SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "FN MAG" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "3Security" SWEP.SubCatType = "5Machine Gun" SWEP.Description = "Machine gun with practically no mobility but compensates with incredible firepower and capacity." SWEP.Description_Quote = "\"You can't leave me here with these... animals.\"" // Made up out of thin air SWEP.Trivia_Caliber = "7.62x51mm" SWEP.Trivia_Manufacturer = "Fabrique National" SWEP.Trivia_Year = "1958" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Model & Texture: Call to Arms\nAnimation: Tactical Intervention\nPorted By: Arctic" SWEP.ViewModel = "models/weapons/tacint/v_fnmag.mdl" SWEP.WorldModel = "models/weapons/tacint/w_fnmag.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 50, Damage_Min = 34, }, [TacRP.BALANCE_TTT] = { Damage_Max = 20, Damage_Min = 13, Range_Min = 600, Range_Max = 2000, ClipSize = 200, HipFireSpreadPenalty = 0.03, RecoilMaximum = 20, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [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.TTTReplace = TacRP.TTTReplacePreset.MachineGun SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 2.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.9, [HITGROUP_RIGHTARM] = 0.9, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.75 } // "ballistics" SWEP.Damage_Max = 45 SWEP.Damage_Min = 28 SWEP.Range_Min = 1800 SWEP.Range_Max = 6000 SWEP.Penetration = 10 SWEP.ArmorPenetration = 0.75 SWEP.MuzzleVelocity = 22000 // misc. shooting SWEP.Firemode = 2 SWEP.RPM = 650 SWEP.Spread = 0.009 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 50 SWEP.RecoilResetTime = 0.2 SWEP.RecoilDissipationRate = 25 SWEP.RecoilFirstShotMult = 2 SWEP.RecoilVisualKick = 1.25 SWEP.RecoilKick = 5 SWEP.RecoilAltMultiplier = 170 SWEP.RecoilStability = 0.05 SWEP.HipFireSpreadPenalty = 0.05 SWEP.MoveSpreadPenalty = 0.02 SWEP.RecoilSpreadPenalty = 0.01 SWEP.PeekPenaltyFraction = 0.2 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.75 SWEP.ShootingSpeedMult = 0.5 SWEP.SightedSpeedMult = 0.55 SWEP.ReloadSpeedMult = 0.15 SWEP.ReloadSpeedMultTime = 1 SWEP.AimDownSightsTime = 0.36 SWEP.SprintToFireTime = 0.42 SWEP.Sway = 1.5 SWEP.ScopedSway = 0.01 SWEP.FreeAimMaxAngle = 9 SWEP.Bipod = true SWEP.BipodRecoil = 0.35 SWEP.BipodKick = 0.25 // 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, -7) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(0, -4, -3) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(-0, 0.15, 0) SWEP.SightPos = Vector(-4.355, -5, -3.2) SWEP.CorrectivePos = Vector(0.025, 0, 0.125) SWEP.CorrectiveAng = Angle(0, 0, 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 = 100 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_Expanded = "ti_rifle" SWEP.ReloadTimeMult = 1.75 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/fnmag.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 3.5 SWEP.DropMagazineTime = 0.7 SWEP.BulletBodygroups = { [1] = {1, 1}, [2] = {2, 1}, [3] = {3, 1}, [4] = {4, 1}, [5] = {5, 1}, [6] = {6, 1}, [7] = {7, 1}, [8] = {8, 1}, [9] = {9, 1}, [10] = {10, 1}, [11] = {11, 1}, [12] = {12, 1}, } SWEP.DefaultBodygroups = "000000000000000000000000000" SWEP.BulletBodygroupsSetAll = true // sounds local path = "TacRP/weapons/mg4/" local path1 = "tacint_extras/fnmag/" SWEP.Sound_Shoot = "^" .. path1 .. "fire.wav" SWEP.Sound_Shoot_Silenced = "TacRP/weapons/g36k/g36k_fire_silenced-1.wav" SWEP.Vol_Shoot = 130 SWEP.Pitch_Shoot = 90 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_minimi" SWEP.EjectEffect = 2 // anims SWEP.AnimationTranslationTable = { ["fire_iron"] = {"fire4_L", "fire3_L", "fire2_L", "fire1_L"}, ["fire1"] = "fire1_L", ["fire2"] = "fire2_L", ["fire3"] = "fire3_L", ["fire4"] = "fire4_L", ["fire5"] = "fire5_L", ["melee"] = {"melee1", "melee2"} } // attachments SWEP.AttachmentElements = { } //ValveBiped.MG4_root SWEP.NoTactical = true SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "ValveBiped.feed_cover", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 1.1, Pos_VM = Vector(-1.1, -0.2, -4), Pos_WM = Vector(8, 1.15, -7), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Tactical", Category = {"tactical_zoom", "tactical_ebullet"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [3] = { PrintName = "Accessory", Category = {"acc", "extendedbelt", "acc_duffle", "acc_bipod", "acc_sling"}, 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_auto"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Ammo", Category = {"ammo_rifle"}, 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_mg4.Clip_Out", path .. "clip_out-1.wav") addsound("TacInt_mg4.Clip_In", path .. "clip_in-1.wav") addsound("TacInt_mg4.bolt_release", path .. "bolt_release-1.wav") addsound("TacInt_mg4.bolt_back", path .. "bolt_back-1.wav") addsound("TacInt_mg4.bolt_forward", path .. "bolt_forward-1.wav") addsound("TacInt_mg4.feedcover_close", path .. "feed_cover_close-1.wav") addsound("TacInt_mg4.feedcover_open", path .. "feed_cover_open-1.wav") addsound("TacInt_mg4.insertbullets", path .. "insert_bullets-1.wav") addsound("TacInt_mg4.deploy", path .. "deploy-1.wav")