SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "РПК-74" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "3Security" SWEP.SubCatType = "5Machine Gun" SWEP.Description = "Light machine gun derived from an infantry rifle. High damage and good recoil, but mobility and spread is poor." SWEP.Description_Quote = "A simple yet effective concept." SWEP.Trivia_Caliber = "7.62x39mm" SWEP.Trivia_Manufacturer = "Molot" // I checked, neither Izhmash nor Tula ever manufactured the original RPK. SWEP.Trivia_Year = "1961" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = [[ Assets: Call To Arms Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_shark/v_rpk.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_rpk.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 35, Damage_Min = 24, Spread = 0.003, }, [TacRP.BALANCE_TTT] = { Damage_Max = 20, Damage_Min = 15, Range_Min = 800, Range_Max = 3500, ClipSize = 50, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [HITGROUP_CHEST] = 1, [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 = 5, Spread = 0.005, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilMaximum = 20, HipFireSpreadPenalty = 0.015 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.MachineGun // "ballistics" SWEP.Damage_Max = 30 SWEP.Damage_Min = 19 SWEP.Range_Min = 1000 // distance for which to maintain maximum damage SWEP.Range_Max = 4500 // distance at which we drop to minimum damage SWEP.Penetration = 10 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.775 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 2.5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 25000 // misc. shooting SWEP.Firemodes = { 2, 1 } SWEP.RPM = 550 SWEP.Spread = 0.0075 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 20 SWEP.RecoilResetTime = 0.22 SWEP.RecoilDissipationRate = 20 SWEP.RecoilFirstShotMult = 2 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 4 SWEP.RecoilStability = 0.4 SWEP.RecoilAltMultiplier = 300 SWEP.RecoilSpreadPenalty = 0.0012 SWEP.HipFireSpreadPenalty = 0.035 SWEP.PeekPenaltyFraction = 0.25 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.875 SWEP.ShootingSpeedMult = 0.5 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.25 SWEP.AimDownSightsTime = 0.45 SWEP.SprintToFireTime = 0.5 // 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, -2, -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(0.05, -0.7, 0) SWEP.SightPos = Vector(-4.68, -7.5, -2.9) SWEP.CorrectivePos = Vector(0, 0, -0.05) SWEP.CorrectiveAng = Angle(0.75, 0.7, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2 SWEP.HolsterPos = Vector(5, 6, -8) SWEP.HolsterAng = Angle(0, 0, 0) SWEP.Sway = 2 SWEP.ScopedSway = 0.175 SWEP.FreeAimMaxAngle = 6 SWEP.Bipod = true SWEP.BipodRecoil = 0.4 SWEP.BipodKick = 0.4 -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 50 SWEP.DefaultAmmo = 0 SWEP.Ammo = "ar2" -- 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 = 1.3 SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/rpk.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.55 SWEP.DropMagazineTime = 0.6 // sounds local path = "tacrp/weapons/ak47/ak47_" local path1 = "tacint_shark/rpk/" local path2 = "tacrp_extras/ak47/" SWEP.Sound_Shoot = "^" .. path1 .. "shoot-2.wav" SWEP.Sound_Shoot_Silenced = path .. "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_ak47" SWEP.EjectEffect = 2 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "unholster", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"}, ["jam"] = "mid_reload", } SWEP.DeployTimeMult = 3 // attachments SWEP.AttachmentElements = { ["tactical"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, ["bipod"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, }, ["akmount"] = { BGs_VM = { {2, 0} }, BGs_WM = { {2, 0} }, AttPosMods = { [1] = { Pos_VM = Vector(-5.3, 0.4, 3), Pos_WM = Vector(-0.4, 2, 0.5), } }, SortOrder = 2, }, } SWEP.NoRMR = true 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(-5.3, 0.15, 4), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 3, 0.5), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = {"silencer", "muzz_ak"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", VMScale = 0.9, Pos_VM = Vector(-3.35, 0.15, 33), Pos_WM = Vector(0, 31, -1.75), Ang_VM = Angle(90, 0, 0), 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(-3.2, -0.1, 25), Pos_WM = Vector(-0.5, 19, -1.75), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, -90, 90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_sling", "acc_duffle", "extendedbelt", "acc_bipod"}, 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_auto"}, 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_rpk.remove_clip", path1 .. "rpk_magout.wav") addsound("tacint_rpk.insert_clip", path1 .. "rpk_magin.wav") addsound("tacint_rpk.boltaction", path2 .. "bolt.mp3") addsound("tacint_rpk.Buttstock_Back", path .. "buttstock_back.wav")