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.ActivePos = Vector(-1, 2, 0)
SWEP.ActiveAng = Angle(0, 0, 0)
SWEP.CrouchPos = Vector(-4, 0, -1)
SWEP.CrouchAng = Angle(0, 0, -10)
SWEP.HolsterPos = Vector(3, 3, 0)
SWEP.HolsterAng = Angle(-7.036, 30.016, 0)
SWEP.BarrelOffsetSighted = Vector(0, 0, -1)
SWEP.BarrelOffsetHip = Vector(2, 0, -2)
SWEP.CustomizePos = Vector(8, 0, 1)
SWEP.CustomizeAng = Angle(5, 30, 30)
SWEP.BarrelLength = 24
SWEP.AttachmentElements = {
["lastlightvsv"] = {
VMSkin = 1,
WMSkin = 1,
},
}
SWEP.ExtraSightDist = 10
SWEP.GuaranteeLaser = true
SWEP.WorldModelOffset = {
pos = Vector(-12, 7, -3.5),
ang = Angle(-10, 0, 180)
}
SWEP.MirrorVMWM = true
SWEP.Attachments = {
{
PrintName = "Optic",
Slot = {"optic", "optic_lp"},
Bone = "VSV",
DefaultAttName = "Iron Sights",
Offset = {
vpos = Vector(0.05, -3.1, 3.635),
vang = Angle(90, 0, -90),
wpos = Vector(22, 1, -7),
wang = Angle(-9.79, 0, 180)
},
VMScale = Vector(1, 1, 1),
InstalledEles = {"rs_none", "fs_down"},
CorrectiveAng = Angle(0, 0, 0),
},
{
PrintName = "Underbarrel",
Slot = "foregrip",
Bone = "VSV",
Offset = {
vpos = Vector(0, -1, 11),
vang = Angle(90, 0, -90),
wpos = Vector(22, 1, -7),
wang = Angle(-9.79, 0, 180)
},
},
{
PrintName = "Tactical",
Slot = "tac",
Bone = "VSV",
Offset = {
vpos = Vector(0, -0.7, 15),
vang = Angle(90, 0, -90),
wpos = Vector(22, 1, -7),
wang = Angle(-9.79, 0, 180)
},
},
{
PrintName = "Ammo Type",
Slot = "go_ammo",
DefaultAttName = "Standard Ammo"
},
{
PrintName = "Perk",
Slot = "go_perk"
},
{
PrintName = "Skin",
Slot = {"metro_skinvsv"},
DefaultAttName = "Metro 2033",
FreeSlot = true
},
{
PrintName = "Charm",
Slot = "charm",
FreeSlot = true,
Bone = "VSV", -- relevant bone any attachments will be mostly referring to
Offset = {
vpos = Vector(0.6, -1.601, 0.4), -- offset that the attachment will be relative to the bone
vang = Angle(90, 0, -90),
wpos = Vector(6.099, 1.1, -3.301),
wang = Angle(171.817, 180-1.17, 0),
},
},
}
SWEP.BulletBones = {
[1] = "Bullet20",
[2] = "Bullet19",
[3] = "Bullet18",
[4] = "Bullet17",
[5] = "Bullet16",
[6] = "Bullet15",
[7] = "Bullet14",
[8] = "Bullet13",
[9] = "Bullet12",
[10] = "Bullet11",
[11] = "Bullet10",
[12] = "Bullet9",
[13] = "Bullet8",
[14] = "Bullet7",
[15] = "Bullet6",
[16] = "Bullet5",
[17] = "Bullet4",
[18] = "Bullet3",
[19] = "Bullet2",
[20] = "Bullet1",
}
SWEP.Animations = {
["idle"] = {
Source = "idle",
},
["draw"] = {
Source = "draw",
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.5,
},
["ready"] = {
Source = "ready",
Time = 1.7,
LHIK = true,
LHIKIn = 0,
LHIKOut = 0.5,
},
["fire"] = {
Source = "shoot",
Time = 0.5,
ShellEjectAt = 0,
},
["fire_iron"] = {
Source = "shoot_iron",
Time = 0.5,
ShellEjectAt = 0,
},
["reload"] = {
Source = "reloadpart",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
FrameRate = 30,
Time = 2.3,
LHIK = true,
LHIKIn = 0.2,
LHIKEaseIn = 0.2,
LHIKOut = 0.2,
LHIKEaseOut = 0.2,
LastClip1OutTime = 1,
},
["reload_empty"] = {
Source = "reload",
TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
FrameRate = 30,
Time = 3,
LHIK = true,
LHIKIn = 0.2,
LHIKOut = 0.2,
LHIKEaseOut = 0.2,
LastClip1OutTime = 1,
},
["enter_inspect"] = {
LHIK = false,
},
["idle_inspect"] = {
LHIK = false,
},
["exit_inspect"] = {
LHIK = false,
},
}
sound.Add({
name = "Weapon_VSV.CA",
channel = 16,
volume = 1.0,
sound = "VSV/VSVCA.wav"
})
sound.Add({
name = "Weapon_VSV.Clipout",
channel = 16,
volume = 1.0,
sound = "VSV/VSVClipout.wav"
})
sound.Add({
name = "Weapon_VSV.Clipin",
channel = 16,
volume = 1.0,
sound = "VSV/VSVClipin.wav"
})
sound.Add({
name = "VSV.Cliphit",
channel = 16,
volume = 1.0,
sound = "VSV/cliphit.wav"
})