SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "HK HK417" SWEP.AbbrevName = "HK417" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "5Battle Rifle" SWEP.Description = "Battle rifle with superb damage, fire rate and precision. Capable of automatic fire, although it is very unstable." SWEP.Description_Quote = "\"Hey, he saved our asses back there, and right now he's all we got.\"" -- Spec Ops: The Line (2012) SWEP.Trivia_Caliber = "7.62x51mm" SWEP.Trivia_Manufacturer = "Heckler & Koch" SWEP.Trivia_Year = "2006" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_hk417.mdl" SWEP.WorldModel = "models/weapons/tacint/w_hk417.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 38, Damage_Min = 25, ShootingSpeedMult = 0.5, RecoilStability = 0.5, }, [TacRP.BALANCE_TTT] = { Description = "Battle rifle with high rate of fire.", Damage_Max = 28, Damage_Min = 20, Range_Min = 600, Range_Max = 2500, RPM = 360, RecoilResetInstant = true, RecoilResetTime = 0.15, RecoilDissipationRate = 12, RecoilMaximum = 9, RecoilSpreadPenalty = 0.01, BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1.25, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.5 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 18, Damage_Min = 14, RecoilDissipationRate = 10, RecoilSpreadPenalty = 0.006, }, } SWEP.TTTReplace = TacRP.TTTReplacePreset.BattleRifle // "ballistics" SWEP.Damage_Max = 42 SWEP.Damage_Min = 35 SWEP.Range_Min = 1200 // distance for which to maintain maximum damage SWEP.Range_Max = 4200 // distance at which we drop to minimum damage SWEP.Penetration = 12 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.875 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [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 = 29500 // misc. shooting SWEP.Firemodes = {1, 2} SWEP.RPM = 700 SWEP.Spread = 0.0005 SWEP.ShootTimeMult = 0.4 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 7 SWEP.RecoilResetTime = 0.04 SWEP.RecoilDissipationRate = 13 SWEP.RecoilFirstShotMult = 0.75 SWEP.RecoilVisualKick = 1.5 SWEP.RecoilKick = 8 SWEP.RecoilStability = 0.7 SWEP.RecoilSpreadPenalty = 0.005 SWEP.HipFireSpreadPenalty = 0.06 SWEP.PeekPenaltyFraction = 0.2 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.875 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.6 SWEP.ReloadSpeedMult = 0.4 SWEP.AimDownSightsTime = 0.4 SWEP.SprintToFireTime = 0.42 SWEP.Sway = 1.5 SWEP.ScopedSway = 0.1 SWEP.FreeAimMaxAngle = 5.5 // 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, -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(0.05, 0, 0) SWEP.SightPos = Vector(-4.495, -7.5, -4.17) 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, -6) SWEP.HolsterAng = Angle(0, 0, 0) // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 20 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 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/g36k.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.3 SWEP.DropMagazineTime = 0.3 // sounds local path = "tacrp/weapons/hk417/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = "tacrp/weapons/sg551/sg551_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 = 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 = { ["sights"] = { BGs_VM = { {1, 1} }, }, ["foldstock"] = { BGs_VM = { {2, 1} }, BGs_WM = { {1, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper"}, Bone = "ValveBiped._ROOT_HK417", InstalledElements = {"sights"}, AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.85, Pos_VM = Vector(-4.7, 0.6, 5), Pos_WM = Vector(10, 1.25, -6.25), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped._ROOT_HK417", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", Pos_VM = Vector(-2.9, 0.6, 24), Pos_WM = Vector(27, 1.25, -4.25), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped._ROOT_HK417", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-3, -0.35, 15), Pos_WM = Vector(19, 2.25, -4.4), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, 0, 90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock2", "acc_extmag_rifle2", "acc_sling", "acc_duffle", "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_hk417.clip_out", path .. "clip_out.wav") addsound("tacint_hk417.clip_in", path .. "clip_in.wav") addsound("tacint_hk417.bolt_action", path .. "bolt_action.wav") addsound("tacint_hk417.bolt_latch", path .. "bolt_latch.wav") addsound("tacint_hk417.fire_select", path .. "fire_select.wav") addsound("tacint_hk417.Buttstock_Back", path .. "buttstock_back.wav")