SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "HK XM8 Compact" SWEP.AbbrevName = "XM8 Compact" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "4Assault Rifle" SWEP.Description = "Experimental multi-purpose carbine. Easy to use, but low damage.\nHas an adjustable integrated 2-8x scope." SWEP.Description_Quote = "\"Who loves spaghetti?!\"" -- Battlefield: Bad Company 2 SWEP.Trivia_Caliber = "5.56x45mm" SWEP.Trivia_Manufacturer = "Heckler & Koch" SWEP.Trivia_Year = "2003" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = [[ Model: End Of Days Texture: Copkiller, Twinke Masta & Wangchung Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_shark/v_xm8car.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_xm8car.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { }, [TacRP.BALANCE_TTT] = { Damage_Max = 12, Damage_Min = 6, Range_Min = 750, Range_Max = 2500, RPM = 750, RecoilSpreadPenalty = 0.001, BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1.25, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.9, [HITGROUP_RIGHTARM] = 0.9, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 10, Damage_Min = 7, RPM = 700, }, [TacRP.BALANCE_OLDSCHOOL] = { HipFireSpreadPenalty = 0.022, RecoilMaximum = 15 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 18 SWEP.Damage_Min = 10 SWEP.Range_Min = 1000 SWEP.Range_Max = 2500 SWEP.Penetration = 7 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.7 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.25, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 29000 // misc. shooting SWEP.Firemodes = { 2, 1 } SWEP.RPM = 750 SWEP.Spread = 0.0025 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 12 SWEP.RecoilResetTime = 0.1 // time after you stop shooting for recoil to start dissipating SWEP.RecoilDissipationRate = 20 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 0.5 SWEP.RecoilKick = 1.5 SWEP.RecoilStability = 0.5 SWEP.RecoilSpreadPenalty = 0.001 SWEP.HipFireSpreadPenalty = 0.025 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.95 SWEP.ShootingSpeedMult = 0.9 SWEP.SightedSpeedMult = 0.85 SWEP.ReloadSpeedMult = 0.75 SWEP.AimDownSightsTime = 0.33 SWEP.SprintToFireTime = 0.35 SWEP.Sway = 1.25 SWEP.ScopedSway = 0.15 SWEP.FreeAimMaxAngle = 3 // 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, -2, -5) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(3, -2, -5) SWEP.SprintAng = Angle(40, -15, 0) SWEP.SprintPos = Vector(5, 0, -4) SWEP.SightAng = Angle(0, 0, 0) SWEP.SightPos = Vector(-4.03, -2.5, -4.1) SWEP.CorrectivePos = Vector(0, 0, 0.1) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, 0, -6) SWEP.HolsterAng = Angle(0, 0, 0) // scope SWEP.Scope = true SWEP.ScopeOverlay = Material("tacrp/scopes/scopeddot.png", "mips smooth") // Material("path/to/overlay") SWEP.ScopeFOV = 90 / 2 SWEP.ScopeLevels = 1 // 2 = like CS:S SWEP.ScopeHideWeapon = true // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 30 SWEP.DefaultAmmo = 0 SWEP.Ammo = "smg1" -- 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_extras/magazines/xm8.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.3 SWEP.DropMagazineTime = 0.4 // sounds local path = "tacrp/weapons/g36k/g36k_" local path1 = "tacint_extras/xm8/" SWEP.Sound_Shoot = "^" .. path1 .. "m249-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 120 SWEP.Pitch_Shoot = 105 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", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"} } SWEP.DeployTimeMult = 1.75 // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["tactical"] = { BGs_VM = { {2, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_xm8"}, AttachSound = "tacrp/weapons/mp5/mp5_fire_select-1.wav", DetachSound = "tacrp/weapons/mp5/mp5_fire_select-3.wav", }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.g36k_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-3.3, 0.075, 22), Pos_WM = Vector(-0.25, 24, -1), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.g36k_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, VMScale = 1.1, Pos_VM = Vector(-4.4, -0.3, 14.2), Pos_WM = Vector(0.9, 15, -1), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(-70, -90, 0), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock2", "acc_sling", "acc_duffle", "perk_extendedmag"}, 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_rifle"}, 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_xm8c.remove_clip", path .. "remove_clip.wav") addsound("tacint_xm8c.insert_clip", path .. "insert_clip.wav") addsound("tacint_xm8c.bolt_action", path .. "bolt_action.wav") addsound("tacint_xm8c.fire_select", path .. "fire_selector.wav") addsound("tacint_xm8c.Buttstock_Back", path .. "buttstock_back.wav")