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 MG4"
SWEP.AbbrevName = "MG4"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "1Elite"
SWEP.SubCatType = "5Machine Gun"
SWEP.Description = "Machine gun with huge volume of fire."
SWEP.Description_Quote = "The buzzsaw's great grandson."
SWEP.Trivia_Caliber = "5.56x45mm"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2005"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_mg4.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_mg4.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 26,
Damage_Min = 18,
ClipSize = 75,
},
[TacRP.BALANCE_TTT] = {
Description = "Machine gun with high damage but very low mobility.",
Damage_Max = 20,
Damage_Min = 12,
Range_Min = 750,
Range_Max = 3000,
ClipSize = 75,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2,
[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
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 19,
Damage_Min = 14,
ClipSize = 100,
},
[TacRP.BALANCE_OLDSCHOOL] = {
Description = "Balanced light machine gun that can put down some serious firepower.",
ClipSize = 75,
RecoilSpreadPenalty = 0.0013,
ReloadTimeMult = 1.1
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.MachineGun
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 4,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.25,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.75
}
// "ballistics"
SWEP.Damage_Max = 28
SWEP.Damage_Min = 20
SWEP.Range_Min = 800
SWEP.Range_Max = 4000
SWEP.Penetration = 10
SWEP.ArmorPenetration = 0.8
SWEP.MuzzleVelocity = 17500
// misc. shooting
SWEP.Firemode = 2
SWEP.RPM = 750
SWEP.Spread = 0.005
SWEP.ShootTimeMult = 0.5
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 25
SWEP.RecoilResetTime = 0.15
SWEP.RecoilDissipationRate = 40
SWEP.RecoilFirstShotMult = 2
SWEP.RecoilVisualKick = 1
SWEP.RecoilKick = 5
SWEP.RecoilStability = 0.1
SWEP.HipFireSpreadPenalty = 0.025
SWEP.RecoilSpreadPenalty = 0.0009
SWEP.PeekPenaltyFraction = 0.125
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.85
SWEP.ShootingSpeedMult = 0.4
SWEP.SightedSpeedMult = 0.5
SWEP.ReloadSpeedMult = 0.1
SWEP.ReloadSpeedMultTime = 1
SWEP.AimDownSightsTime = 0.44
SWEP.SprintToFireTime = 0.48
SWEP.Sway = 2
SWEP.ScopedSway = 0.75
SWEP.FreeAimMaxAngle = 7
SWEP.Bipod = true
SWEP.BipodRecoil = 0.35
SWEP.BipodKick = 0.25
// 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, -4, -5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(0, -4, -3)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(-0.11, -0.6, 0)
SWEP.SightPos = Vector(-4.55, -7.5, -3.7)
SWEP.CorrectivePos = Vector(0.025, 0, 0.125)
SWEP.CorrectiveAng = Angle(0, 0, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// 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
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/mg4.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 3.5
SWEP.DropMagazineTime = 0.7
SWEP.BulletBodygroups = {
[1] = {5, 0},
[2] = {5, 1},
[3] = {5, 2},
[4] = {5, 3},
[5] = {5, 4},
[6] = {5, 5},
[7] = {5, 6},
}
SWEP.DefaultBodygroups = "000007"
// sounds
local path = "TacRP/weapons/mg4/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = "TacRP/weapons/g36k/g36k_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_minimi"
SWEP.EjectEffect = 2
// anims
SWEP.AnimationTranslationTable = {
["fire_iron"] = {"fire4_M", "fire3_M", "fire2_M", "fire1_M"},
["fire1"] = "fire1_L",
["fire2"] = "fire2_L",
["fire3"] = "fire3_L",
["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
["melee"] = {"melee1", "melee2"}
}
// attachments
SWEP.AttachmentElements = {
["sights"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
},
},
["extendedbelt"] = {
BGs_VM = {
{2, 1}
},
},
["bipod"] = {
BGs_VM = {
{3, 1}
},
BGs_WM = {
{3, 1}
},
},
}
//ValveBiped.MG4_root
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium"},
Bone = "ValveBiped.feed_cover",
InstalledElements = {"sights"},
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
VMScale = 1.1,
Pos_VM = Vector(-0.75, 0, -3),
Pos_WM = Vector(8, 1.15, -7),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, 0, 180),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.MG4_root",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
Pos_VM = Vector(-5.5, 0, 32),
Pos_WM = Vector(33, 1.15, -5.75),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, 0, 180),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.MG4_root",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-5.225, -0.9, 19),
Pos_WM = Vector(21.5, 2, -5.25),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, 0, 90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "extendedbelt", "acc_duffle", "acc_bipod", "acc_sling"},
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",
},
[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",
}
}
local function addsound(name, spath)
sound.Add({
name = name,
channel = 16,
volume = 1.0,
sound = spath
})
end
addsound("TacInt_mg4.Clip_Out", path .. "clip_out-1.wav")
addsound("TacInt_mg4.Clip_In", path .. "clip_in-1.wav")
addsound("TacInt_mg4.bolt_release", path .. "bolt_release-1.wav")
addsound("TacInt_mg4.bolt_back", path .. "bolt_back-1.wav")
addsound("TacInt_mg4.bolt_forward", path .. "bolt_forward-1.wav")
addsound("TacInt_mg4.feedcover_close", path .. "feed_cover_close-1.wav")
addsound("TacInt_mg4.feedcover_open", path .. "feed_cover_open-1.wav")
addsound("TacInt_mg4.insertbullets", path .. "insert_bullets-1.wav")
addsound("TacInt_mg4.deploy", path .. "deploy-1.wav")