add sborka

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2026-03-31 10:27:04 +03:00
commit f5e5f56c84
2345 changed files with 382127 additions and 0 deletions

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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "AK-12"
SWEP.AbbrevName = "AK-12"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "1Elite"
SWEP.SubCatType = "4Assault Rifle"
SWEP.Description = "One of many attempts at modernizing the AK, this experimental model uses burst fire and allows for quick swapping of the weapon's caliber."
SWEP.Description_Quote = "Found on a dead Spetsnaz soldier." -- Killing Floor 2, explaining where the weapon came from.
SWEP.Trivia_Caliber = "5.45x39mm"
SWEP.Trivia_Manufacturer = "Kalashnikov Concern"
SWEP.Trivia_Year = "2012"
SWEP.Faction = TacRP.FACTION_MILITIA
SWEP.Credits = [[
Assets: Counter Strike: Online 2
Animation: Tactical Intervention]]
SWEP.ViewModel = "models/weapons/tacint_extras/v_ak12.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_ak12.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 24,
Damage_Min = 16,
RecoilKick = 2,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 15,
Damage_Min = 12,
Range_Min = 600,
Range_Max = 2500,
RecoilSpreadPenalty = 0.0025,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2.5,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 12,
Damage_Min = 6,
RecoilSpreadPenalty = 0.0011,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilMaximum = 18,
RecoilDissipationRate = 15,
RecoilSpreadPenalty = 0.004
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle
// "ballistics"
SWEP.Damage_Max = 28
SWEP.Damage_Min = 16
SWEP.Range_Min = 1200
SWEP.Range_Max = 3200
SWEP.Penetration = 6 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.7
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.25,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.85,
[HITGROUP_RIGHTLEG] = 0.85,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 25000
// misc. shooting
SWEP.Firemodes = {
-3,
2,
1
}
SWEP.PostBurstDelay = 0.08
SWEP.RPM = 700
SWEP.RPMMultBurst = 800 / 700
SWEP.Spread = 0.004
SWEP.ShootTimeMult = 0.6
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 10
SWEP.RecoilResetTime = 0.01
SWEP.RecoilDissipationRate = 36
SWEP.RecoilFirstShotMult = 1
SWEP.RecoilVisualKick = 1
SWEP.RecoilKick = 2
SWEP.RecoilStability = 0.55
SWEP.RecoilSpreadPenalty = 0.0026
SWEP.HipFireSpreadPenalty = 0.03
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.925
SWEP.ShootingSpeedMult = 0.85
SWEP.SightedSpeedMult = 0.65
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.37
SWEP.SprintToFireTime = 0.4
SWEP.Sway = 1.25
SWEP.ScopedSway = 0.15
// hold types
SWEP.HoldType = "smg"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0, -3, -5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(-0.25, 0, -1)
SWEP.SightPos = Vector(-4.48, -7, -3.55)
SWEP.CorrectivePos = Vector(0.03, 0, 0.06)
SWEP.CorrectiveAng = Angle(0.64, 0.1, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, -2, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 30
SWEP.DefaultAmmo = 0
SWEP.Ammo = "smg1"
-- Принудительное обнуление при создании (Initialize)
function SWEP:Initialize()
self.BaseClass.Initialize(self)
-- Обнуляем патроны внутри самого оружия
self:SetClip1(0)
-- Обнуляем резервные патроны у игрока через мгновение после спавна
if SERVER then
timer.Simple(0, function()
if IsValid(self) and IsValid(self:GetOwner()) then
self:GetOwner():SetAmmo(0, self:GetPrimaryAmmoType())
end
end)
end
end
SWEP.ReloadTimeMult = 0.95
SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/aek.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.35
SWEP.DropMagazineTime = 0.45
SWEP.FreeAimMaxAngle = 4
// sounds
local path = "tacrp/weapons/ak47/ak47_"
local path1 = "tacint_extras/ak12/"
SWEP.Sound_Shoot = "^" .. path1 .. "ak12-1.wav"
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 120
SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
// effects
// the .qc attachment for the muzzle
SWEP.QCA_Muzzle = 1
// ditto for shell
SWEP.QCA_Eject = 2
SWEP.MuzzleEffect = "muzzleflash_ak47"
SWEP.EjectEffect = 2
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "deploy",
["fire_iron"] = "fire1_M",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = "fire3_M",
["fire5"] = "fire3_M",
["melee"] = {"melee1", "melee2"},
["jam"] = "midreload"
}
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -0.1, -0.1),
vm_ang = Angle(0, 0.1, 0),
t = 0.15,
tmax = 0.15,
bones = {
{
bone = "ValveBiped.bolt_cover",
pos = Vector(0, 0, -3),
t0 = 0.02,
t1 = 0.12,
},
},
}
// attachments
SWEP.AttachmentElements = {
["foldstock"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
}
},
["sight"] = {
BGs_VM = {
{2, 1}
},
},
}
SWEP.NoRMR = true
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
Bone = "ValveBiped._ROOT_AMD65",
WMBone = "Box01",
InstalledElements = {"sight"},
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
VMScale = 0.9,
Pos_VM = Vector(-4.55, 0.225, 3.5),
Pos_WM = Vector(0, 4, 0.5),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped._ROOT_AMD65",
WMBone = "Box01",
VMScale = 0.9,
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
Pos_VM = Vector(-2.4, 0.25, 30),
Pos_WM = Vector(0, 27.5, -1.5),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90, 0),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped._ROOT_AMD65",
WMBone = "Box01",
InstalledElements = {"tactical"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
Pos_VM = Vector(-2.5, -0.5, 15.5),
Pos_WM = Vector(0.65, 14, -1.5),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, -90, -90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_foldstock", "acc_sling", "acc_duffle", "perk_extendedmag"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Bolt",
Category = {"bolt_automatic"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Trigger",
Category = {"trigger_4pos"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
PrintName = "Ammo",
Category = {"ammo_rifle", "ammo_ak12"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[8] = {
PrintName = "Perk",
Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
}
local function addsound(name, spath)
sound.Add({
name = name,
channel = 16,
volume = 1.0,
sound = spath
})
end
addsound("tacint_ak12.remove_clip", "TacRP/weapons/ak47/ak47_remove_clip.wav")
addsound("tacint_ak12.insert_clip", "TacRP/weapons/ak47/ak47_insert_clip.wav")
addsound("tacint_ak12.Bolt_Back", path1 .. "ak12_reload.wav")
addsound("tacint_ak12.Bolt_Release", "common/null.wav")
addsound("tacint_ak12.Rifle_catch", path .. "rifle_catch.wav")
addsound("tacint_ak12.Buttstock_Lockback", path1 .. "ak12_draw.wav")