add sborka

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2026-03-31 10:27:04 +03:00
commit f5e5f56c84
2345 changed files with 382127 additions and 0 deletions

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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "HK G3A3"
SWEP.AbbrevName = "G3A3"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "3Security"
SWEP.SubCatType = "5Battle Rifle"
SWEP.Description = "Precise heavy battle rifle with a somewhat managable automatic firemode but slow handling."
SWEP.Description_Quote = "\"Yeah, well, we can't all be Schwarzenegger.\"" -- Spriggan (1998)
SWEP.Trivia_Caliber = "7.62x51mm"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "1958"
SWEP.Faction = TacRP.FACTION_MILITIA
SWEP.Credits = "Assets: Firearms: Source \nSound: Nightmare Mutant & FA:S2 \nAnimations: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint_shark/v_g3.mdl"
SWEP.WorldModel = "models/weapons/tacint_shark/w_g3.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 48,
Damage_Min = 30,
Range_Min = 1500,
Range_Max = 5000,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 18,
Damage_Min = 12,
Range_Min = 900,
Range_Max = 3000,
RecoilKick = 5,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 14,
Damage_Min = 10,
RPM = 420,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilMaximum = 14,
RecoilDissipationRate = 10
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG
// "ballistics"
SWEP.Damage_Max = 35
SWEP.Damage_Min = 28
SWEP.Range_Min = 1500
SWEP.Range_Max = 4000
SWEP.Penetration = 15
SWEP.ArmorPenetration = 0.775
SWEP.ArmorBonus = 2
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 4,
[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 = 25000
// misc. shooting
SWEP.Firemodes = {
2,
1
}
SWEP.RPM = 500
SWEP.Spread = 0.001
SWEP.ShootTimeMult = 0.5
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 4
SWEP.RecoilResetTime = 0
SWEP.RecoilDissipationRate = 20
SWEP.RecoilFirstShotMult = 1
SWEP.RecoilVisualKick = 1.25
SWEP.RecoilKick = 5.5
SWEP.RecoilStability = 0.75
SWEP.RecoilAltMultiplier = 300
SWEP.RecoilSpreadPenalty = 0.006
SWEP.HipFireSpreadPenalty = 0.045
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.85
SWEP.ShootingSpeedMult = 0.65
SWEP.SightedSpeedMult = 0.5
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.45
SWEP.SprintToFireTime = 0.5
SWEP.Sway = 1.5
SWEP.ScopedSway = 0.25
SWEP.FreeAimMaxAngle = 6.5
SWEP.Bipod = false
SWEP.BipodRecoil = 0.5
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, -4, -5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(0, -4, -3)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(8, -1, -2)
SWEP.SightAng = Angle(0.02, 0.6, 0)
SWEP.SightPos = Vector(-4.56, -7.5, -3.3)
SWEP.CorrectivePos = Vector(0.025, 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)
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 20
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.ReloadTimeMult = 1.35
SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/g3.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 1.55
SWEP.DropMagazineTime = 1
// sounds
local path = "TacRP/weapons/mp5/mp5_"
local path1 = "tacint_shark/weapons/g3/g3sg1_"
SWEP.Sound_Shoot = "^" .. path1 .. "1.wav"
SWEP.Sound_Shoot_Silenced = "^tacrp/weapons/dsa58/dsa58_fire_silenced-1.wav"
SWEP.Vol_Shoot = 110
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.EjectEffect = 2
SWEP.MuzzleEffect = "muzzleflash_ak47"
// anims
SWEP.AnimationTranslationTable = {
["fire_iron"] = "dryfire",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = "fire4_M",
["fire5"] = "fire5_M",
["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,
}
SWEP.HolsterTimeMult = 3
// attachments
SWEP.AttachmentElements = {
["optic"] = {
BGs_VM = {
{1, 1}
},
},
["tactical"] = {
BGs_VM = {
{2, 1}
},
},
}
SWEP.NoRMR = true
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
Bone = "ValveBiped.mp5_rootbone",
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
InstalledElements = {"optic"},
Pos_VM = Vector(-6.2, -0.3, 4),
Pos_WM = Vector(6, 1.35, -5.9),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, 1, 180),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.mp5_rootbone",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
VMScale = 0.75,
WMScale = 0.75,
Pos_VM = Vector(-4.1, -0.25, 29.75),
Pos_WM = Vector(32, 1.25, -4.5),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, 0, 180),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.mp5_rootbone",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-4.7, -1.15, 17),
Pos_WM = Vector(20, 1.9, -4.5),
Ang_VM = Angle(90, 0, -75),
Ang_WM = Angle(0, 0, 90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_bipod", "acc_sling", "acc_duffle", "acc_extmag_rifle2"},
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_g3.remove_clip", path1 .. "clipout.wav")
addsound("tacint_g3.insert_clip", path1 .. "clipin.wav")
addsound("tacint_g3.insert_clip-mid", path1 .. "clipin.wav")
addsound("tacint_g3.HK_Slap", path1 .. "boltrelease.wav")
addsound("tacint_g3.bolt_back", path1 .. "boltpull.wav")
addsound("tacint_g3.fire_select", {
path .. "fire_select-1.wav",
path .. "fire_select-2.wav",
path .. "fire_select-3.wav",
})