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 = "KAC PDW"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "1Elite"
SWEP.SubCatType = "3Submachine Gun"
SWEP.Description = "Experimental compact PDW firing a carbine-type cartridge. The perfect blend of rifle and submachine gun."
SWEP.Description_Quote = "The weight and size of an SMG with the power of a rifle." -- Based off the weapon's description in Contract Wars (2010)
SWEP.Trivia_Caliber = "6mm Whisper"
SWEP.Trivia_Manufacturer = "Knight's Armament"
SWEP.Trivia_Year = "2006"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_pdw.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_pdw.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 20,
Damage_Min = 10,
Range_Min = 1000,
Range_Max = 3000,
RecoilKick = 5,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 16,
Damage_Min = 13,
Range_Min = 800,
Range_Max = 1800,
RPM = 650,
RecoilSpreadPenalty = 0.0028,
HipFireSpreadPenalty = 0.04,
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 = 12,
Damage_Min = 8,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilSpreadPenalty = 0.003,
RecoilDissipationRate = 24
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG
// "ballistics"
SWEP.Damage_Max = 25
SWEP.Damage_Min = 12
SWEP.Range_Min = 800 // distance for which to maintain maximum damage
SWEP.Range_Max = 2200 // distance at which we drop to minimum damage
SWEP.Penetration = 7 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.7
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 4,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.25,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 21000
// misc. shooting
SWEP.Firemodes = {
2,
1
}
SWEP.RPM = 800
SWEP.Spread = 0.006
SWEP.ShootTimeMult = 0.5
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 11
SWEP.RecoilResetTime = 0.02
SWEP.RecoilDissipationRate = 33
SWEP.RecoilFirstShotMult = 1.75
SWEP.RecoilVisualKick = 1.25
SWEP.RecoilKick = 4
SWEP.RecoilStability = 0.35
SWEP.RecoilAltMultiplier = 150
SWEP.RecoilSpreadPenalty = 0.0025
SWEP.HipFireSpreadPenalty = 0.025
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.925
SWEP.ShootingSpeedMult = 0.8
SWEP.SightedSpeedMult = 0.7
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.275
SWEP.SprintToFireTime = 0.3
SWEP.Sway = 0.9
SWEP.ScopedSway = 0.2
SWEP.FreeAimMaxAngle = 4.5
// 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, -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(-0.95, -1.1, 1)
SWEP.SightPos = Vector(-4.78, -7.5, -3.45)
SWEP.CorrectivePos = Vector(0.52, 0, -0.55)
SWEP.CorrectiveAng = Angle(2.5, 0.45, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
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 = 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.Ammo_Expanded = "ti_pdw"
SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/pdw.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.35
SWEP.DropMagazineTime = 0.45
// sounds
local path = "TacRP/weapons/pdw/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = path .. "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 = {
["fire_iron"] = "fire2_L",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
["melee"] = {"melee1", "melee2"}
}
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -1, -0.1),
vm_ang = Angle(0, 0.4, 0),
t = 0.25,
tmax = 0.25,
}
// attachments
SWEP.AttachmentElements = {
["foldstock"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
}
},
["optic"] = {
BGs_VM = {
{2, 1}
},
},
["tactical"] = {
BGs_VM = {
{3, 1}
},
},
}
SWEP.NoRMR = true
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
Bone = "pdw_ROOT",
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
InstalledElements = {"optic"},
VMScale = 1,
Pos_VM = Vector(-5.2, -0.12, 6),
Pos_WM = Vector(7, 1.5, -6.5),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -3.5, 180),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "pdw_ROOT",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
Pos_VM = Vector(-3.25, -0.1, 21.6),
Pos_WM = Vector(24, 2.5, -5),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -3.5, 180),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "pdw_ROOT",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-3.25, 0.5, 11),
Pos_WM = Vector(14, 1.3, -5),
Ang_VM = Angle(90, 0, 90),
Ang_WM = Angle(0, -3.5, -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_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_pdw.clip_out", path .. "clip_out-1.wav")
addsound("TacInt_pdw.clip_in", path .. "clip_in-1.wav")
addsound("TacInt_pdw.bolt_back", path .. "bolt_back-1.wav")
addsound("TacInt_pdw.bolt_shut", path .. "bolt_shut-1.wav")
addsound("TacInt_pdw.fire_select", path .. "fire_select-1.wav")
addsound("TacInt_pdw.Buttstock_Flip_Open", path .. "buttstock_flip_open-1.wav")
addsound("TacInt_pdw.Buttstock_lockdown", path .. "buttstock_lockdown-1.wav")