Garry's Mod

Garry's Mod

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[CW 2.0] Escape from Tarkov MP7A2
   
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Content Type: Addon
Addon Tags: Fun, Realism
File Size
Posted
Updated
56.961 MB
Sep 12, 2020 @ 3:16pm
Sep 21, 2020 @ 8:17pm
5 Change Notes ( view )

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[CW 2.0] Escape from Tarkov MP7A2

Description
This is the MP7A2 that sounds like a minigun in Escape from Tarkov.

Features:

- A variety of attachments;
- 20-30-40 rounds clips available;
- Retractable stock;
- Switchable skin.

Known issues:

- Slightly misplaced sound series;
- Backup sights are suggested to be removed before making any manipulation that can alter the Aimpos of them (like switching from ACOG to PS320 while having the RMR on) or their aiming position will be temporarily messed up until you detach and then attach them again;
- Attachment dependencies and exclusions are not that rigor so that sometimes you attachments will remain there even conflict attachments are active, unless you MANUALLY detach them (This is actually due to CW 2.0 base itself).

To do next:
- More attachments;
- Better animation;
- Different ammo types;
- Anything that makes it nicer.

Credits:
Models, textures, and sounds - Battlestate Games
C-hand codes - KnifeKitty.
MP7A1 Animations - Mac Tonight
I do not claim credit for any part of this addon except for my efforts in re-coding and remodeling.

P.S.:
CW base cannot deal with looped sound so I have to cut and combine them into single ones As a result they might sound a little bit weird;

Bones and animations comes from MP7A1 in https://steamcommunity.com/sharedfiles/filedetails/?id=2152034421.

I've done this in a hurry so there might be unknown issues remaining. Please inform me of any problem related to this weapon and I'll try to solve them.

I'm currently under considerable pressure from school work so I'm afraid I can't respond to every message in time. Please be patient.
81 Comments
VortekJPG Mar 31, 2021 @ 8:49pm 
How's the progress going now?
tangoo Jan 23, 2021 @ 12:07am 
How is it going?
Eric114  [author] Dec 19, 2020 @ 9:32pm 
The good news is I finished converting almost all models and textures into valve's format
Eric114  [author] Dec 19, 2020 @ 9:31pm 
0. I just took my final exams.
tangoo Dec 19, 2020 @ 8:32pm 
How much progress you making Eric
shelby Dec 1, 2020 @ 5:26am 
function att:drawReticle()
if not self:isAiming() or not self:isReticleActive() then
return
end

diff = self:getDifferenceToAimPos(self.EFTPK06Pos, self.EFTPK06Ang, 1)

-- draw the reticle only when it's close to center of the aiming position
if diff > 0.9 and diff < 1.1 then
cam.IgnoreZ(true)
render.SetMaterial(att._reticle)
dist = math.Clamp(math.Distance(1, 1, diff, diff), 0, 0.13)

local EA = self:getReticleAngles()

local renderColor = self:getSightColor(att.name)
renderColor.a = (0.13 - dist) / 0.13 * 255

local pos = EyePos() + EA:Forward() * 100

for i = 1, 2 do
render.DrawSprite(pos, att._reticleSize, att._reticleSize, renderColor)
end
cam.IgnoreZ(false)
end
end
Eric114  [author] Dec 1, 2020 @ 5:19am 
I didn't really code things regarding bobbing, so it might be just a feature of cw base I guess?
shelby Dec 1, 2020 @ 2:17am 
It's not an issue, it's something you coded into your sights lol
Eric114  [author] Nov 30, 2020 @ 9:04pm 
It kinda confuses me. I'm not sure if I have the same issue as yours
shelby Nov 30, 2020 @ 2:57am 
All your sights have a code that makes their reticle bob, standard CW2 and CW KK doesn't have that