SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "ПКМ" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "5Machine Gun" SWEP.Description = "General-purpose machine gun capable of intense suppressive fire. High capacity and damage but is very, very bulky." SWEP.Description_Quote = "Notably seen atop Mercedes-Benz G-Wagens." -- The Expendables 2 (2012) opening scene SWEP.Trivia_Caliber = "7.62x54mmR" SWEP.Trivia_Manufacturer = "Degtyaryov Plant" SWEP.Trivia_Year = "1961" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = [[ Assets: Call to Arms Sounds: NightmareMutant & speedonerd Animations: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_shark/v_pkm.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_pkm.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 35, Damage_Min = 24, Range_Min = 700, Range_Max = 4000, ClipSize = 100, }, [TacRP.BALANCE_TTT] = { Description = "Machine gun with high damage but very low mobility.", Damage_Max = 20, Damage_Min = 12, Range_Min = 750, Range_Max = 3000, ClipSize = 80, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [HITGROUP_CHEST] = 1, [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 = 20, Damage_Min = 12, ClipSize = 100, }, [TacRP.BALANCE_OLDSCHOOL] = { ClipSize = 100, Damage_Max = 29, RecoilMaximum = 26, MoveSpeedMult = 0.7, ShootingSpeedMult = 0.4 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.MachineGun SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.9, [HITGROUP_RIGHTARM] = 0.9, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.75 } // "ballistics" SWEP.Damage_Max = 38 SWEP.Damage_Min = 28 SWEP.Range_Min = 1600 // distance for which to maintain maximum damage SWEP.Range_Max = 5000 // distance at which we drop to minimum damage SWEP.Penetration = 10 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.8 SWEP.MuzzleVelocity = 17500 // misc. shooting SWEP.Firemode = 2 SWEP.RPM = 650 SWEP.Spread = 0.0065 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 25 SWEP.RecoilResetTime = 0.2 SWEP.RecoilDissipationRate = 30 SWEP.RecoilFirstShotMult = 3 SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 9 SWEP.RecoilStability = 0.25 SWEP.RecoilAltMultiplier = 300 SWEP.HipFireSpreadPenalty = 0.07 SWEP.RecoilSpreadPenalty = 0.0012 SWEP.PeekPenaltyFraction = 0.15 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.75 SWEP.ShootingSpeedMult = 0.5 SWEP.SightedSpeedMult = 0.55 SWEP.ReloadSpeedMult = 0.15 SWEP.ReloadSpeedMultTime = 1 SWEP.AimDownSightsTime = 0.36 SWEP.SprintToFireTime = 0.42 SWEP.Sway = 1.5 SWEP.ScopedSway = 0.01 SWEP.FreeAimMaxAngle = 9 SWEP.Bipod = true SWEP.BipodRecoil = 0.35 SWEP.BipodKick = 0.25 // 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(5, 0, -2) SWEP.SightAng = Angle(0.03, 1, 0) SWEP.SightPos = Vector(-4.425, -7.5, -4.15) SWEP.CorrectivePos = Vector(0.025, 0, 0.125) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2 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 = 100 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.Ammo_Expanded = "ti_rifle" SWEP.ReloadTimeMult = 1.25 SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/pkm.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 3.5 SWEP.DropMagazineTime = 0.7 SWEP.BulletBodygroups = { [1] = {5, 0}, [2] = {5, 1}, [3] = {5, 2}, [4] = {5, 3}, [5] = {5, 4}, [6] = {5, 5}, [7] = {5, 6}, [8] = {5, 7}, } SWEP.DefaultBodygroups = "000006" // sounds local path = "tacint_shark/weapons/pkm/pkm" SWEP.Sound_Shoot = "^" .. path .. "-1.wav" SWEP.Sound_Shoot_Silenced = "^" .. path .. "-1_silenced.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_minimi" SWEP.EjectEffect = 2 // anims SWEP.AnimationTranslationTable = { ["fire_iron"] = {"fire4_M", "fire3_M", "fire2_M", "fire1_M"}, ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = "fire4_M", ["fire5"] = "fire5_M", ["melee"] = "melee1" } // attachments SWEP.AttachmentElements = { ["bipod"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, }, ["extendedbelt"] = { BGs_VM = { {2, 1} }, }, ["sights"] = { BGs_VM = { {3, 1} }, BGs_WM = { {3, 1} }, } } //ValveBiped.MG4_root SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "ValveBiped.feed_cover", InstalledElements = {"sights"}, AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 1.25, Pos_VM = Vector(-2, 0, 0), Pos_WM = Vector(12, 1.15, -8), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.MG4_root", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-5.1, 0, 43.5), Pos_WM = Vector(43.2, 1.15, -5.3), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.MG4_root", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-4.6, -1.1, 13), Pos_WM = Vector(14, 1.75, -4.5), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, 0, 90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_bipod", "extendedbelt", "acc_sling", "acc_duffle"}, 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_pkm.Clip_Out", path .. "_boxout.wav") addsound("tacint_pkm.Clip_In", path .. "_boxin.wav") addsound("tacint_pkm.bolt_release", path .. "_bolt.wav") addsound("tacint_pkm.bolt_back", path .. "_bolt.wav") addsound("tacint_pkm.bolt_forward", path .. "_coversmack.wav") addsound("tacint_pkm.feedcover_close", path .. "_coverdown.wav") addsound("tacint_pkm.feedcover_open", path .. "_coverup.wav") addsound("tacint_pkm.insertbullets", path .. "_chain.wav") addsound("tacint_pkm.deploy", path .. "_draw.wav")