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- SWEP.Base = "pb_kf2_base"
- include("sa80_sounds.lua")
- SWEP.PrintName = "SA80"
- SWEP.Category = "PHUNBASE | KF2"
- SWEP.Slot = 2
- SWEP.SlotPos = 0
- SWEP.ViewModelFOV = 64
- SWEP.AimViewModelFOV = 54
- SWEP.ViewModel = "models/kf2/weapons/sa80.mdl"
- SWEP.WorldModel = "models/weapons/w_smg1.mdl"
- SWEP.HoldType = "smg"
- SWEP.SprintHoldType = "passive"
- SWEP.CrouchHoldType = "smg"
- SWEP.ReloadHoldType = "smg"
- SWEP.Spawnable = true
- SWEP.AdminSpawnable = true
- SWEP.NoSprintVMMovement = true
- // weapon specific variables
- SWEP.Primary.Ammo = "phunbase_556x45"
- SWEP.Primary.ClipSize = 30
- SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize
- SWEP.Primary.Automatic = true
- SWEP.Primary.Damage = 25
- SWEP.Primary.Delay = 0.09
- SWEP.Primary.Force = 5
- SWEP.Primary.Bullets = 1
- SWEP.Primary.Tracer = 0
- SWEP.IronInSound = "KF2.Movement1"
- SWEP.IronOutSound = "KF2.Movement2"
- // Recoil variables
- SWEP.Recoil = 3
- SWEP.Spread = 0.1
- SWEP.Spread_Iron = 0.01
- SWEP.SpreadVel = 1.2
- SWEP.SpreadVel_Iron = 0.9
- SWEP.SpreadAdd = 0.3
- SWEP.SpreadAdd_Iron = 0.2
- SWEP.IdleAfterFire = true
- SWEP.BasePos = Vector(8.618, 5.071, -2.300)
- SWEP.BaseAng = Vector(0.000, 0.000, 0.000)
- SWEP.IronsightPos = Vector(0, 0, 0)
- SWEP.IronsightAng = Vector(0, 0, 0)
- SWEP.SprintPos = Vector(5, 0, -1.5)
- SWEP.SprintAng = Vector(0, 0, 0)
- SWEP.HolsterPos = Vector(0,0,20)
- SWEP.HolsterAng = Vector(0,0,0)
- SWEP.NearWallPos = Vector(1.956, -20.700, -21.146)
- SWEP.NearWallAng = Vector(37.257, 41.061, -9.055)
- SWEP.PistolSprintSway = false
- SWEP.DisableIronsights = false
- SWEP.FlashlightAttachmentName = "1"
- SWEP.EmptySoundPrimary = "Dryfire_pistol"
- SWEP.FireModes = {"auto", "semi"}
- SWEP.Sequences = {
- idle = "idle_ads",
- idle_empty = "idle_ads",
- idle_iron = "idle_ads",
- idle_iron_empty = "idle_ads",
- fire = "fire",
- fire_last = "fire",
- fire_iron = "fire_ads",
- fire_iron_last = "fire_ads",
- reload = "reload",
- reload_empty = "reload_empty",
- deploy = "draw",
- holster = "holster",
- sprint_start = "sprint_in",
- sprint_idle = "sprint",
- sprint_end = "sprint_out",
- }
- SWEP.UseIronTransitionAnims = false
- SWEP.DeployTime = 0.1
- SWEP.HolsterTime = 0.5
- SWEP.ReloadTimes = {
- Base = 3,
- Base_Empty = 3,
- }
- SWEP.UsesEmptyReloadTimes = true
- SWEP.ViewModelMovementScale = 2
- // shell-related stuff
- SWEP.ShellVelocity = {X = 50, Y = 0, Z = 25}
- SWEP.ShellAngularVelocity = {Pitch_Min = -500, Pitch_Max = 200, Yaw_Min = 0, Yaw_Max = 1000, Roll_Min = -200, Roll_Max = 100}
- SWEP.ShellViewAngleAlign = {Forward = 0, Right = 0 , Up = 90}
- SWEP.ShellAttachmentName = "2"
- SWEP.ShellDelay = 0
- SWEP.ShellScale = 1
- SWEP.ShellModel = "models/phunbase/shells/5_56x45mm.mdl"
- SWEP.ShellEjectVelocity = 0
- SWEP.MuzzleAttachmentName = "1"
- SWEP.MuzzleEffect = {"hl2mmod_muzzleflash_ar2", "hl2mmod_muzzleflash_shotgun", "Smoke_FX1", "Muzzlesmoke"}
- SWEP.FireSound = "SA80.Single"
- SWEP.NormalFlashlight = false // enables the HL2 flashlight
- SWEP.CustomFlashlight = true // enables a ProjectedTexture flashlight, you should disable the Normal one
- SWEP.InstantFlashlight = true // whether turning the flashlight on/off is instant or it has a 0.5 second delay
- SWEP.Sounds = {
- draw = {
- {time = 0, sound = "KF2.DrawRifle", callback = function(self) end}
- },
- holster = {
- {time = 0, sound = "KF2.HolsterRifle", callback = function(self) end}
- },
- reload = {
- {time = 0, sound = "KF2.Movement1"},
- {time = 1.05, sound = "SA80.Magout"},
- {time = 1.7, sound = "SA80.Magin"},
- {time = 1.25, sound = "KF2.Movement2"},
- },
- autotosemi = {
- {time = 0, sound = "KF2.Movement1"},
- {time = 0.1, sound = "XM117.Fireselect"},
- },
- reload_empty = {
- {time = 0, sound = "KF2.Movement1"},
- {time = 0.5, sound = "SA80.Magout"},
- {time = 1.5, sound = "SA80.Magin"},
- {time = 1.9, sound = "SA80.Boltcatch"},
- {time = 2, sound = "SA80.boltforward"},
- {time = 1.7, sound = "KF2.Movement2"},
- },
- }
- SWEP.Secondary.Ammo = ""
- SWEP.Secondary.Delay = 0
- SWEP.Secondary.ClipSize = -1
- SWEP.Secondary.DefaultClip = -1
- SWEP.Secondary.Automatic = true
- // RECOIL
- SWEP.FireMoveMod = 1
- SWEP.FireMoveMod_Iron = 1
- SWEP.LuaViewmodelRecoil = true
- SWEP.FullAimViewmodelRecoil = true
- SWEP.LuaVMRecoilIntensity = 2
- SWEP.LuaVMRecoilLowerSpeed = 0.1
- SWEP.LuaVMRecoilMod = 2.25 -- modifier of overall intensity for the code based recoil
- 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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