SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "AWM" SWEP.AbbrevName = "AWM" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "7Sniper Rifle" SWEP.Description = "Robust magnum sniper with unmatched power and accuracy. A counter-terrorist favourite.\nEquipped with a 12x scope by default." SWEP.Description_Quote = "\"He's a madman, a scientist, and a sharpshooter.\"" // Nifty's 51 frags at IEM Sydney 2018 SWEP.Trivia_Caliber = ".338 Lapua Magnum" SWEP.Trivia_Manufacturer = "Accuracy International" SWEP.Trivia_Year = "1988" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = [[ Model: Hav0c Texture: Bullethead & Kimono Sounds: Vunsunta Animations: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_shark/v_awp.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_awp.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 90, Damage_Min = 125, Range_Min = 2000, Range_Max = 6000, Sway = 2, ScopedSway = 0.075, }, [TacRP.BALANCE_TTT] = { Damage_Max = 80, Damage_Min = 130, Range_Min = 2000, Range_Max = 5000, }, } SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle // "ballistics" SWEP.Damage_Max = 125 SWEP.Damage_Min = 100 SWEP.Range_Min = 1000 SWEP.Range_Max = 6000 SWEP.Penetration = 25 SWEP.ArmorPenetration = 1 SWEP.ArmorBonus = 4 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] = 0.5 } SWEP.MuzzleVelocity = 36000 // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction SWEP.RPM = 30 SWEP.ShootTimeMult = 1.2 SWEP.Spread = 0.00 SWEP.HipFireSpreadPenalty = 0.05 SWEP.PeekPenaltyFraction = 0.2 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 1 SWEP.RecoilResetTime = 0.5 // time after you stop shooting for recoil to start dissipating SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 5 SWEP.RecoilKick = 10 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(-10, -15, -0) SWEP.BlindFirePos = Vector(3, -2, -2) SWEP.BlindFireSuicideAng = Angle(0, 115, 0) SWEP.BlindFireSuicidePos = Vector(0, 32, -24) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -4) SWEP.SightAng = Angle(0.4, 0.1, 0) SWEP.SightPos = Vector(-3.75, -10.5, -3.83) SWEP.CorrectivePos = Vector(0.015, 0, 0.3) SWEP.CorrectiveAng = Angle(0, 0, 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/sniper.png", "mips smooth") // Material("path/to/overlay") SWEP.ScopeFOV = 90 / 12 SWEP.ScopeLevels = 1 // 2 = like CS:S SWEP.ScopeHideWeapon = true SWEP.ScopeOverlaySize = 0.75 // 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.ReloadTimeMult = 1.25 SWEP.DropMagazineImpact = "metal" SWEP.DropMagazineModel = "models/weapons/tacint/magazines/uratio.mdl" SWEP.ReloadUpInTime = 2.2 SWEP.DropMagazineTime = 1.15 // sounds local path = "TacRP/weapons/uratio/uratio_" local path1 = "tacint_shark/awp/awp" SWEP.Sound_Shoot = "^" .. path1 .. "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 = 0.9 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "draw", ["fire"] = {"shoot1", "shoot2"}, ["blind_fire"] = "blind_shoot1" } SWEP.DeployTimeMult = 1.3 // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, }, ["optic"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, ["irons"] = { BGs_VM = { {3, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper"}, WMBone = "ValveBiped.Bip01_R_Hand", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"optic"}, Pos_VM = Vector(-5.3, 0.05, 6.5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(10, 1.3, -6), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", WMBone = "ValveBiped.Bip01_R_Hand", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-4.2, 0.1, 41), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(48, 1.3, -5.4), Ang_WM = Angle(0, 0, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, WMBone = "ValveBiped.Bip01_R_Hand", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-2.2, 0, 17), Ang_VM = Angle(90, 0, 180), Pos_WM = Vector(23, 1.2, -2.8), Ang_WM = Angle(0, 0, 0), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock", "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"}, 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_aiawp.Clip_Out", path1 .. "_magout.wav") addsound("tacint_aiawp.Clip_In", path1 .. "_magin.wav") addsound("tacint_aiawp.Bolt_Back", path1 .. "_boltback.wav") addsound("tacint_aiawp.bolt_forward", path1 .. "_boltforward.wav") addsound("tacint_aiawp.safety", path .. "safety.wav") addsound("tacint_aiawp.buttstock_back", path .. "buttstock_back.wav") addsound("tacint_aiawp.buttstock_rest_down", path .. "buttstock_rest_down.wav") addsound("tacint_aiawp.flip_up_cover", path .. "flip_up_cover.wav")