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FA:S 2.0 Alpha SWEPs - Shotguns
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Type: Weapon, Addon
Tags: Coop
File Size:
Posted:
Updated:
6.227 MB
Oct 3, 2013 @ 1:57am
Oct 22, 2013 @ 2:40am
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Description
Requires FA:S 2.0 Alpha SWEPs! (Click here)
Requires FA:S 2.0 Alpha SWEPs! (Click here)
Requires FA:S 2.0 Alpha SWEPs! (Click here)

This is an optional SWEP pack that adds more shotguns to the official FA:S 2.0 SWEPs pack that I worked along with the developers of the mod, to make sure that it matches their tastes.
The base is written completely from scratch.

In case you're interested, get the source mod here.[www.firearms-source.com]

This optional pack adds 2 more shotguns:
- KS-23
- Remington 870

Features:
- Weapon attachment system (sights, suppressors, extended magazines)
- Dynamic accuracy
- Dynamic recoil
- Surface penetration
- Surface ricochet
- Sprinting
- Near-wall
- Holstering (takes a while to put a weapon away)
- First-time draw animations
- Unique weapon reloads for weapons like SKS, Raging Bull, M24
- Unique weapon behavior for weapons like M24, M3 Super 90
- Shell ejection
- Bullet chambering
- Empty/full reloads
- Reload duration depends on amount of ammo in the weapon
- Custom viewmodel movement when walking, sprinting, reloading + sprinting, standing still
- Custom viewmodel sway
- Custom ammo indicator
- Firemodes (full-auto, semi-auto, bursts, etc.)
- View bob during reloads
- Weapon proficiency (after using a certain weapon for a long time you become proficient with it and as a result reload faster)
- Custom ammo types (5.56x45MM, 7.62x39MM, 7.62x51MM, etc.)
- World models

Controls:
PRIMARY ATTACK KEY - fire
SECONDARY ATTACK KEY - take aim
RELOAD KEY - reload/check magazine, firemode
CONTEXT MENU KEY (default is C) - open customization menu; while aiming down a scope - peek away from the scope
USE KEY + RELOAD KEY - change firemode
USE KEY + SECONDARY ATTACK KEY - check magazine and firemode
USE KEY + PRIMARY ATTACK KEY - quick grenade (requires the FA:S 2.0 Miscellaneous pack!)

Known issues:
Upon spawning the weapon for the FIRST TIME, your deploy sounds will be slightly delayed, based on the amount of time it took to load the models
Some weapons have wrong models for third person view, this is because Firearms: Source 2.0 does not yet have models for some weapons. As such I'm using placeholders.

Console variables/commands:
fas2_differentorigins <0 - 1> - if set to 1, will use slightly different weapon origins. CLIENTSIDE.
fas2_handrig <0 - 1> - if set to 1, weapons will use a sleeve along with different gloves; changes apply upon new weapon equip. CLIENTSIDE.
fas2_handrig_applynow - applies the selected hand rig instantly (without having to get a new weapon). CLIENTSIDE.
fas2_nohud <0 - 1> - if set to 1, it will disable the HUD elements that pop up when you reload. Requested feature. CLIENTSIDE.
fas2_profgain <0 - 1> - controls the amount of proficiency increase with each reload. SERVERSIDE.
fas2_profgain_shotguns <0 - 1> - controls the amount of proficiency increase with each pump and shell insert. SERVERSIDE.
fas2_holdtoaim <0 - 1> - if set to 1, then releasing your secondary attack key while aiming will go back to hip-fire
141 Comments
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ToP_Afroman1171 Apr 16 @ 2:19pm 
Not many people here understand that these are from a source mod, and to these people, the weapons must be in the game before SWEPs can be made from them, and @lightsnsirens47 , The amount of coding, modeling, and general programming necessary for such a thing would be through the roof, and the probability of that happening is a hair from impossible, also, there was WAY too much Call of Duty in that sentence, my head hurts.
vladikbes Apr 9 @ 7:57am 
Пишет на каждом оружие что делать помогите? You have no attachments in the Sight category.
If you're in Sandbox - spawn them via the Entities tab.
As an Admin you can configure what attachments players are given when spawning in the Utilities section of the Spawn Me
Solo242 Apr 7 @ 6:19am 
I'm just gonna be the one to say it... Dauntless symbol.
shotgundiplomat1993 Apr 4 @ 7:22pm 
We need more shotguns in this pack Spy. Add a Striker-12 if you can.
Dr. Flat Soda Mar 31 @ 2:53pm 
Why do I have to press R every time I shoot. And theres no auto pump option either.
Robert Fagot Mar 21 @ 8:57pm 
If we had a Double barrel shotgun or AA-12 shotgun... Jesus that must be overpowered.
lightsnsirens47 Mar 16 @ 7:02pm 
or the guy who made m9k but you know you pick.
lightsnsirens47 Mar 16 @ 6:59pm 
needs camos, under barrel shotguns flame throwers and grenade lauchers. also could use a lot more guns. and one more thing the mod needs gear like uav drones, claymores, tripwire, deployable camras that have a live feed pop up on your hud, rc cars from call of duty.also the grenade launcher shuold be able to lauch flares. I know its in beta or something but it needs a lot of work. you should work with the wac people like dr.matt and the rest of them but if you use them you be able make an epic mod alot fast with dr.matt because he a king he has fixed of mods, codes but its not my chose you are in control. so what do you say spy make an epic mod or be know as just the guy who made a mod. pick the chose is yours.
Wade Wilson Mar 14 @ 6:28am 
Oh god....the Magenta and Spy wars.........why do such amazing modders have to fight? I like FAS and I liked MCPB (RIP) but then again...people dislike eachother, no one can change that. As long as they don't go out of their way to mention it
[ACE] Platinum squirrel Mar 12 @ 2:34pm 
@GoredontheDestroyer also one more thing, the benili is actually a very different shotgun, the benili is a lot longer, has a different firing mechanism and trigger system, plus the most common (the one they actually sell the the Italian and French military) SPAS-12 is pump action. Also why use a SPAS twelve when you could use the SPAS-15?