SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "AK-12" SWEP.AbbrevName = "AK-12" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "4Assault Rifle" SWEP.Description = "One of many attempts at modernizing the AK, this experimental model uses burst fire and allows for quick swapping of the weapon's caliber." SWEP.Description_Quote = "Found on a dead Spetsnaz soldier." -- Killing Floor 2, explaining where the weapon came from. SWEP.Trivia_Caliber = "5.45x39mm" SWEP.Trivia_Manufacturer = "Kalashnikov Concern" SWEP.Trivia_Year = "2012" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = [[ Assets: Counter Strike: Online 2 Animation: Tactical Intervention]] SWEP.ViewModel = "models/weapons/tacint_extras/v_ak12.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_ak12.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 24, Damage_Min = 16, RecoilKick = 2, }, [TacRP.BALANCE_TTT] = { Damage_Max = 15, Damage_Min = 12, Range_Min = 600, Range_Max = 2500, RecoilSpreadPenalty = 0.0025, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2.5, [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 = 12, Damage_Min = 6, RecoilSpreadPenalty = 0.0011, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilMaximum = 18, RecoilDissipationRate = 15, RecoilSpreadPenalty = 0.004 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 28 SWEP.Damage_Min = 16 SWEP.Range_Min = 1200 SWEP.Range_Max = 3200 SWEP.Penetration = 6 // 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] = 0.85, [HITGROUP_RIGHTLEG] = 0.85, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 25000 // misc. shooting SWEP.Firemodes = { -3, 2, 1 } SWEP.PostBurstDelay = 0.08 SWEP.RPM = 700 SWEP.RPMMultBurst = 800 / 700 SWEP.Spread = 0.004 SWEP.ShootTimeMult = 0.6 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 10 SWEP.RecoilResetTime = 0.01 SWEP.RecoilDissipationRate = 36 SWEP.RecoilFirstShotMult = 1 SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 2 SWEP.RecoilStability = 0.55 SWEP.RecoilSpreadPenalty = 0.0026 SWEP.HipFireSpreadPenalty = 0.03 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.925 SWEP.ShootingSpeedMult = 0.85 SWEP.SightedSpeedMult = 0.65 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.37 SWEP.SprintToFireTime = 0.4 SWEP.Sway = 1.25 SWEP.ScopedSway = 0.15 // hold types SWEP.HoldType = "smg" 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, -3, -5) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(3, -2, -5) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(-0.25, 0, -1) SWEP.SightPos = Vector(-4.48, -7, -3.55) SWEP.CorrectivePos = Vector(0.03, 0, 0.06) SWEP.CorrectiveAng = Angle(0.64, 0.1, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, -2, -6) SWEP.HolsterAng = Angle(0, 0, 0) -- 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 = 0.95 SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/aek.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.35 SWEP.DropMagazineTime = 0.45 SWEP.FreeAimMaxAngle = 4 // sounds local path = "tacrp/weapons/ak47/ak47_" local path1 = "tacint_extras/ak12/" SWEP.Sound_Shoot = "^" .. path1 .. "ak12-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 120 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"] = "deploy", ["fire_iron"] = "fire1_M", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = "fire3_M", ["fire5"] = "fire3_M", ["melee"] = {"melee1", "melee2"}, ["jam"] = "midreload" } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -0.1, -0.1), vm_ang = Angle(0, 0.1, 0), t = 0.15, tmax = 0.15, bones = { { bone = "ValveBiped.bolt_cover", pos = Vector(0, 0, -3), t0 = 0.02, t1 = 0.12, }, }, } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["sight"] = { BGs_VM = { {2, 1} }, }, } SWEP.NoRMR = true SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper"}, Bone = "ValveBiped._ROOT_AMD65", WMBone = "Box01", InstalledElements = {"sight"}, AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 0.9, Pos_VM = Vector(-4.55, 0.225, 3.5), Pos_WM = Vector(0, 4, 0.5), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped._ROOT_AMD65", WMBone = "Box01", VMScale = 0.9, AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-2.4, 0.25, 30), Pos_WM = Vector(0, 27.5, -1.5), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped._ROOT_AMD65", WMBone = "Box01", InstalledElements = {"tactical"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", Pos_VM = Vector(-2.5, -0.5, 15.5), Pos_WM = Vector(0.65, 14, -1.5), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, -90, -90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock", "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_4pos"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [7] = { PrintName = "Ammo", Category = {"ammo_rifle", "ammo_ak12"}, 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_ak12.remove_clip", "TacRP/weapons/ak47/ak47_remove_clip.wav") addsound("tacint_ak12.insert_clip", "TacRP/weapons/ak47/ak47_insert_clip.wav") addsound("tacint_ak12.Bolt_Back", path1 .. "ak12_reload.wav") addsound("tacint_ak12.Bolt_Release", "common/null.wav") addsound("tacint_ak12.Rifle_catch", path .. "rifle_catch.wav") addsound("tacint_ak12.Buttstock_Lockback", path1 .. "ak12_draw.wav")