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Jan 18th, 2019
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  1. SWEP.Base = "pb_kf2_base"
  2. include("sa80_sounds.lua")
  3. SWEP.PrintName = "SA80"
  4. SWEP.Category = "PHUNBASE | KF2"
  5. SWEP.Slot = 2
  6. SWEP.SlotPos = 0
  7.  
  8. SWEP.ViewModelFOV = 64
  9. SWEP.AimViewModelFOV = 54
  10. SWEP.ViewModel = "models/kf2/weapons/sa80.mdl"
  11. SWEP.WorldModel = "models/weapons/w_smg1.mdl"
  12.  
  13. SWEP.HoldType = "smg"
  14. SWEP.SprintHoldType = "passive"
  15. SWEP.CrouchHoldType = "smg"
  16. SWEP.ReloadHoldType = "smg"
  17.  
  18. SWEP.Spawnable = true
  19. SWEP.AdminSpawnable = true
  20.  
  21. SWEP.NoSprintVMMovement = true
  22. // weapon specific variables
  23. SWEP.Primary.Ammo = "phunbase_556x45"
  24. SWEP.Primary.ClipSize = 30
  25. SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize
  26. SWEP.Primary.Automatic = true
  27. SWEP.Primary.Damage = 25
  28. SWEP.Primary.Delay = 0.09
  29. SWEP.Primary.Force = 5
  30. SWEP.Primary.Bullets = 1
  31. SWEP.Primary.Tracer = 0
  32. SWEP.IronInSound = "KF2.Movement1"
  33. SWEP.IronOutSound = "KF2.Movement2"
  34.  
  35. // Recoil variables
  36. SWEP.Recoil = 3
  37. SWEP.Spread = 0.1
  38. SWEP.Spread_Iron = 0.01
  39. SWEP.SpreadVel = 1.2
  40. SWEP.SpreadVel_Iron = 0.9
  41. SWEP.SpreadAdd = 0.3
  42. SWEP.SpreadAdd_Iron = 0.2
  43. SWEP.IdleAfterFire = true
  44.  
  45. SWEP.BasePos = Vector(8.618, 5.071, -2.300)
  46. SWEP.BaseAng = Vector(0.000, 0.000, 0.000)
  47.  
  48. SWEP.IronsightPos = Vector(0, 0, 0)
  49. SWEP.IronsightAng = Vector(0, 0, 0)
  50.  
  51. SWEP.SprintPos = Vector(5, 0, -1.5)
  52. SWEP.SprintAng = Vector(0, 0, 0)
  53.  
  54. SWEP.HolsterPos = Vector(0,0,20)
  55. SWEP.HolsterAng = Vector(0,0,0)
  56.  
  57. SWEP.NearWallPos = Vector(1.956, -20.700, -21.146)
  58. SWEP.NearWallAng = Vector(37.257, 41.061, -9.055)
  59.  
  60. SWEP.PistolSprintSway = false
  61.  
  62. SWEP.DisableIronsights = false
  63. SWEP.FlashlightAttachmentName = "1"
  64. SWEP.EmptySoundPrimary = "Dryfire_pistol"
  65. SWEP.FireModes = {"auto", "semi"}
  66. SWEP.Sequences = {
  67. idle = "idle_ads",
  68. idle_empty = "idle_ads",
  69. idle_iron = "idle_ads",
  70. idle_iron_empty = "idle_ads",
  71. fire = "fire",
  72. fire_last = "fire",
  73. fire_iron = "fire_ads",
  74. fire_iron_last = "fire_ads",
  75. reload = "reload",
  76. reload_empty = "reload_empty",
  77. deploy = "draw",
  78. holster = "holster",
  79. sprint_start = "sprint_in",
  80. sprint_idle = "sprint",
  81. sprint_end = "sprint_out",
  82. }
  83.  
  84. SWEP.UseIronTransitionAnims = false
  85. SWEP.DeployTime = 0.1
  86. SWEP.HolsterTime = 0.5
  87. SWEP.ReloadTimes = {
  88. Base = 3,
  89. Base_Empty = 3,
  90. }
  91. SWEP.UsesEmptyReloadTimes = true
  92.  
  93.  
  94. SWEP.ViewModelMovementScale = 2
  95.  
  96. // shell-related stuff
  97. SWEP.ShellVelocity = {X = 50, Y = 0, Z = 25}
  98. SWEP.ShellAngularVelocity = {Pitch_Min = -500, Pitch_Max = 200, Yaw_Min = 0, Yaw_Max = 1000, Roll_Min = -200, Roll_Max = 100}
  99. SWEP.ShellViewAngleAlign = {Forward = 0, Right = 0 , Up = 90}
  100. SWEP.ShellAttachmentName = "2"
  101. SWEP.ShellDelay = 0
  102. SWEP.ShellScale = 1
  103. SWEP.ShellModel = "models/phunbase/shells/5_56x45mm.mdl"
  104. SWEP.ShellEjectVelocity = 0
  105.  
  106.  
  107. SWEP.MuzzleAttachmentName = "1"
  108. SWEP.MuzzleEffect = {"hl2mmod_muzzleflash_ar2", "hl2mmod_muzzleflash_shotgun", "Smoke_FX1", "Muzzlesmoke"}
  109.  
  110. SWEP.FireSound = "SA80.Single"
  111.  
  112. SWEP.NormalFlashlight = false // enables the HL2 flashlight
  113. SWEP.CustomFlashlight = true // enables a ProjectedTexture flashlight, you should disable the Normal one
  114. SWEP.InstantFlashlight = true // whether turning the flashlight on/off is instant or it has a 0.5 second delay
  115.  
  116. SWEP.Sounds = {
  117. draw = {
  118. {time = 0, sound = "KF2.DrawRifle", callback = function(self) end}
  119. },
  120. holster = {
  121. {time = 0, sound = "KF2.HolsterRifle", callback = function(self) end}
  122. },
  123. reload = {
  124. {time = 0, sound = "KF2.Movement1"},
  125. {time = 1.05, sound = "SA80.Magout"},
  126. {time = 1.7, sound = "SA80.Magin"},
  127. {time = 1.25, sound = "KF2.Movement2"},
  128. },
  129. autotosemi = {
  130. {time = 0, sound = "KF2.Movement1"},
  131. {time = 0.1, sound = "XM117.Fireselect"},
  132. },
  133. reload_empty = {
  134. {time = 0, sound = "KF2.Movement1"},
  135. {time = 0.5, sound = "SA80.Magout"},
  136. {time = 1.5, sound = "SA80.Magin"},
  137. {time = 1.9, sound = "SA80.Boltcatch"},
  138. {time = 2, sound = "SA80.boltforward"},
  139. {time = 1.7, sound = "KF2.Movement2"},
  140. },
  141. }
  142.  
  143. SWEP.Secondary.Ammo = ""
  144. SWEP.Secondary.Delay = 0
  145. SWEP.Secondary.ClipSize = -1
  146. SWEP.Secondary.DefaultClip = -1
  147. SWEP.Secondary.Automatic = true
  148.  
  149.  
  150. // RECOIL
  151. SWEP.FireMoveMod = 1
  152. SWEP.FireMoveMod_Iron = 1
  153. SWEP.LuaViewmodelRecoil = true
  154. SWEP.FullAimViewmodelRecoil = true
  155. SWEP.LuaVMRecoilIntensity = 2
  156. SWEP.LuaVMRecoilLowerSpeed = 0.1
  157. SWEP.LuaVMRecoilMod = 2.25 -- modifier of overall intensity for the code based recoil
  158. SWEP.LuaVMRecoilAxisMod = {vert = 0, hor = 0, roll = 0, forward = 1.5, pitch = 0} -- modifier for intensity of the recoil on varying axes
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