SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "АН-94" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "4Assault Rifle" SWEP.Description = "Experimental assault rifle with a unique 2-round \"hyperburst.\" The rifle's complex mechanism affords low recoil but is very bulky." SWEP.Description_Quote = "\"Antje\"" SWEP.Trivia_Caliber = "5.45x39mm" SWEP.Trivia_Manufacturer = "Kalashnikov Concern" SWEP.Trivia_Year = "1994" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = [[ Assets: Firearms: Source Animation: Tactical Intervention]] SWEP.ViewModel = "models/weapons/tacint_shark/v_an94.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_an94.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 23, Damage_Min = 15, RecoilKick = 3, }, [TacRP.BALANCE_TTT] = { Damage_Max = 16, Damage_Min = 11, Range_Min = 400, Range_Max = 2000, 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 = 8, Damage_Min = 4, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilResetTime = 0.3, RecoilSpreadPenalty = 0.004 }, } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 24 SWEP.Damage_Min = 17 SWEP.Range_Min = 1100 SWEP.Range_Max = 3300 SWEP.Penetration = 7 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.725 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 4, [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 = { -2, 2, 1 } SWEP.RPM = 600 SWEP.RPMMultBurst = 3 SWEP.PostBurstDelay = 0.25 SWEP.RunawayBurst = true SWEP.Spread = 0.006 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 4 SWEP.RecoilResetTime = 0.12 SWEP.RecoilDissipationRate = 10 SWEP.RecoilFirstShotMult = 0.35 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 2 SWEP.RecoilStability = 0.5 SWEP.RecoilAltMultiplier = 55 SWEP.RecoilSpreadPenalty = 0.006 SWEP.HipFireSpreadPenalty = 0.035 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.8 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.42 SWEP.SprintToFireTime = 0.45 SWEP.Sway = 1.3 SWEP.ScopedSway = 0.2 // 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, -3, -4) 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(-0.03, -0.15, 0) SWEP.SightPos = Vector(-4.66, -7.5, -2.45) SWEP.CorrectivePos = Vector(0, 0, -0.05) SWEP.CorrectiveAng = Angle(0.75, 0.7, 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 = 1.05 SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/aek.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.65 SWEP.DropMagazineTime = 0.65 SWEP.FreeAimMaxAngle = 4.5 // sounds local path = "tacint_shark/weapons/an94/ak47_" SWEP.Sound_Shoot = "tacint_shark/weapons/an94/an-94_fire.wav" SWEP.Sound_Shoot_Silenced = path .. "suppressed_fire1.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"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"}, ["jam"] = "mid_reload" } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["tactical"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, ["akmount"] = { BGs_VM = { {2, 0} }, AttPosMods = { [1] = { Pos_VM = Vector(-5, 0.4, 3), Pos_WM = Vector(-0.4, 2, 0.5), VMScale = 1.2, } }, SortOrder = 2, }, } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -0.5, -0.2), vm_ang = Angle(0, 0.25, 0), t = 0.25, tmax = 0.25, bones = { { bone = "ValveBiped.bolt", pos = Vector(0, 0, -3), t0 = 0.01, t1 = 0.12, }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper", "optic_ak"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", InstalledElements = {"tactical"}, AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.8, Pos_VM = Vector(-5.8, 0.2, 4), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 4.25, 0.5), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.bolt", WMBone = "Box01", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", VMScale = 0.85, WMScale = 0.85, Pos_VM = Vector(-0, 21.75, -1.45), Pos_WM = Vector(0, 29.5, -1.75), Ang_VM = Angle(90, -90, -90), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", Pos_VM = Vector(-2.25, -0, 22.25), Pos_WM = Vector(-0.15, 22, -3), Ang_VM = Angle(90, 0, 180), Ang_WM = Angle(0, -90, 180), }, [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"}, 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_an94.remove_clip", path .. "magout_empty.wav") addsound("tacint_an94.insert_clip", path .. "magin.wav") addsound("tacint_an94.boltaction", path .. "cock.wav") addsound("tacint_an94.Buttstock_Back", "tacrp/weapons/ak47/ak47_buttstock_back.wav")