SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "HK SL8" SWEP.AbbrevName = "SL8" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "5Sporter" SWEP.Description = "Semi-automatic variant of the G36 made for precision shooting. Low fire rate, but recoil control is excellent.\nEquipped with a 2x scope but has no ironsight option." SWEP.Description_Quote = "\"Used to be a cop myself, only for one day though.\"" -- Resident Evil 4 SWEP.Trivia_Caliber = ".223 Remington" SWEP.Trivia_Manufacturer = "Heckler & Koch" SWEP.Trivia_Year = "1998" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = [[ Model: Hav0c Texture: Twinke Masta Sound: KingFriday Animation: Tactical Intervention ]] // https://gamebanana.com/mods/211404 SWEP.ViewModel = "models/weapons/tacint_extras/v_sl8.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_sl8.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 28, Damage_Min = 19, Range_Min = 2000, Range_Max = 8000, ArmorPenetration = 0.875, RPM = 360, }, [TacRP.BALANCE_TTT] = { Damage_Max = 35, Damage_Min = 22, Range_Min = 500, Range_Max = 5000, RPM = 200, ClipSize = 25, RecoilMaximum = 6, RecoilResetTime = 0.2, RecoilDissipationRate = 6, 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 = 17, Damage_Min = 12, Range_Min = 2000, Range_Max = 8000, ArmorPenetration = 0.875, RPM = 360, }, [TacRP.BALANCE_OLDSCHOOL] = { HipFireSpreadPenalty = 0.015, RecoilSpreadPenalty = 0.002 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 26 SWEP.Damage_Min = 16 SWEP.Range_Min = 1500 SWEP.Range_Max = 4000 SWEP.Penetration = 8 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.75 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [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 = 35000 // misc. shooting SWEP.Firemode = 1 SWEP.RPM = 450 SWEP.RPMMultSemi = 0.7 SWEP.Spread = 0.001 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 15 SWEP.RecoilResetTime = 0.175 SWEP.RecoilDissipationRate = 15 SWEP.RecoilFirstShotMult = 0.75 SWEP.RecoilVisualKick = 0.75 SWEP.RecoilKick = 1.5 SWEP.RecoilStability = 0.4 SWEP.RecoilAltMultiplier = 1000 SWEP.RecoilSpreadPenalty = 0.0009 SWEP.HipFireSpreadPenalty = 0.04 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.925 SWEP.ShootingSpeedMult = 0.85 SWEP.SightedSpeedMult = 0.6 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.4 SWEP.SprintToFireTime = 0.44 SWEP.Sway = 1.5 SWEP.ScopedSway = 0.1 SWEP.FreeAimMaxAngle = 6 // 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(0.5, -2, -5) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(3, -2, -5) SWEP.SprintAng = Angle(40, -15, 0) SWEP.SprintPos = Vector(5, 0, -4) SWEP.SightAng = Angle(0, 0, 0) SWEP.SightPos = Vector(-4.03, -2.5, -4.1) SWEP.CorrectivePos = Vector(0, 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) // scope SWEP.Scope = true SWEP.ScopeOverlay = Material("tacrp/scopes/g36.png", "mips smooth") // Material("path/to/overlay") SWEP.ScopeFOV = 90 / 2 SWEP.ScopeLevels = 1 // 2 = like CS:S SWEP.ScopeHideWeapon = true // 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 = 1.1 SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/sl8.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.4 SWEP.DropMagazineTime = 0.4 // sounds local path = "TacRP/weapons/g36k/g36k_" local path1 = "tacint_extras/sl8/" SWEP.Sound_Shoot = "^" .. path1 .. "sl8-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 120 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"] = "dryfire", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"}, ["deploy"] = "deploy2", } SWEP.DeployTimeMult = 0.9 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 = { ["tactical"] = { BGs_VM = { {1, 1} }, }, ["irons"] = { BGs_VM = { {2, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper"}, Bone = "ValveBiped.g36k_rootbone", WMBone = "Box01", InstalledElements = {"irons"}, AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 0.9, Pos_VM = Vector(-6.8, 0, 7), Pos_WM = Vector(0, 0, 2.75), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.g36k_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-3.55, 0.075, 32), Pos_WM = Vector(-0.25, 24, -1), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.g36k_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-3.9, -0.75, 18), Pos_WM = Vector(0.9, 20, -1), Ang_VM = Angle(90, 0, -80), Ang_WM = Angle(-70, -90, 0), }, [4] = { PrintName = "Accessory", Category = {"acc", "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_semi"}, 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_extras_sl8.MagOut", path1 .. "MagOut.wav") addsound("tacint_extras_sl8.MagFiddle", path1 .. "MagFiddle.wav") addsound("tacint_extras_sl8.MagSlap", path1 .. "MagSlap.wav") addsound("tacint_extras_sl8.BoltPull", path1 .. "BoltPull.wav") addsound("tacint_extras_sl8.BoltBack", path1 .. "BoltBack.wav") addsound("tacint_extras_sl8.fire_select", path .. "fire_selector.wav") addsound("tacint_extras_sl8.Buttstock_Back", path .. "buttstock_back.wav")