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 = "HK XM8 LMG"
SWEP.AbbrevName = "XM8 LMG"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "5Machine Gun"
SWEP.Description = "Experimental multi-purpose carbine in MG configuration. Light, high capacity and low recoil, but damage is poor.\nHas an adjustable integrated 2-8x scope."
SWEP.Description_Quote = "\"How ya like me now, bitch!?\"" -- Battlefield: Bad Company 2
SWEP.Trivia_Caliber = "5.56x45mm"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2003"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = [[
Model: End Of Days
Texture: Copkiller, Twinke Masta & Wangchung
Animation: Tactical Intervention
]]
SWEP.ViewModel = "models/weapons/tacint_extras/v_xm8lmg.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_xm8lmg.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 12,
Damage_Min = 6,
Range_Min = 750,
Range_Max = 3000,
RPM = 750,
RecoilSpreadPenalty = 0.0009,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[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 = 10,
Damage_Min = 7,
RPM = 700,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilSpreadPenalty = 0.001,
HipFireSpreadPenalty = 0.01,
RecoilMaximum = 14
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.MachineGun
// "ballistics"
SWEP.Damage_Max = 18
SWEP.Damage_Min = 10
SWEP.Range_Min = 1200
SWEP.Range_Max = 3000
SWEP.Penetration = 7 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.7
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 4.5,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.25,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.9,
[HITGROUP_RIGHTLEG] = 0.9,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 32000
// misc. shooting
SWEP.Firemodes = {
2,
1
}
SWEP.RPM = 750
SWEP.Spread = 0.008
SWEP.ShootTimeMult = 0.5
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 25
SWEP.RecoilResetTime = 0.1 // time after you stop shooting for recoil to start dissipating
SWEP.RecoilDissipationRate = 20
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 0.5
SWEP.RecoilKick = 2
SWEP.RecoilStability = 0.5
SWEP.RecoilSpreadPenalty = 0.0007
SWEP.HipFireSpreadPenalty = 0.035
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.9
SWEP.ShootingSpeedMult = 0.75
SWEP.SightedSpeedMult = 0.75
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.42
SWEP.SprintToFireTime = 0.37
SWEP.Sway = 1
SWEP.ScopedSway = 0.225
SWEP.FreeAimMaxAngle = 4.5
SWEP.Bipod = true
SWEP.BipodRecoil = 0.65
SWEP.BipodKick = 0.3
// 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, -2, -5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.SprintAng = Angle(40, -15, 0)
SWEP.SprintPos = Vector(5, 0, -4)
SWEP.SightAng = Angle(0, 0, 0)
SWEP.SightPos = Vector(-4.03, -2.5, -4.1)
SWEP.CorrectivePos = Vector(0, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// scope
SWEP.Scope = true
SWEP.ScopeOverlay = Material("tacrp/scopes/scopeddot.png", "mips smooth") // Material("path/to/overlay")
SWEP.ScopeFOV = 90 / 2
SWEP.ScopeLevels = 1 // 2 = like CS:S
SWEP.ScopeHideWeapon = true
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 100
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 = 1.5
SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/xm8lmg.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.4
SWEP.DropMagazineTime = 0.4
// sounds
local path = "tacrp/weapons/g36k/g36k_"
local path1 = "tacint_extras/xm8/"
SWEP.Sound_Shoot = "^" .. path1 .. "m249-1.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"] = "unholster",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
["melee"] = {"melee1", "melee2"}
}
SWEP.DeployTimeMult = 2.25
// attachments
SWEP.AttachmentElements = {
["foldstock"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
}
},
["tactical"] = {
BGs_VM = {
{2, 1}
},
},
["bipod"] = {
BGs_VM = {
{3, 1}
},
BGs_WM = {
{3, 1}
}
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_xm8"},
AttachSound = "tacrp/weapons/mp5/mp5_fire_select-1.wav",
DetachSound = "tacrp/weapons/mp5/mp5_fire_select-3.wav",
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.g36k_rootbone",
WMBone = "ValveBiped.Bip01_R_Hand",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
WMScale = 0.9,
Pos_VM = Vector(-3.65, 0.3, 31),
Pos_WM = Vector(35, 1.2, -4.7),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -0, 0),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.g36k_rootbone",
WMBone = "ValveBiped.Bip01_R_Hand",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-3.75, -0.8, 17),
Pos_WM = Vector(20, 2, -5),
Ang_VM = Angle(90, 0, -80),
Ang_WM = Angle(-0, 0, 90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_foldstock2", "acc_sling", "acc_duffle", "extendedbelt", "acc_bipod"},
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_auto"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
PrintName = "Ammo",
Category = {"ammo_rifle"},
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_xm8.remove_clip", path1 .. "magout.wav")
addsound("tacint_xm8.insert_clip", path1 .. "magin.wav")
addsound("tacint_xm8.bolt_action", path .. "bolt_action.wav")
addsound("tacint_xm8.fire_select", path .. "fire_selector.wav")
addsound("tacint_xm8.Buttstock_Back", path .. "buttstock_back.wav")