SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "ВСС Винторез" SWEP.AbbrevName = "Vintorez" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "6Marksman Rifle" SWEP.Description = "Integrally-suppressed marksman rifle with high fire rate and low recoil, but performs poorly over long bursts.\nEquipped with a 6x scope by default." SWEP.Description_Quote = "\"Enemy has no more medicine!\"" -- PAYDAY 2 (2015) SWEP.Trivia_Caliber = "9x39mm" SWEP.Trivia_Manufacturer = "Tula Arms Plant" SWEP.Trivia_Year = "1987" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = [[ Model: Ettubrutesbro, Millenia & Twinke Masta Texture: Millenia Sound: S.T.A.L.K.E.R. & Vunsunta Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_extras/v_vss.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_vss.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { }, [TacRP.BALANCE_TTT] = { Damage_Max = 15, Damage_Min = 12, Range_Min = 800, Range_Max = 4000, RPM = 650, RecoilSpreadPenalty = 0.005, HipFireSpreadPenalty = 0.035, BodyDamageMultipliers = { [HITGROUP_HEAD] = 4, [HITGROUP_CHEST] = 1.5, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.8, [HITGROUP_RIGHTARM] = 0.8, [HITGROUP_LEFTLEG] = 0.6, [HITGROUP_RIGHTLEG] = 0.6, [HITGROUP_GEAR] = 0.6 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 13, Damage_Min = 8, Range_Min = 1000, Range_Max = 5000, RPM = 600, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilSpreadPenalty = 0.004 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 24 SWEP.Damage_Min = 20 SWEP.Range_Min = 1000 SWEP.Range_Max = 2500 SWEP.Penetration = 9 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.925 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 4.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.25, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.85, [HITGROUP_RIGHTLEG] = 0.85, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 16000 // misc. shooting SWEP.Firemodes = { 1, 2 } SWEP.RPM = 700 SWEP.Spread = 0.0005 SWEP.ShootTimeMult = 0.5 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 5 SWEP.RecoilResetTime = 0.01 SWEP.RecoilDissipationRate = 28 SWEP.RecoilFirstShotMult = 0.65 SWEP.RecoilVisualKick = 0.5 SWEP.RecoilKick = 3 SWEP.RecoilStability = 0.5 SWEP.RecoilAltMultiplier = 400 SWEP.RecoilSpreadPenalty = 0.0048 SWEP.HipFireSpreadPenalty = 0.03 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.925 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.55 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.44 SWEP.SprintToFireTime = 0.4 SWEP.Sway = 1.3 SWEP.ScopedSway = 0.1 SWEP.FreeAimMaxAngle = 5.5 // 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, -5) 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(0.05, 0, 0) SWEP.SightPos = Vector(-4.66, -7.5, -2.7) SWEP.CorrectivePos = Vector(0, 0, -0.05) SWEP.CorrectiveAng = Angle(0.75, 0.7, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, -2, -6) SWEP.HolsterAng = Angle(0, 0, 0) // scope SWEP.Scope = true SWEP.ScopeOverlay = Material("tacrp/scopes/pso1.png", "mips smooth") // Material("path/to/overlay") SWEP.ScopeFOV = 90 / 6 SWEP.ScopeLevels = 1 SWEP.ScopeHideWeapon = true SWEP.ScopeOverlaySize = 0.9 -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 20 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.Ammo_Expanded = "ti_pdw" SWEP.ReloadTimeMult = 1 SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/vss.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.65 SWEP.DropMagazineTime = 0.65 // sounds local path = "tacint_extras/vss/" local path1 = "tacrp_extras/ak47/" SWEP.Sound_Shoot = "^" .. path .. "fire.wav" SWEP.Sound_Shoot_Silenced = "^" .. path .. "fire.wav" SWEP.Vol_Shoot = 80 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.Silencer = true // anims SWEP.AnimationTranslationTable = { ["deploy"] = "unholster", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"}, ["jam"] = "mid_reload", } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -0.4, -0.1), vm_ang = Angle(0, 0.1, 0), t = 0.2, tmax = 0.2, bones = { { bone = "ValveBiped.bolt", pos = Vector(0, 0, -3), t0 = 0.01, t1 = 0.15, }, }, } SWEP.DeployTimeMult = 2.25 // attachments SWEP.AttachmentElements = { ["tactical"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, ["irons"] = { BGs_VM = { {2, 2} }, BGs_WM = { {2, 2} }, }, ["akmount"] = { BGs_VM = { {2, 2} }, BGs_WM = { {2, 2} }, AttPosMods = { [1] = { Pos_VM = Vector(-5.5, 0.5, 2.5), Pos_WM = Vector(-0.4, 2, 0.5), } }, SortOrder = 2, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"ironsights", "optic_cqb", "optic_medium", "optic_sniper", "optic_ak2"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", InstalledElements = {"tactical"}, AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.75, Pos_VM = Vector(-5.25, 0.15, 4), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 3, 0.2), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", Pos_VM = Vector(-3.25, -0.1, 19), Pos_WM = Vector(0, 19, -2), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, -90, 180), }, [3] = { PrintName = "Accessory", Category = {"acc", "acc_sling", "acc_duffle", "perk_extendedmag", "acc_bipod"}, 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_extras_vss.remove_clip", path .. "clipin1.wav") addsound("tacint_extras_vss.insert_clip", path .. "clipin2.wav") addsound("tacint_extras_vss.boltaction", path1 .. "bolt.mp3") addsound("tacint_extras_vss.Buttstock_Back", path .. "buttstock_back.wav")