SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "IMI Uzi Pro" -- The ingame model seems to be partially referenced from an Ekol ASI, a Turkish blank-firing gun based on the Uzi. SWEP.AbbrevName = "Uzi Pro" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "3Machine Pistol" SWEP.Description = "Balanced machine pistol with a controllable rate of fire." SWEP.Description_Quote = "Slava Ukraini." -- Reference to the gun's name in MWIII SWEP.Trivia_Caliber = "9x19mm" SWEP.Trivia_Manufacturer = "Israel Military Industries" SWEP.Trivia_Year = "1980" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_uzi.mdl" SWEP.WorldModel = "models/weapons/tacint/w_uzi.mdl" SWEP.Slot = 1 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { }, [TacRP.BALANCE_TTT] = { Damage_Max = 12, Damage_Min = 6, Range_Min = 800, Range_Max = 2000, RPM = 750, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 8, Damage_Min = 4, RPM = 850, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilSpreadPenalty = 0.0024 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.MachinePistol // "ballistics" SWEP.Damage_Max = 22 SWEP.Damage_Min = 6 SWEP.Range_Min = 500 SWEP.Range_Max = 2000 SWEP.Penetration = 4 SWEP.ArmorPenetration = 0.675 SWEP.ArmorBonus = 0.5 SWEP.MuzzleVelocity = 12500 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 1.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 } // misc. shooting SWEP.Firemodes = { 2, 1 } SWEP.RPM = 950 SWEP.Spread = 0.008 SWEP.RecoilSpreadPenalty = 0.0018 SWEP.HipFireSpreadPenalty = 0.014 SWEP.ShootTimeMult = 0.5 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 12 SWEP.RecoilResetTime = 0 SWEP.RecoilDissipationRate = 40 SWEP.RecoilFirstShotMult = 2 SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 3.5 SWEP.RecoilStability = 0.2 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.975 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.8 SWEP.ReloadSpeedMult = 0.6 SWEP.AimDownSightsTime = 0.275 SWEP.SprintToFireTime = 0.30 // hold types SWEP.HoldType = "revolver" SWEP.HoldTypeSprint = "normal" SWEP.HoldTypeBlindFire = "pistol" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1 SWEP.PassiveAng = Angle(-2.5, -1, 0) SWEP.PassivePos = Vector(0, -2, -4) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(3, -2, -5) SWEP.BlindFireSuicideAng = Angle(-135, 5, 45) SWEP.BlindFireSuicidePos = Vector(31, 25, -5) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(0.275, 0.1, 1) SWEP.SightPos = Vector(-3.65, -6.5, -3.4) SWEP.CorrectivePos = Vector(0.04, 0, 0.15) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL SWEP.HolsterPos = Vector(0, 3, -4) SWEP.HolsterAng = Angle(90, 0, 0) SWEP.Sway = 1.2 SWEP.ScopedSway = 0.4 SWEP.FreeAimMaxAngle = 4 // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 30 SWEP.DefaultAmmo = 0 SWEP.Ammo = "pistol" -- 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 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/uzi.mdl" SWEP.DropMagazineImpact = "pistol" SWEP.ReloadUpInTime = 1.1 SWEP.DropMagazineTime = 0.35 // sounds local path = "tacrp/weapons/uzi/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 110 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_smg" SWEP.EjectEffect = 1 // anims SWEP.AnimationTranslationTable = { ["fire_iron"] = "fire1_M", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"} } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -1, -0.1), vm_ang = Angle(0, 0.4, 0), t = 0.1, tmax = 0.1, bones = { { bone = "ValveBiped.bolt_handle", pos = Vector(0, 0, -2), t0 = 0.05, t1 = 0.2, }, }, } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["tactical"] = { BGs_VM = { {3, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "ValveBiped.uzi_rootbone", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"optic"}, Pos_VM = Vector(-5, -0.25, 2.75), Pos_WM = Vector(7, 1.5, -5.5), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.uzi_rootbone", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", VMScale = 1, WMScale = 1, Pos_VM = Vector(-3.15, -0.25, 13.5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(18, 1.2, -3.8), Ang_WM = Angle(0, 0, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.uzi_rootbone", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", VMScale = 1, WMScale = 1, Pos_VM = Vector(-2, -0.25, 7.5), Ang_VM = Angle(90, 0, 180), Pos_WM = Vector(11, 1.2, -2.5), Ang_WM = Angle(0, 0, 0), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock", "acc_extmag_smg", "acc_holster"}, 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_pistol"}, 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_miniuzi.insert_clip", path .. "insert_clip.wav") addsound("tacint_miniuzi.remove_clip", path .. "remove_clip.wav") addsound("tacint_miniuzi.bolt_action", path .. "bolt_action.wav") addsound("tacint_miniuzi.foldingstock_back", path .. "foldingstock_back.wav")