SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "KC-23" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "5Shotgun" SWEP.Description = "Massive shotgun that shoots massive shells from its massive barrel.\nAble to breach doors without specialized shells." SWEP.Description_Quote = "\"You tried to make me kill my president!\" \"Tried?\"" -- Black Ops 1 (2010) SWEP.Trivia_Caliber = "23x75mmR" SWEP.Trivia_Manufacturer = "Tula Arms Plant" SWEP.Trivia_Year = "1971" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = "Assets: Firearms: Source" SWEP.ViewModel = "models/weapons/tacint/v_ks23.mdl" SWEP.WorldModel = "models/weapons/tacint/w_ks23.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 10, Damage_Min = 2, }, [TacRP.BALANCE_TTT] = { Damage_Max = 8, Damage_Min = 2, Range_Min = 100, Range_Max = 1000, Num = 16, ClipSize = 4, Spread = 0.04, ShotgunPelletSpread = 0.03, HipFireSpreadPenalty = 0.025, RecoilSpreadPenalty = 0.02, FreeAimMaxAngle = 5, 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 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 9, Damage_Min = 4, Range_Min = 500, Range_Max = 3000, Num = 32, Spread = 0.06, ShotgunPelletSpread = 0.015, }, [TacRP.BALANCE_OLDSCHOOL] = { HipFireSpreadPenalty = 0.04, RecoilDissipationRate = 1.25, RecoilMaximum = 5, ReloadTimeMult = 1.3 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.Shotgun // "ballistics" SWEP.Damage_Max = 14 SWEP.Damage_Min = 4 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 = 4 // units of metal this weapon can penetrate SWEP.Num = 20 SWEP.ArmorPenetration = 0.35 SWEP.ArmorBonus = 0.25 SWEP.MuzzleVelocity = 10000 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 1, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 1, [HITGROUP_RIGHTLEG] = 1, [HITGROUP_GEAR] = 1 } // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Pump-Action" // only used externally for firemode name distinction SWEP.RPM = 45 SWEP.Spread = 0.04 SWEP.ShotgunPelletSpread = 0.035 SWEP.ShootTimeMult = 1 SWEP.HipFireSpreadPenalty = 0.025 SWEP.MidAirSpreadPenalty = 0 SWEP.ScopedSpreadPenalty = 0 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 3 SWEP.RecoilResetTime = 0.35 SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1.5 SWEP.RecoilVisualKick = 2 SWEP.RecoilKick = 25 SWEP.RecoilStability = 0.65 SWEP.RecoilSpreadPenalty = 0.02 SWEP.CanBlindFire = true SWEP.DoorBreach = true SWEP.DoorBreachThreshold = 100 // handling SWEP.MoveSpeedMult = 0.85 SWEP.ShootingSpeedMult = 0.5 SWEP.SightedSpeedMult = 0.6 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.37 SWEP.SprintToFireTime = 0.4 SWEP.Sway = 1.5 SWEP.ScopedSway = 0.65 SWEP.FreeAimMaxAngle = 4 // hold types SWEP.HoldType = "ar2" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = false SWEP.HoldTypeNPC = "shotgun" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(0, -2, -5) 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(-0.55, 0.1, 0.75) SWEP.SightPos = Vector(-3.4, -2, -3.25) SWEP.CorrectivePos = Vector(0.275, 0, -0.2) SWEP.CorrectiveAng = Angle(1.21, 0.1, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2 SWEP.HolsterPos = Vector(5, 8, -6) SWEP.HolsterAng = Angle(0, 0, 0) // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 4 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.ShotgunReload = true SWEP.ReloadTimeMult = 1.25 SWEP.ShotgunThreeload = false // sounds local path = "TacRP/weapons/ks23/ks23_" SWEP.Sound_Shoot = "tacrp/weapons/ks23/ks23_fire1.wav" SWEP.Sound_Shoot_Silenced = "TacRP/weapons/sg551/sg551_fire_silenced-1.wav" SWEP.Vol_Shoot = 130 SWEP.Pitch_Shoot = 95 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_shotgun" SWEP.EjectEffect = 4 SWEP.EjectDelay = 0.5 // anims SWEP.AnimationTranslationTable = { ["fire"] = {"shoot1", "shoot2"}, ["blind_fire"] = {"blind_shoot1"}, ["melee"] = {"melee1", "melee2"}, ["reload"] = {"reload", "reload2"}, ["jam"] = "reload_finish" } // attachments SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "ValveBiped.bekas_rootbone", WMBone = "ValveBiped.Bip01_R_Hand", InstalledElements = {"sights"}, AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 0.75, Pos_VM = Vector(-3.4, 0, 8), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(9, 0.85, -7), Ang_WM = Angle(-25, 3.5, 180), }, [2] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom"}, Bone = "ValveBiped.bekas_rootbone", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, VMScale = 1.15, Pos_VM = Vector(-2, -0.3, 22), Ang_VM = Angle(90, 0, -90), Pos_WM = Vector(22, 0.5, -11), Ang_WM = Angle(-25, 3.5, 90), }, [3] = { PrintName = "Accessory", Category = {"acc", "acc_duffle", "acc_extmag_shotgun_tube", "acc_sling"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [4] = { PrintName = "Bolt", Category = {"bolt_manual"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [5] = { PrintName = "Trigger", Category = {"trigger_manual", "trigger_pump"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Ammo", Category = {"ammo_shotgun", "ammo_ks23"}, 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", }, } local function addsound(name, spath) sound.Add({ name = name, channel = 16, volume = 1.0, sound = spath }) end addsound("tacint_ks23.Insertshell", "tacrp/weapons/bekas/insertshell-1.wav") addsound("tacint_ks23.Movement", "tacrp/weapons/bekas/movement-1.wav") addsound("tacint_ks23.PumpBack", path .. "pump_back.wav") addsound("tacint_ks23.PumpForward", path .. "pump_forward.wav")