SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Сайга-12К" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "5Shotgun" SWEP.Description = "High capacity shotgun feeding from a box magazine, suitable for spraying down a room." SWEP.Description_Quote = "Some people call it the SASG." -- Splinter Cell: Blacklist, Rainbow Six: Siege, and The Division 2 all do this SWEP.Trivia_Caliber = "12 Gauge" SWEP.Trivia_Manufacturer = "Kalashnikov Concern" SWEP.Trivia_Year = "1997" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = [[ Assets: Battlefield 3 Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_shark/v_saiga.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_saiga.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { }, [TacRP.BALANCE_TTT] = { Damage_Max = 6, Damage_Min = 2, Range_Min = 200, Range_Max = 2500, Num = 6, RPM = 200, RPMMultSemi = 1, Spread = 0.02, 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 }, } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AutoShotgun // "ballistics" SWEP.ShootTimeMult = 0.85 SWEP.Damage_Max = 12 SWEP.Damage_Min = 3 SWEP.Range_Min = 100 // distance for which to maintain maximum damage SWEP.Range_Max = 1200 // distance at which we drop to minimum damage SWEP.Penetration = 1 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.6 SWEP.ArmorBonus = 0.5 SWEP.Num = 6 SWEP.MuzzleVelocity = 10000 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 1.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.9 } // misc. shooting SWEP.Firemode = 1 SWEP.RPM = 300 SWEP.RPMMultSemi = 0.85 SWEP.PostBurstDelay = 0.1 SWEP.Spread = 0.04 SWEP.ShotgunPelletSpread = 0.03 SWEP.HipFireSpreadPenalty = 0.015 SWEP.MidAirSpreadPenalty = 0 SWEP.MoveSpreadPenalty = 0 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 5 SWEP.RecoilResetTime = 0.2 SWEP.RecoilDissipationRate = 8 SWEP.RecoilFirstShotMult = 1.25 SWEP.RecoilVisualKick = 1.5 SWEP.RecoilKick = 7 SWEP.RecoilStability = 0.25 SWEP.RecoilAltMultiplier = 150 SWEP.NoRecoilPattern = true SWEP.RecoilSpreadPenalty = 0.009 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.9 SWEP.ShootingSpeedMult = 0.6 SWEP.SightedSpeedMult = 0.7 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.4 SWEP.SprintToFireTime = 0.44 SWEP.Sway = 1 SWEP.ScopedSway = 0.2 SWEP.FreeAimMaxAngle = 5 // hold types SWEP.HoldType = "ar2" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = false SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2 SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(0, -2, -6) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(4, -2, -4) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(0.05, -1, 0) SWEP.SightPos = Vector(-4.66, -7.5, -3.05) SWEP.CorrectivePos = Vector(0, 0, -0.05) SWEP.CorrectiveAng = Angle(0.75, 0.7, 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 = 8 SWEP.DefaultAmmo = 0 SWEP.Ammo = "buckshot" -- 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 = 1.15 SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/saiga.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.65 SWEP.DropMagazineTime = 0.65 // sounds local path = "tacint_shark/saiga/" local path1 = "tacrp/weapons/ak47/ak47_" SWEP.Sound_Shoot = "^" .. path .. "12k_fire.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 130 SWEP.ShootPitchVariance = 0 // amount to vary pitch by each shot // effects // the .qc attachment for the muzzle SWEP.QCA_Muzzle = 1 SWEP.QCA_Eject = 2 SWEP.MuzzleEffect = "muzzleflash_m3" SWEP.EjectEffect = 3 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "deploy", ["fire1"] = {"fire3_M", "fire3_R"}, ["fire2"] = {"fire4_M", "fire4_L"}, ["fire3"] = {"fire5_M", "fire5_L", "fire5_R"}, ["fire4"] = {"fire5_M", "fire5_L", "fire5_R"}, ["fire5"] = {"fire5_M", "fire5_L", "fire5_R"}, ["fire_iron"] = "fire1_M", ["melee"] = {"melee1", "melee2"}, ["jam"] = "mid_reload" } SWEP.DeployTimeMult = 1.1 SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["tactical"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, } // attachments SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb_nookp7", "optic_medium"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", InstalledElements = {"tactical"}, AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.8, Pos_VM = Vector(-5.25, 0.1, 5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 2.5, 1), 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(-4.5, -0.2, 14), Pos_WM = Vector(0, 19, -2), Ang_VM = Angle(90, 0, -60), Ang_WM = Angle(0, -90, 180), }, [3] = { PrintName = "Accessory", Category = {"acc_foldstock", "acc", "acc_sling", "acc_duffle", "acc_extmag_shotgun_mag"}, 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", }, [4] = { PrintName = "Bolt", Category = {"bolt_automatic"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [5] = { PrintName = "Trigger", Category = {"trigger_semi"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Ammo", Category = {"ammo_shotgun2"}, 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_saiga.remove_clip", path1 .. "remove_clip.wav") addsound("tacint_saiga.insert_clip", path1 .. "insert_clip.wav") addsound("tacint_saiga.boltaction", path .. "12k_boltpull.wav") addsound("tacint_saiga.Buttstock_Back", path1 .. "buttstock_back.wav")