SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Sako TRG-42" SWEP.AbbrevName = "TRG-42" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "7Sniper Rifle" SWEP.Description = "Magnum sniper rifle with decent handling and mobility.\nPowerful, but slow to cycle and not very stable.\nEquipped with a 12x scope by default." SWEP.Description_Quote = "Almost unique in being a purpose-designed sharpshooter rifle." -- Hitman: Absolution (2012) (taken from the weapon description) SWEP.Trivia_Caliber = ".338 Lapua Magnum" SWEP.Trivia_Manufacturer = "SAKO" SWEP.Trivia_Year = "1999" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = [[ Model: Darkstorn Texture: SilentAssassin12 Sound: Vunsunta Animation: Tactical Intervention ]] // https://gamebanana.com/mods/211224 SWEP.ViewModel = "models/weapons/tacint_extras/v_trg42.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_trg42.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Description = "Magnum sniper rifle with decent handling and mobility.\nPowerful, but slow to fire and only lethal at long range.\nEquipped with a 12x scope by default.", Damage_Max = 70, Damage_Min = 115, Range_Min = 1800, Range_Max = 8000, Sway = 2, ScopedSway = 0.075, }, [TacRP.BALANCE_TTT] = { Description = "Magnum sniper rifle lethal to the chest at long range, but has poor handling and low close range damage.\nEquipped with a 12x scope by default.", Damage_Max = 25, Damage_Min = 80, Range_Min = 1000, Range_Max = 5000, RPM = 30, ShootTimeMult = 1.175, ClipSize = 4, AimDownSightsTime = 0.45, RecoilResetTime = 0.4, BodyDamageMultipliers = { [HITGROUP_HEAD] = 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 }, }, [TacRP.BALANCE_PVE] = { Description = "Magnum sniper rifle with decent handling and mobility.\nPowerful, but slow to fire and only lethal at long range.\nEquipped with a 12x scope by default.", Damage_Max = 25, Damage_Min = 75, Range_Min = 700, Range_Max = 3000, Sway = 2, ScopedSway = 0.075, }, [TacRP.BALANCE_OLDSCHOOL] = { HipFireSpreadPenalty = 0.023, } } SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle // "ballistics" SWEP.Damage_Max = 115 SWEP.Damage_Min = 90 SWEP.Range_Min = 1800 SWEP.Range_Max = 6000 SWEP.Penetration = 24 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.95 SWEP.ArmorBonus = 4 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.15, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.5 } SWEP.MuzzleVelocity = 38000 // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction SWEP.RPM = 32 SWEP.Spread = 0.00 SWEP.HipFireSpreadPenalty = 0.05 SWEP.PeekPenaltyFraction = 0.3 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 1 SWEP.RecoilResetTime = 0.3 SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 5 SWEP.RecoilKick = 6 SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil SWEP.CanBlindFire = true SWEP.ShootTimeMult = 1.15 // handling SWEP.MoveSpeedMult = 0.875 SWEP.ShootingSpeedMult = 0.65 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.3 SWEP.AimDownSightsTime = 0.38 SWEP.SprintToFireTime = 0.46 SWEP.Sway = 2.25 SWEP.ScopedSway = 0.12 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(1.5, -2, -5.5) 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(0.02, 0.11, 0) SWEP.SightPos = Vector(-3.855, -11, -3.52) SWEP.CorrectivePos = Vector(0.025, 0, 0.1) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2 SWEP.HolsterPos = Vector(5, 8, -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.Ammo_Expanded = "ti_sniper" SWEP.ReloadTimeMult = 1.15 SWEP.DropMagazineImpact = "metal" SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/trg42.mdl" SWEP.ReloadUpInTime = 1.75 SWEP.DropMagazineTime = 0.8 // sounds local path = "TacRP/weapons/uratio/uratio_" local path1 = "tacint_extras/trg42/" SWEP.Sound_Shoot = "^" .. path1 .. "awp1.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" } // 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} }, }, ["muzzle"] = { BGs_VM = { {4, 1} }, BGs_WM = { {4, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper"}, WMBone = "Box01", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"optic"}, VMScale = 0.8, WMScale = 0.8, Pos_VM = Vector(-5.1, 0.02, 6), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 6, 1.6), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", WMBone = "Box01", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", InstalledElements = {"muzzle"}, Pos_VM = Vector(-4.1, 0, 36.5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 45, 0.5), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, WMBone = "Box01", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-2, 0, 17.5), Ang_VM = Angle(90, 0, 180), Pos_WM = Vector(0, 19.5, -2.6), Ang_WM = Angle(0, -90, 180), }, [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_extras_trg42.Clip_Out", path .. "clip_out.wav") addsound("tacint_extras_trg42.Clip_In", path .. "clip_in.wav") addsound("tacint_extras_trg42.Bolt_Back", path .. "bolt_back.wav") addsound("tacint_extras_trg42.bolt_forward", path .. "bolt_forward.wav") addsound("tacint_extras_trg42.safety", path .. "safety.wav") addsound("tacint_extras_trg42.buttstock_back", path .. "buttstock_back.wav") addsound("tacint_extras_trg42.buttstock_rest_down", path .. "buttstock_rest_down.wav") addsound("tacint_extras_trg42.flip_up_cover", path .. "flip_up_cover.wav")