SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Steyr AUG A2" SWEP.AbbrevName = "AUG A2" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "4Assault Rifle" SWEP.Description = "Burst bullpup rifle with a generous magazine capacity and great handling." SWEP.Description_Quote = "\"Welcome to the party, pal.\"" // Die Hard SWEP.Trivia_Caliber = "5.56x45mm" SWEP.Trivia_Manufacturer = "Steyr Arms" SWEP.Trivia_Year = "1977" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_aug.mdl" SWEP.WorldModel = "models/weapons/tacint/w_aug.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 20, Damage_Min = 12, }, [TacRP.BALANCE_TTT] = { Damage_Max = 14, Damage_Min = 10, Range_Min = 400, Range_Max = 1800, PostBurstDelay = 0.2, RecoilResetInstant = true, RecoilResetTime = 0.2, RecoilSpreadPenalty = 0.004, RecoilDissipationRate = 18, BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [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 = 11, Damage_Min = 7, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilDissipationRate = 15, RecoilMaximum = 15, RecoilSpreadPenalty = 0.005, HipFireSpreadPenalty = 0.007, } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 22 SWEP.Damage_Min = 13 SWEP.Range_Min = 1500 SWEP.Range_Max = 3500 SWEP.Penetration = 7 SWEP.ArmorPenetration = 0.8 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.25, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 24000 // misc. shooting SWEP.Firemodes = { -3, 1 } SWEP.RPM = 750 SWEP.RPMMultBurst = 900 / 750 SWEP.Spread = 0.002 SWEP.PostBurstDelay = 0.12 SWEP.RunawayBurst = true SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 12 SWEP.RecoilResetTime = 0.04 SWEP.RecoilDissipationRate = 36 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 0.75 SWEP.RecoilKick = 3 SWEP.RecoilStability = 0.25 SWEP.RecoilSpreadPenalty = 0.002 SWEP.HipFireSpreadPenalty = 0.03 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 = 0.25 SWEP.Sway = 1 SWEP.ScopedSway = 0.125 SWEP.FreeAimMaxAngle = 2 // 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, -2, -5.5) 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(0.01, 0.12, 0) SWEP.SightPos = Vector(-3.93, -6, -4.9) SWEP.CorrectivePos = Vector(0.12, 0, 0) SWEP.CorrectiveAng = Angle(0, 0, -1) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, 4, -6) SWEP.HolsterAng = Angle(0, 0, 0) // reload -- 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 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/aug.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.7 SWEP.DropMagazineTime = 0.8 // sounds local path = "tacrp/weapons/aug/aug_" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 115 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_5" SWEP.EjectEffect = 2 // anims SWEP.AnimationTranslationTable = { ["fire_iron"] = "dryfire", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"} } 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 = { ["irons"] = { BGs_VM = { {1, 1} }, }, } SWEP.NoRMR = true SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper"}, InstalledElements = {"irons"}, Bone = "ValveBiped.AUG_rootbone", AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 1, Pos_VM = Vector(-6.4, 0, 1), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(4.5, 1, -7), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.AUG_rootbone", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", Pos_VM = Vector(-3.7, 0, 18.5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(23, 1, -4.5), Ang_WM = Angle(0, 0, 180), }, [3] = { 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(-5, 0, 10), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(14, 1, -6), Ang_WM = Angle(0, 0, 180), }, [4] = { PrintName = "Accessory", Category = {"acc", "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_burst"}, 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_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")