SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "ВСК Выхлоп" SWEP.AbbrevName = "Vykhlop" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "7Sniper Rifle" SWEP.Description = "Subsonic sniper rifle with high capacity and rate of fire, but low muzzle velocity and poor handling.\nEquipped with a 6x scope by default." SWEP.Description_Quote = "\"Na'am seyidi, al qanas ala al khatt.\"" // Syrian Warfare (2016) SWEP.Trivia_Caliber = "12.7x55mm" SWEP.Trivia_Manufacturer = "TsKIB SOO" SWEP.Trivia_Year = "2002" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = "Model/Texture: Call to Arms\nAnimations: Tactical Intervention, Arctic" SWEP.ViewModel = "models/weapons/tacint/v_vykhlop.mdl" SWEP.WorldModel = "models/weapons/tacint/w_vykhlop.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 75, Damage_Min = 120, Range_Min = 1500, Range_Max = 4000, }, [TacRP.BALANCE_TTT] = { Damage_Max = 55, Damage_Min = 80, Range_Min = 300, Range_Max = 2000, RPM = 45, ShootTimeMult = 0.9, HipFireSpreadPenalty = 0.025, 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 }, } } SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle // "ballistics" SWEP.Damage_Max = 125 SWEP.Damage_Min = 85 SWEP.Range_Min = 800 SWEP.Range_Max = 5000 SWEP.Penetration = 18 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.8 SWEP.ArmorBonus = 2.5 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.5 } SWEP.MuzzleVelocity = 11500 // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction SWEP.RPM = 44 SWEP.ShootTimeMult = 0.42 SWEP.Spread = 0 SWEP.HipFireSpreadPenalty = 0.1 SWEP.PeekPenaltyFraction = 0.2 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 1 SWEP.RecoilResetTime = 0.4 SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 10 SWEP.RecoilKick = 15 SWEP.RecoilStability = 0.5 SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.75 SWEP.ShootingSpeedMult = 0.25 SWEP.SightedSpeedMult = 0.4 SWEP.ReloadSpeedMult = 0.25 SWEP.AimDownSightsTime = 0.5 SWEP.SprintToFireTime = 0.6 SWEP.Sway = 3 SWEP.ScopedSway = 0.2 SWEP.FreeAimMaxAngle = 10 SWEP.Bipod = true SWEP.BipodRecoil = 0.25 SWEP.BipodKick = 0.2 // hold types SWEP.HoldType = "smg" 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, 1, -6) SWEP.BlindFireAng = Angle(0, 15, -45) SWEP.BlindFirePos = Vector(1, -2, -3) SWEP.BlindFireLeftAng = Angle(75, 0, 0) SWEP.BlindFireLeftPos = Vector(8, 10, -6) SWEP.BlindFireRightAng = Angle(-75, 0, 0) SWEP.BlindFireRightPos = Vector(-10, 10, -5) SWEP.BlindFireSuicideAng = Angle(0, 135, 0) SWEP.BlindFireSuicidePos = Vector(-2, 45, -35) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(0.03, 0.8, 0) SWEP.SightPos = Vector(-3.92, -4, -4.77) SWEP.CorrectivePos = Vector(0.09, 0, 0.05) SWEP.CorrectiveAng = Angle(0, 0, -1) 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/l96.png", "mips smooth") // Material("path/to/overlay") SWEP.ScopeFOV = 90 / 6 SWEP.ScopeLevels = 1 // 2 = like CS:S SWEP.ScopeHideWeapon = true // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 10 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.AmmoTTT = "357" SWEP.Ammo_Expanded = "ti_sniper" SWEP.TracerNum = 0 SWEP.ReloadTimeMult = 2 SWEP.ShootTimeMult = 0.8 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/vykhlop.mdl" SWEP.ReloadUpInTime = 2.1 SWEP.DropMagazineTime = 0.7 // sounds local path = "tacrp/weapons/aug/aug_" SWEP.Sound_Shoot = "^tacrp/weapons/sg551/sg551_fire_silenced-1.wav" SWEP.Vol_Shoot = 80 SWEP.Pitch_Shoot = 80 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_suppressed" SWEP.EjectEffect = 2 SWEP.EjectDelay = 0.5 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "deploy", ["fire"] = "fire_bolt", ["blind_fire"] = "shoot1", ["jam"] = "midreload" } // attachments SWEP.AttachmentElements = { ["optic"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, }, ["irons"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"ironsights_sniper", "optic_cqb_nookp7", "optic_medium", "optic_sniper"}, InstalledElements = {"optic"}, Bone = "ValveBiped.AUG_rootbone", AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 1, Pos_VM = Vector(-5.3, 0, 1), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(4, 1, -5.8), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.AUG_rootbone", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-3, -1.05, 8), Ang_VM = Angle(90, 0, -90), Pos_WM = Vector(12, 1.75, -4), Ang_WM = Angle(0, 0, 90), }, [3] = { PrintName = "Accessory", Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle", "acc_bipod"}, 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"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Ammo", Category = {"ammo_amr"}, 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_aug.insert_clip", path .. "insert_clip.wav") addsound("tacint_aug.remove_clip", path .. "remove_clip.wav") addsound("tacint_aug.Handle_FoldDown", path .. "handle_folddown.wav") addsound("tacint_aug.bolt_lockback", path .. "bolt_lockback.wav") addsound("tacint_aug.bolt_release", path .. "bolt_release.wav") path = "TacRP/weapons/m14/m14_" addsound("TacInt_m14.bolt_back", path .. "bolt_back.wav") addsound("TacInt_m14.bolt_release", path .. "bolt_release.wav")