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 = "AAC Honey Badger"
SWEP.AbbrevName = "Honey Badger"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "1Elite"
SWEP.SubCatType = "4Assault Rifle"
SWEP.Description = "A lightweight assault rifle with an integral suppressor. Powerful in close quarters and has no visible tracer, but has poor performance at range."
SWEP.Description_Quote = "\"We're Ghosts, Merrick. We finish the mission.\"" -- Call of Duty: Ghosts (2013)
SWEP.Trivia_Caliber = ".300 Blackout"
SWEP.Trivia_Manufacturer = "AAC"
SWEP.Trivia_Year = "2011"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Model: Hyper \nAnimations: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint_shark/v_aac_hb2.mdl"
SWEP.WorldModel = "models/weapons/tacint_shark/w_aac_hb2.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 28,
Damage_Min = 8,
ClipSize = 24,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 14,
Damage_Min = 6,
Range_Min = 800,
Range_Max = 2200,
RPM = 650,
RecoilSpreadPenalty = 0.002,
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 = 15,
Damage_Min = 8,
Range_Min = 500,
Range_Max = 2500,
RPM = 700,
RecoilSpreadPenalty = 0.0017,
},
[TacRP.BALANCE_OLDSCHOOL] = {
Spread = 0.0098,
RecoilMaximum = 20,
RecoilDissipationRate = 18
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle
// "ballistics"
SWEP.Damage_Max = 34
SWEP.Damage_Min = 10
SWEP.Range_Min = 300
SWEP.Range_Max = 1800
SWEP.Penetration = 6 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.7
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 4,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.9,
[HITGROUP_RIGHTLEG] = 0.9,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 10000
// misc. shooting
SWEP.Firemodes = {
2,
1
}
SWEP.RPM = 800
SWEP.Spread = 0.0089
SWEP.ShootTimeMult = 0.5
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 14
SWEP.RecoilResetTime = 0.11
SWEP.RecoilDissipationRate = 18
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 0.75
SWEP.RecoilKick = 4
SWEP.RecoilStability = 0.2
SWEP.RecoilAltMultiplier = 150
SWEP.RecoilSpreadPenalty = 0.0027
SWEP.HipFireSpreadPenalty = 0.02
SWEP.PeekPenaltyFraction = 0.2
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.85
SWEP.ShootingSpeedMult = 0.75
SWEP.SightedSpeedMult = 0.75
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.3
SWEP.SprintToFireTime = 0.32
SWEP.Sway = 1
SWEP.ScopedSway = 0.2
SWEP.FreeAimMaxAngle = 4
// 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, -6)
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(0.2, -0.16, 0)
SWEP.SightPos = Vector(-4.165, -7.5, -4.19)
SWEP.CorrectivePos = Vector(-0.05, 0, 0.05)
SWEP.CorrectiveAng = Angle(0.03, 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.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/aac.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 1.3
SWEP.DropMagazineTime = 0.4
// sounds
local path = "tacint_shark/weapons/aac/"
local path1 = "TacRP/weapons/m4/m4_"
SWEP.Sound_Shoot = "^" .. path .. "HB_Fire.wav"
SWEP.Sound_Shoot_Silenced = "^" .. path .. "HB_Fire.wav"
SWEP.Silencer = true
SWEP.Vol_Shoot = 75
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_suppressed"
SWEP.EjectEffect = 2
SWEP.TracerNum = 0
// anims
SWEP.AnimationTranslationTable = {
["fire_iron"] = "dryfire",
["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}
},
},
["sights"] = {
BGs_VM = {
{2, 1}
},
BGs_WM = {
{2, 1}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
InstalledElements = {"sights"},
Bone = "ValveBiped.m4_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
VMScale = 0.95,
Pos_VM = Vector(-5.55, -0.05, 6),
Pos_WM = Vector(0.5, 4, 1.15),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90 + 3.5, 0),
},
[2] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.m4_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
Pos_VM = Vector(-2.8, -0.05, 14),
Pos_WM = Vector(1.1, 12, -1.5),
Ang_VM = Angle(90, 0, 180),
Ang_WM = Angle(180, -90 + 3.5, 0),
},
[3] = {
PrintName = "Accessory",
Category = {"acc", "acc_foldstock2", "acc_sling", "acc_duffle", "perk_extendedmag"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
[4] = {
PrintName = "Bolt",
Category = {"bolt_automatic"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Trigger",
Category = {"trigger_auto"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Ammo",
Category = {"ammo_rifle_sub"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
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_aac.Remove_Clip", path .. "magout.wav")
addsound("tacint_aac.Insert_Clip", path .. "magin.ogg")
addsound("tacint_aac.Insert_Clip-mid", path .. "magin.ogg")
addsound("tacint_aac.bolt_action", path .. "boltback.wav")
addsound("tacint_aac.bolt_slap", path .. "boltforward.ogg")
addsound("tacint_aac.throw_catch", path1 .. "throw_catch.wav")