add sborka

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2026-03-31 10:27:04 +03:00
commit f5e5f56c84
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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "СВД"
SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)"
SWEP.SubCatTier = "4Consumer"
SWEP.SubCatType = "7Sniper Rifle"
SWEP.Description = "Russian sniper/DMR with low fire rate but great damage and control. Equipped with a 6x scope by default.\nWhile resembling an AK, they are mechanically unrelated."
SWEP.Description_Quote = "Reach out and touch someone the Russian Army way." -- Jagged Alliance: Back in Action (2012) (The gun itself is not a real SVD, but this part of the description is really funny to me)
SWEP.Trivia_Caliber = "7.62x54mmR"
SWEP.Trivia_Manufacturer = "Kalashnikov Concern"
SWEP.Trivia_Year = "1963"
SWEP.Faction = TacRP.FACTION_MILITIA
SWEP.Credits = [[
Model: Rafael De Jongh, Ettubrutesbro
Texture: WangChung
Sound: Ghost597879, King Friday, iFlip
Animation: Tactical Intervention]]
SWEP.ViewModel = "models/weapons/tacint_extras/v_svd.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_svd.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 45,
Damage_Min = 75,
Range_Max = 8000,
Range_Min = 2500,
RecoilKick = 5,
RPM = 180,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 30,
Damage_Min = 45,
Range_Min = 600,
Range_Max = 2500,
RPM = 100,
RecoilResetInstant = true,
RecoilResetTime = 0.35,
RecoilDissipationRate = 3,
RecoilMaximum = 3,
RecoilSpreadPenalty = 0.005,
RecoilFirstShotMult = 0.9,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3.5,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
},
},
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle
// "ballistics"
SWEP.Damage_Max = 50
SWEP.Damage_Min = 34
SWEP.Range_Min = 2000 // distance for which to maintain maximum damage
SWEP.Range_Max = 6000 // distance at which we drop to minimum damage
SWEP.Penetration = 11 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.775
SWEP.ArmorBonus = 2
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 38000
// misc. shooting
SWEP.Firemode = 1
SWEP.RPM = 150
SWEP.Spread = 0.0002
SWEP.ShootTimeMult = 0.7
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 4
SWEP.RecoilResetTime = 0.22 // time after you stop shooting for recoil to start dissipating
SWEP.RecoilDissipationRate = 4
SWEP.RecoilFirstShotMult = 0.75 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 0.75
SWEP.RecoilKick = 6
SWEP.RecoilStability = 0.6
SWEP.RecoilSpreadPenalty = 0.003
SWEP.HipFireSpreadPenalty = 0.08
SWEP.PeekPenaltyFraction = 0.1
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.85
SWEP.ShootingSpeedMult = 0.75
SWEP.SightedSpeedMult = 0.5
SWEP.ReloadSpeedMult = 0.4
SWEP.AimDownSightsTime = 0.47
SWEP.SprintToFireTime = 0.55
SWEP.Sway = 2.5
SWEP.ScopedSway = 0.1
SWEP.FreeAimMaxAngle = 8.5
// hold types
SWEP.HoldType = "ar2"
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(0.5, -2.5, -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(0.05, -0.35, 0)
SWEP.SightPos = Vector(-4.75, -7.5, -2.7)
SWEP.CorrectivePos = Vector(-0.05, 0, -0.05)
SWEP.CorrectiveAng = Angle(0.65, 0.7, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, -2, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
SWEP.Scope = true
SWEP.ScopeOverlay = Material("tacrp/scopes/pso1_ak.png", "mips smooth") // Material("path/to/overlay")
SWEP.ScopeFOV = 90 / 6
SWEP.ScopeLevels = 1 // 2 = like CS:S
SWEP.ScopeHideWeapon = true
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 10
SWEP.DefaultAmmo = 0
SWEP.Ammo = "ar2"
-- 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.Ammo = "ar2"
SWEP.Ammo_TTT = "357"
SWEP.Ammo_Expanded = "ti_rifle"
SWEP.ReloadTimeMult = 1.15
SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/svd.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 1.65
SWEP.DropMagazineTime = 0.65
// sounds
local path = "tacint_extras/svd/"
local path2 = "tacrp/weapons/ak47/ak47_"
SWEP.Sound_Shoot = "^" .. path .. "g3sg1-1.wav"
SWEP.Sound_Shoot_Silenced = path2 .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 130
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"] = "unholster",
["fire_iron"] = "fire1_M",
["fire"] = {"fire5_M", "fire5_L", "fire5_R"},
["melee"] = {"melee1", "melee2"},
["jam"] = "mid_reload"
}
SWEP.DeployTimeMult = 2.5
// attachments
SWEP.AttachmentElements = {
["sights"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
}
},
["irons"] = {
BGs_VM = {
{1, 2}
},
BGs_WM = {
{1, 2}
},
},
["akmount"] = {
BGs_VM = {
{1, 2}
},
BGs_WM = {
{1, 2}
},
AttPosMods = {
[1] = {
Pos_VM = Vector(-5.5, 0.55, 3),
Pos_WM = Vector(-0.4, 2, 0.5),
}
},
SortOrder = 2,
},
}
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -0.8, -0.5),
vm_ang = Angle(0, 1, 0),
t = 0.25,
tmax = 0.25,
bones = {
{
bone = "ValveBiped.bolt",
pos = Vector(0, 0, -3),
t0 = 0.05,
t1 = 0.2,
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper", "optic_ak2"},
Bone = "ValveBiped.AK47_rootbone",
WMBone = "Box01",
InstalledElements = {"sights"},
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
VMScale = 0.9,
Pos_VM = Vector(-5.9, 0.24, 5.5),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 5, 1.25),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.AK47_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/silencer_on.wav",
DetachSound = "tacrp/weapons/silencer_off.wav",
VMScale = 0.9,
Pos_VM = Vector(-3.6, 0.24, 39.2),
Pos_WM = Vector(0, 44, -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.AK47_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
Pos_VM = Vector(-3.25, -0.1, 19),
Pos_WM = Vector(0.3, 20, -1.5),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, -90, -90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_sling", "acc_duffle", "acc_extmag_sniper"},
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_semi"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
PrintName = "Ammo",
Category = {"ammo_sniper"},
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_svd.remove_clip", path .. "clipin.wav")
addsound("tacint_svd.insert_clip", path .. "clipout.wav")
addsound("tacint_svd.bolt_back", path .. "bolt_back.wav")
addsound("tacint_svd.bolt_forward", path .. "bolt_forward.wav")