mirror of
https://github.com/lifestorm/wnsrc.git
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254 lines
6.5 KiB
Lua
254 lines
6.5 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 - Overwatch Weapons" -- edit this if you like
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SWEP.AdminOnly = false
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SWEP.PrintName = "Pulse SMG"
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SWEP.TrueName = "Pulse SMG"
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SWEP.Trivia_Class = "Submachine Gun"
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SWEP.Trivia_Desc = "A predecessor to the Pulse Rifle, commonly used by Combine Grunts."
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SWEP.Trivia_Manufacturer = "The Combine"
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SWEP.Trivia_Calibre = "Dark Energy"
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SWEP.Trivia_Mechanism = "Thumper and Capsules"
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SWEP.Trivia_Country = "Bulgaria"
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SWEP.Trivia_Year = 2015
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SWEP.Slot = 2
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if GetConVar("arccw_truenames"):GetBool() then
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SWEP.PrintName = SWEP.TrueName
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SWEP.Trivia_Manufacturer = "Overwatch"
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end
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SWEP.UseHands = true
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SWEP.ViewModel = "models/weapons/c_ipistol.mdl"
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SWEP.WorldModel = "models/weapons/w_ipistol.mdl"
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SWEP.ViewModelFOV = 60
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SWEP.MirrorVMWM = nil -- Copy the viewmodel, along with all its attachments, to the worldmodel. Super convenient!
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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
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SWEP.HideViewmodel = nil
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SWEP.WorldModelOffset = {
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pos = Vector(3, 0, 0),
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ang = Angle(0, 0, 180),
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bone = "ValveBiped.Bip01_R_Hand",
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scale = 1
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}
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SWEP.Damage = 15
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SWEP.DamageMin = 15 -- damage done at maximum range
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SWEP.Range = 160 -- 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 = 1100 -- projectile or phys bullet muzzle velocity
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-- IN M/S
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SWEP.Tracer = AR2Tracer -- override tracer effect
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SWEP.TracerNum = 1 -- tracer every X
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SWEP.TracerCol = Color(255, 25, 25)
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SWEP.TracerWidth = 3
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SWEP.ChamberSize = 1 -- how many rounds can be chambered.
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SWEP.Primary.ClipSize = 20 -- DefaultClip is automatically set.
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SWEP.ExtendedClipSize = 45
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SWEP.ReducedClipSize = 15
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SWEP.Recoil = 0.1
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SWEP.RecoilSide = 0.45
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SWEP.RecoilRise = 1
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SWEP.Delay = 60 / 600
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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 = 14 -- accuracy in Minutes of Angle. There are 60 MOA in a degree.
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SWEP.HipDispersion = 300 -- inaccuracy added by hip firing.
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SWEP.MoveDispersion = 350
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SWEP.Primary.Ammo = "ar2" -- what ammo type the gun uses
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SWEP.MagID = "type2" -- the magazine pool this gun draws from
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SWEP.ShootVol = 103 -- volume of shoot sound
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SWEP.ShootPitch = 100 -- pitch of shoot sound
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SWEP.ShootSound = "psmg_fire.wav"
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SWEP.ShootSoundSilenced = "weapons/arccw/m4a1/m4a1_silencer_01.wav"
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SWEP.DistantShootSound = "weapons/arccw/ak47/ak47-1-distant.wav"
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SWEP.MuzzleEffect = "muzzleflash_1"
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SWEP.ShellModel = "models/weapons/arccw/irifleshell.mdl"
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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 = 0.94
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SWEP.SightedSpeedMult = 0.5
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SWEP.SightTime = 0.25
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SWEP.VisualRecoilMult = 1
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SWEP.RecoilRise = 1
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SWEP.BulletBones = { -- the bone that represents bullets in gun/mag
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-- [0] = "bulletchamber",
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-- [1] = "bullet1"
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}
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SWEP.ProceduralRegularFire = false
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SWEP.ProceduralIronFire = false
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SWEP.CaseBones = {}
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SWEP.IronSightStruct = {
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Pos = Vector(-4.651, -5.829, -0.551),
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Ang = Angle(-0.066, 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.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(3.216, 0.402, -3.82)
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SWEP.HolsterAng = Vector(-9.146, 20.402, -26.734)
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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.AttachmentElements = {
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}
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SWEP.ExtraSightDist = 5
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SWEP.Attachments = {
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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 = "Stock",
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Slot = "stock",
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DefaultAttName = "Standard Stock"
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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 = "ipistol",
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Offset = {
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vpos = Vector(0.5, 3, -6), -- offset that the attachment will be relative to the bone
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vang = Angle(-90, 0, 0),
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wpos = Vector(21, 1.1, -2),
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wang = Angle(-8.829, -0.556, 90)
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},
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},
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{
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PrintName = "Underbarrel",
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Slot = {"ubgl", "foregrip"},
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Bone = "ipistol",
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Offset = {
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vpos = Vector(-0, 2, -6),
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vang = Angle(270, 0, -90),
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wpos = Vector(17, 1.1, -3),
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wang = Angle(90, 90, -90)
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},
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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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SWEP.Animations = {
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["idle"] = {
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Source = "idle",
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Time = 1
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},
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["draw"] = {
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Source = "draw",
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Time = 1.3,
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SoundTable = {{s = "weapons/arccw/ak47/ak47_draw.wav", t = 0}},
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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 = "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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["fire"] = {
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Source = {"attack1"},
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Time = 0.5,
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ShellEjectAt = 0,
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},
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["fire_iron"] = {
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Source = {"fire1", "fire2", "fire3", "fire4"},
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Time = 0.5,
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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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SoundTable = {{s = "psmg_reload.wav", t = 0}},
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Time = 1.5,
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Framerate = 37,
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Checkpoints = {28, 38, 69},
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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},
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["reload_empty"] = {
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Source = "reload",
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SoundTable = {{s = "psmg_reload.wav", t = 0}},
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Time = 1.5,
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TPAnim = ACT_HL2MP_GESTURE_RELOAD_AR2,
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Framerate = 37,
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Checkpoints = {28, 38, 69},
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LHIK = true,
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LHIKIn = 0.5,
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LHIKOut = 0.5,
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},
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} |