Trooper Weapon Systems (SWEPS)

Scripted weapons or SWEPs are used by the troopers in order to give them a fighting chance in combat. There are currently multiple weapon systems on the server all of which use a heavily modified and optimised version of the 'TFA (TheForgottenArchitect) Gun Base [Redux]' code.

## Current Weapon Systems

* DL-44
* Wookie Bowcaster
* T21B (Grenade Launcher mod)
* EE-3
* DLT-20A
* DC-17
* DC-15a
* Hunter Shotgun
* Z6 Rotary Blaster
* Defender Sporting Blaster Pistol
* E-5C
* Westar Akimbo
* X8 Night Sniper

### Grading Structure

The weapons are graded from Mark 1 to Mark 5 using an alternate format, as follows:

* Rusty
* Standard Issue (May vary)
* Overcharged
* Supercharged
* Ultracharged

These will appear in game as [weapon name 'grade'] e.g. [DL-44 Overcharged] either in the Q menu or on the UI menu that appears when scrolling in game.

This denotation is designed to represent the power-pack of a weapon being 'overcharged', or 'supercharged' etc in order to show the rise in weapon stats as you progress through the skill trees. Rusty is currently the worst variant possible for each weapon system and Ultracharged is the best possible variant. Not every weapon has a rusty or ultracharged version how ever the 'Mark 1' title has been decided through the initial quality of the weapon upon first unlocking it. Currently only the DC-15a and E-5C have ultracharged variants.

## Hidden Features

### Firing Modes

By pressing 'equip' and 'reload' at the same time on your keyboard you may be able to change firing modes on some weapons. In some cases it may be more useful than others. This is not displayed in game and the UI does not display a hint when you change modes. This was done to prevent frame drops when rendering the integrated TFA UI. Notable instances are the Bowcaster Supercharged which can fire in semi-automatic or three round burst, and the DC-15a Ultra charged which has semi, three round burst and full-auto firing mode.

### Accuracy and Aiming

Accuracy and aiming is effected by multiple factors and details. The main instances include kick (screen-kick) and spread which are in themselves effected by player movement, if the player is in the air, crouching or near a wall.

**Full List of Variables**

* Rounds Per Min
* Rounds Per Min (Burst Mode)
* Rounds Per Min (Semi Auto)
* Ammo Consumption per shot (Does not usually exceed 1)
* Range
* Range Fall off
* NumShots (Used for shotguns. Emits multiple lasers per shot)
* Automatic (Can be set to semi only)
* Burst Delay (Delay between burst fire)
* Default Fire Mode (Fire mode on spawn)
* Fire Mode Name (Display name for fire mode, does not work when UI is turned off)
* Disable Chambering (allows for the player to reload with a full or partially full magazine to add +1 to ammo count)
* Clip Size
* Default Clip (Ammo)
* Ammo (Ammo type e.g. AR2 - This allows for the built in half life entities to be used for ammo supply)
* Sound (Sound when firing)
* Reload Sound
* Penetration Multiplier
* Damage
* Damage Type (e.g. bullet, fire, dissolve, acid etc.)
* Muzzle Flash
* Aimed Recoil Multiplier
* Crouch Recoil Multiplier
* Jump Recoil Multiplier
* Change State Recoil Multiplier
* Crouch Accuracy Multiplier
* Change State Accuracy Multiplier
* Jump Accuracy Multiplier
* Walk Accuracy Multiplier
* Near Wall Time (Time it takes for accuracy to change when resting on wall)
* Crouch Time
* Weapon Length (35 by default)
* Sprint FOV Offset
* Projectile Velocity
* Use Hands (Uses C Hands)
* Hold Type (Weapon hold type e.g. pistol, ar2, shotgun)
* Tracer variables (name, colour, delay, effect, decal when hitting walls)
* VMPos (View model position on string)
* VMAng (View model angle offset)
* Aim Speed
* Kick up (Screen kick, does not effect weapon spread)
* Kick Down
* Kick Horizontal
* Recoil Factor
* Spread (Accuracy)
* Iron Sight Accuracy
* Maximum Spread (Maximum spread during firing/moving)
* Spread Increment (Size the spread increases per shot)
* Spread Recovery
* Iron Sight Position (Vector position)
* Iron Sight Angle
* Run Sight Position
* Run Sight Angle
* Inspect Position (Currently not in use)
* Inspect Angle (Currently not in use)
* Bone Modifications
* Animations (Over-ride default anims)
* Third Person Reload Disable
* Scope Zoom (Zoom on scope only)
* Reticule Scale

## Trivia

* Although using the TFA base it has been heavily stripped down by Derpes to remove unused functions that create unnecessary frame drops and lag.
* Has been described as 'the best weapon system on any SWRP server'.
* Custom firing and reload sounds have been designed and implemented, with constant improvement planned.