SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "FIM-92 Stinger" SWEP.AbbrevName = "Stinger" SWEP.Category = "[FT] Специальное Оружие" SWEP.NoAimAssist = true SWEP.SubCatTier = "9Special" SWEP.SubCatType = "6Launcher" SWEP.Description = "Homing anti-air missile launcher. High blast damage but limited effect on armored targets.\nRequires a lock-on in order to fire." SWEP.Description_Quote = "\"A cornered fox is more dangerous than a jackal!\"" SWEP.Trivia_Caliber = "Infrared Homing Missile" SWEP.Trivia_Manufacturer = "Raytheon Missiles and Defense" SWEP.Trivia_Year = "1967" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Modern Warfare 2\nAnimations: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_stinger.mdl" SWEP.WorldModel = "models/weapons/tacint/w_stinger.mdl" SWEP.NoRanger = true SWEP.Slot = 2 SWEP.SlotAlt = 4 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { }, [TacRP.BALANCE_TTT] = { }, } // "ballistics" SWEP.Damage_Max = 100 // just to fool the ratings SWEP.Damage_Min = 100 SWEP.Range_Max = 30000 SWEP.Range_Min = 5000 SWEP.ShootEnt = "tacrp_proj_stinger" SWEP.ShootEntForce = 2000 SWEP.Num = 1 // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Single-Shot" // only used externally for firemode name distinction SWEP.RPM = 60 SWEP.Spread = 0.01 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 1 SWEP.RecoilResetTime = 0.2// time after you stop shooting for recoil to start dissipating SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 5 SWEP.RecoilVisualShake = 0.2 SWEP.RecoilKick = 0 SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil SWEP.CanBlindFire = false SWEP.CannotHipFire = true // lockon // SWEP.LockOnAngle = math.cos(math.rad(5)) SWEP.LockOnTrackAngle = 5 SWEP.LockOnRange = 40000 SWEP.LockOnTime = 1 SWEP.ProvideTargetData = true SWEP.LockOnOutOfSights = false SWEP.LockOnInSights = true SWEP.ShootOffset = Vector(0, 0, 0) SWEP.ShootOffsetAngle = Angle(0, 0, 0) SWEP.RequireLockOn = true // Cannot shoot without a lock // handling SWEP.MoveSpeedMult = 0.8 SWEP.ShootingSpeedMult = 0.25 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.2 SWEP.AimDownSightsTime = 0.6 SWEP.SprintToFireTime = 0.8 // multiplies how long it takes to recover from sprinting SWEP.DeployTimeMult = 1.25 // hold types SWEP.HoldType = "passive" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeSighted = "rpg" SWEP.HoldTypeBlindFire = false SWEP.HoldTypeNPC = "ar2" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2 SWEP.PassiveAng = Angle(40, -15, 0) SWEP.PassivePos = Vector(4, 0, -4) SWEP.SprintMidPoint = { Pos = Vector(0, 0, 0), Ang = Angle(0, 0, 0) } SWEP.BlindFireAng = Angle(0, 0, 0) SWEP.BlindFirePos = Vector(1, -3, 0) SWEP.BlindFireLeftAng = Angle(75, 0, 0) SWEP.BlindFireLeftPos = Vector(8, 10, -6) SWEP.BlindFireSuicideAng = Angle(0, 125, 0) SWEP.BlindFireSuicidePos = Vector(-2, 25, -24) SWEP.SprintAng = Angle(40, -15, 0) SWEP.SprintPos = Vector(4, 0, -4) SWEP.SightAng = Angle(0, 0, 0) SWEP.SightPos = Vector(-0.62, -10, -4.57) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_SPECIAL SWEP.HolsterPos = Vector(5, 0, -6) SWEP.HolsterAng = Angle(0, 0, 0) // sway SWEP.Sway = 3 SWEP.ScopedSway = 0.25 SWEP.FreeAimMaxAngle = 5 // melee SWEP.CanMeleeAttack = false // reload SWEP.ClipSize = 1 SWEP.Ammo = "rpg_round" // sounds local path = "TacRP/weapons/rpg7/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_StartLockOn = "tacrp/check1.wav" SWEP.Sound_FinishLockOn = "tacrp/locked1.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_deagle" // anims SWEP.AnimationTranslationTable = { ["deploy"] = "unholster", ["blind_fire"] = "aimed_fire", ["blind_idle"] = "aimed_idle", } // attachments SWEP.Attachments = { [1] = { PrintName = "Ammo", Category = {"ammo_stinger"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [2] = { PrintName = "Accessory", Category = {"acc", "acc_duffle", "acc_sling"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [3] = { PrintName = "Perk", Category = {"perk", "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_rpg7.jingle", path .. "handling-1.wav") addsound("TacInt_rpg7.insert_rocket", path .. "insert_rocket.wav") addsound("TacInt_rpg7.flipup_sight", path .. "flipup_sight.wav") if engine.ActiveGamemode() == "terrortown" then SWEP.AutoSpawnable = false SWEP.Kind = WEAPON_EQUIP SWEP.Slot = 6 SWEP.CanBuy = { ROLE_TRAITOR } SWEP.LimitedStock = true SWEP.EquipMenuData = { type = "Weapon", desc = "Rocket launcher. Can't explode at point blank.\nComes with 2 rockets.\n\nBEWARE: May be visible while holstered!", } function SWEP:TTTBought(buyer) buyer:GiveAmmo(1, "RPG_Round") end end function SWEP:ShouldAutoReload() return !self:GetValue("NoAutoReload") end function SWEP:DoOldSchoolScopeBehavior() return false end