SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "СВД" SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)" SWEP.SubCatTier = "4Consumer" SWEP.SubCatType = "7Sniper Rifle" SWEP.Description = "Russian sniper/DMR with low fire rate but great damage and control. Equipped with a 6x scope by default.\nWhile resembling an AK, they are mechanically unrelated." SWEP.Description_Quote = "Reach out and touch someone the Russian Army way." -- Jagged Alliance: Back in Action (2012) (The gun itself is not a real SVD, but this part of the description is really funny to me) SWEP.Trivia_Caliber = "7.62x54mmR" SWEP.Trivia_Manufacturer = "Kalashnikov Concern" SWEP.Trivia_Year = "1963" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = [[ Model: Rafael De Jongh, Ettubrutesbro Texture: WangChung Sound: Ghost597879, King Friday, iFlip Animation: Tactical Intervention]] SWEP.ViewModel = "models/weapons/tacint_extras/v_svd.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_svd.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 45, Damage_Min = 75, Range_Max = 8000, Range_Min = 2500, RecoilKick = 5, RPM = 180, }, [TacRP.BALANCE_TTT] = { Damage_Max = 30, Damage_Min = 45, Range_Min = 600, Range_Max = 2500, RPM = 100, RecoilResetInstant = true, RecoilResetTime = 0.35, RecoilDissipationRate = 3, RecoilMaximum = 3, RecoilSpreadPenalty = 0.005, RecoilFirstShotMult = 0.9, BodyDamageMultipliers = { [HITGROUP_HEAD] = 3.5, [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 }, }, } SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle // "ballistics" SWEP.Damage_Max = 50 SWEP.Damage_Min = 34 SWEP.Range_Min = 2000 // distance for which to maintain maximum damage SWEP.Range_Max = 6000 // distance at which we drop to minimum damage SWEP.Penetration = 11 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.775 SWEP.ArmorBonus = 2 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [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 } SWEP.MuzzleVelocity = 38000 // misc. shooting SWEP.Firemode = 1 SWEP.RPM = 150 SWEP.Spread = 0.0002 SWEP.ShootTimeMult = 0.7 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 4 SWEP.RecoilResetTime = 0.22 // time after you stop shooting for recoil to start dissipating SWEP.RecoilDissipationRate = 4 SWEP.RecoilFirstShotMult = 0.75 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 0.75 SWEP.RecoilKick = 6 SWEP.RecoilStability = 0.6 SWEP.RecoilSpreadPenalty = 0.003 SWEP.HipFireSpreadPenalty = 0.08 SWEP.PeekPenaltyFraction = 0.1 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.85 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.4 SWEP.AimDownSightsTime = 0.47 SWEP.SprintToFireTime = 0.55 SWEP.Sway = 2.5 SWEP.ScopedSway = 0.1 SWEP.FreeAimMaxAngle = 8.5 // 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(0.5, -2.5, -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, -0.35, 0) SWEP.SightPos = Vector(-4.75, -7.5, -2.7) SWEP.CorrectivePos = Vector(-0.05, 0, -0.05) SWEP.CorrectiveAng = Angle(0.65, 0.7, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, -2, -6) SWEP.HolsterAng = Angle(0, 0, 0) SWEP.Scope = true SWEP.ScopeOverlay = Material("tacrp/scopes/pso1_ak.png", "mips smooth") // Material("path/to/overlay") SWEP.ScopeFOV = 90 / 6 SWEP.ScopeLevels = 1 // 2 = like CS:S SWEP.ScopeHideWeapon = true -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 10 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 = "ar2" SWEP.Ammo_TTT = "357" SWEP.Ammo_Expanded = "ti_rifle" SWEP.ReloadTimeMult = 1.15 SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/svd.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.65 SWEP.DropMagazineTime = 0.65 // sounds local path = "tacint_extras/svd/" local path2 = "tacrp/weapons/ak47/ak47_" SWEP.Sound_Shoot = "^" .. path .. "g3sg1-1.wav" SWEP.Sound_Shoot_Silenced = path2 .. "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_ak47" SWEP.EjectEffect = 2 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "unholster", ["fire_iron"] = "fire1_M", ["fire"] = {"fire5_M", "fire5_L", "fire5_R"}, ["melee"] = {"melee1", "melee2"}, ["jam"] = "mid_reload" } SWEP.DeployTimeMult = 2.5 // attachments SWEP.AttachmentElements = { ["sights"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["irons"] = { BGs_VM = { {1, 2} }, BGs_WM = { {1, 2} }, }, ["akmount"] = { BGs_VM = { {1, 2} }, BGs_WM = { {1, 2} }, AttPosMods = { [1] = { Pos_VM = Vector(-5.5, 0.55, 3), Pos_WM = Vector(-0.4, 2, 0.5), } }, SortOrder = 2, }, } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -0.8, -0.5), vm_ang = Angle(0, 1, 0), t = 0.25, tmax = 0.25, bones = { { bone = "ValveBiped.bolt", pos = Vector(0, 0, -3), t0 = 0.05, t1 = 0.2, }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper", "optic_ak2"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", InstalledElements = {"sights"}, AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.9, Pos_VM = Vector(-5.9, 0.24, 5.5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 5, 1.25), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", VMScale = 0.9, Pos_VM = Vector(-3.6, 0.24, 39.2), Pos_WM = Vector(0, 44, -1.5), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [3] = { 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(0.3, 20, -1.5), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, -90, -90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_sling", "acc_duffle", "acc_extmag_sniper"}, 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_sniper"}, 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_svd.remove_clip", path .. "clipin.wav") addsound("tacint_svd.insert_clip", path .. "clipout.wav") addsound("tacint_svd.bolt_back", path .. "bolt_back.wav") addsound("tacint_svd.bolt_forward", path .. "bolt_forward.wav")