SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "KRISS Vector" SWEP.AbbrevName = "Vector" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "3Submachine Gun" SWEP.Description = "Close range SMG with extremely high fire rate and practically no recoil. Low armor penetration, but can chew through it very quickly." SWEP.Description_Quote = "\"We go forward like a breath exhaled from the Earth.\"" -- Modern Warfare 2 (2009). SWEP.Trivia_Caliber = "9x19mm" SWEP.Trivia_Manufacturer = "Kriss USA, Inc." SWEP.Trivia_Year = "2009" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_superv.mdl" SWEP.WorldModel = "models/weapons/tacint/w_superv.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 15, Damage_Min = 6, Range_Min = 200, Range_Max = 3500, FreeAimMaxAngle = 3.5, RPM = 1100, }, [TacRP.BALANCE_TTT] = { Description = "Close range SMG with extremely high fire rate. Practically no recoil, but accuracy is very poor.", Damage_Max = 10, Damage_Min = 5, Range_Min = 250, Range_Max = 1000, ClipSize = 24, Spread = 0.014, RecoilSpreadPenalty = 0.0005, HipFireSpreadPenalty = 0.015, RecoilMaximum = 15, FreeAimMaxAngle = 3.5, 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 = 200, Range_Max = 3500, Spread = 0.012, }, [TacRP.BALANCE_OLDSCHOOL] = { Description = "Close-range SMG with an insane rate of fire and basically no recoil, but very poor accuracy.", RecoilSpreadPenalty = 0.003, HipFireSpreadPenalty = 0.01 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG // "ballistics" SWEP.Damage_Max = 20 SWEP.Damage_Min = 10 SWEP.Range_Min = 200 SWEP.Range_Max = 1700 SWEP.Penetration = 4 SWEP.ArmorPenetration = 0.35 SWEP.ArmorBonus = 1 SWEP.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 } SWEP.MuzzleVelocity = 12000 // misc. shooting SWEP.Firemodes = { 2, -2, 1 } SWEP.RPM = 1200 SWEP.RPMMultBurst = 2 SWEP.RunawayBurst = true SWEP.PostBurstDelay = 0.11 SWEP.Spread = 0.01 SWEP.HipFireSpreadPenalty = 0.012 SWEP.ShootTimeMult = 0.5 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 15 SWEP.RecoilResetTime = 0.04 SWEP.RecoilDissipationRate = 60 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 0.25 SWEP.RecoilKick = 1 SWEP.RecoilSpreadPenalty = 0.0012 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.95 SWEP.ShootingSpeedMult = 0.7 SWEP.SightedSpeedMult = 0.7 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.3 SWEP.SprintToFireTime = 0.3 SWEP.Sway = 0.75 SWEP.ScopedSway = 0.25 SWEP.FreeAimMaxAngle = 2.5 // hold types SWEP.HoldType = "smg" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = "pistol" 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, -4, -5) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(0, -4, -3) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(0.025, 0.1, 0) SWEP.SightPos = Vector(-4.7, -7.5, -3.55) SWEP.CorrectivePos = Vector(0, 0, 0.1) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, 0, -5) SWEP.HolsterAng = Angle(0, 0, 0) // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 32 SWEP.DefaultAmmo = 0 SWEP.Ammo = "pistol" -- 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 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/superv.mdl" SWEP.DropMagazineImpact = "pistol" SWEP.ReloadUpInTime = 1.3 SWEP.DropMagazineTime = 0.4 // sounds local path = "TacRP/weapons/superv/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 110 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 = 1 // anims SWEP.AnimationTranslationTable = { ["fire_iron"] = "fire2_M", ["fire1"] = "fire1_L", ["fire2"] = "fire2_L", ["fire3"] = "fire3_L", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"}, ["jam"] = "deploy" } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -1, -0.1), vm_ang = Angle(0, 0.4, 0), t = 0.25, tmax = 0.25, } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {2, 1} }, BGs_WM = { {1, 1} } }, ["optic"] = { BGs_VM = { {1, 1} }, }, ["tactical"] = { BGs_VM = { {3, 1} }, }, } SWEP.NoRMR = true SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "superv_rig.SuperV_ROOT", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"optic"}, Pos_VM = Vector(-4.1, -0.15, 5), Pos_WM = Vector(7, 1.5, -5.5), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -3.5, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "superv_rig.SuperV_ROOT", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-1.3, -0.1, 19), Pos_WM = Vector(23, 2.5, -2.8), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -3.5, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "superv_rig.SuperV_ROOT", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-1.15, -1.1, 11), Pos_WM = Vector(14, 3, -3), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, -3.5, 90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock", "acc_extmag_smg", "acc_sling", "acc_duffle"}, 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_pistol"}, 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_superv.Clip_Out", path .. "clip_out-1.wav") addsound("TacInt_superv.Clip_In", path .. "clip_in-1.wav") addsound("TacInt_superv.bolt_release", path .. "bolt_release-1.wav") addsound("TacInt_superv.bolt_back", path .. "bolt_back-1.wav") addsound("TacInt_superv.bolt_forward", path .. "bolt_forward-1.wav")