SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Remington M700 SPS" SWEP.AbbrevName = "R700 SPS" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "4Consumer" SWEP.SubCatType = "7Sniper Rifle" SWEP.Description = "Medium range hunting rifle with a fast cycle speed.\nEquipped with a 6x scope by default." SWEP.Description_Quote = "SPS stands for \"Special Purpose Synthetic.\"" SWEP.Trivia_Caliber = ".308 Winchester" SWEP.Trivia_Manufacturer = "Remington Arms" SWEP.Trivia_Year = "1962" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_spr.mdl" SWEP.WorldModel = "models/weapons/tacint/w_spr.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 50, Damage_Min = 70, Range_Min = 500, Range_Max = 1500, }, [TacRP.BALANCE_TTT] = { Description = "Well rounded hunting rifle with good damage up close.\nEquipped with a 6x scope by default.", Damage_Max = 30, Damage_Min = 50, Range_Min = 300, Range_Max = 1500, RPM = 45, ShootTimeMult = 0.9, HipFireSpreadPenalty = 0.025, BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [HITGROUP_CHEST] = 1.25, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.5 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 22, Damage_Min = 50, Range_Min = 500, Range_Max = 1750, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.5 }, }, [TacRP.BALANCE_OLDSCHOOL] = { HipFireSpreadPenalty = 0.018 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle // "ballistics" SWEP.Damage_Max = 75 SWEP.Damage_Min = 60 SWEP.Range_Min = 2000 SWEP.Range_Max = 6000 SWEP.Penetration = 17 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.825 SWEP.ArmorBonus = 2.5 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.1, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.5 } SWEP.MuzzleVelocity = 35000 // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction SWEP.RPM = 54 SWEP.Spread = 0 SWEP.HipFireSpreadPenalty = 0.04 SWEP.PeekPenaltyFraction = 0.25 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 1 SWEP.RecoilResetTime = 0.2 SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 5 SWEP.RecoilKick = 3 SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.85 SWEP.ReloadSpeedMult = 0.1 SWEP.ReloadSpeedMultTime = 1 SWEP.ReloadSpeedMult = 0.3 SWEP.AimDownSightsTime = 0.75 SWEP.SprintToFireTime = 0.90 SWEP.Sway = 3 SWEP.ScopedSway = 0.75 SWEP.FreeAimMaxAngle = 9 // hold types SWEP.HoldType = "ar2" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = false SWEP.HoldTypeNPC = "shotgun" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2 SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(2, -2, -6) SWEP.BlindFireAng = Angle(0, 15, -45) SWEP.BlindFirePos = Vector(1, -2, -3) SWEP.BlindFireLeftAng = Angle(75, 0, 0) SWEP.BlindFireLeftPos = Vector(8, 10, -6) SWEP.BlindFireRightAng = Angle(-75, 0, 0) SWEP.BlindFireRightPos = Vector(-10, 10, -5) SWEP.BlindFireSuicideAng = Angle(0, 135, 0) SWEP.BlindFireSuicidePos = Vector(-2, 45, -35) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(0.03, 0.4, 0) SWEP.SightPos = Vector(-2.715, -6.5, -4.62) SWEP.CorrectivePos = Vector(0.05, 0, 0.2) SWEP.CorrectiveAng = Angle(-0.36, -0.3, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2 SWEP.HolsterPos = Vector(5, 4, -6) SWEP.HolsterAng = Angle(0, 0, 0) // scope SWEP.Scope = true SWEP.ScopeOverlay = Material("tacrp/scopes/l96.png", "mips smooth") // Material("path/to/overlay") SWEP.ScopeFOV = 90 / 6 SWEP.ScopeLevels = 1 // 2 = like CS:S SWEP.ScopeHideWeapon = true // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 5 SWEP.DefaultAmmo = 0 SWEP.Ammo = "357" -- 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.AmmoTTT = "357" SWEP.Ammo_Expanded = "ti_rifle" SWEP.ReloadTimeMult = 1 SWEP.ShootTimeMult = 0.75 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/uratio.mdl" // why doesn't it have its own mag model? SWEP.ReloadUpInTime = 2.1 SWEP.DropMagazineTime = 1.4 // sounds local path = "TacRP/weapons/spr/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = "TacRP/weapons/ak47/ak47_fire_silenced-1.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_1" SWEP.EjectEffect = 2 SWEP.EjectDelay = 0.85 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "draw", ["fire"] = {"shoot1", "shoot2"}, ["blind_fire"] = "shoot1" } // attachments SWEP.AttachmentElements = { ["optic"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, }, ["irons"] = { BGs_VM = { {2, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper"}, WMBone = "Bone02", Bone = "SPR_root", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"optic"}, Pos_VM = Vector(-3.95, 0.1, 9), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(-3, 1.25, -5.6), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", WMBone = "Bone02", Bone = "SPR_root", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-2.85, 0.125, 42), Pos_WM = Vector(22.5, 1.2, -4.9), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, WMBone = "Bone02", Bone = "SPR_root", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-2, -0.8, 20), Pos_WM = Vector(8, 2, -4), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, 0, 90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle", "acc_bipod"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [5] = { PrintName = "Bolt", Category = {"bolt_manual"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Trigger", Category = {"trigger_manual"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [7] = { PrintName = "Ammo", Category = {"ammo_sniper", "ammo_R700"}, 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_spr.Clip_Out", path .. "clip_out-1.wav") addsound("TacInt_spr.Clip_In", path .. "clip_in-1.wav") addsound("TacInt_spr.Bolt_Back", path .. "bolt_back-1.wav") addsound("TacInt_spr.bolt_forward", path .. "bolt_forward-1.wav") addsound("TacInt_spr.safety", path .. "safety-1.wav")