SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "HK MG4" SWEP.AbbrevName = "MG4" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "5Machine Gun" SWEP.Description = "Machine gun with huge volume of fire." SWEP.Description_Quote = "The buzzsaw's great grandson." SWEP.Trivia_Caliber = "5.56x45mm" SWEP.Trivia_Manufacturer = "Heckler & Koch" SWEP.Trivia_Year = "2005" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_mg4.mdl" SWEP.WorldModel = "models/weapons/tacint/w_mg4.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 26, Damage_Min = 18, ClipSize = 75, }, [TacRP.BALANCE_TTT] = { Description = "Machine gun with high damage but very low mobility.", Damage_Max = 20, Damage_Min = 12, Range_Min = 750, Range_Max = 3000, ClipSize = 75, 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 = 19, Damage_Min = 14, ClipSize = 100, }, [TacRP.BALANCE_OLDSCHOOL] = { Description = "Balanced light machine gun that can put down some serious firepower.", ClipSize = 75, RecoilSpreadPenalty = 0.0013, ReloadTimeMult = 1.1 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.MachineGun SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 4, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.25, [HITGROUP_LEFTARM] = 0.9, [HITGROUP_RIGHTARM] = 0.9, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.75 } // "ballistics" SWEP.Damage_Max = 28 SWEP.Damage_Min = 20 SWEP.Range_Min = 800 SWEP.Range_Max = 4000 SWEP.Penetration = 10 SWEP.ArmorPenetration = 0.8 SWEP.MuzzleVelocity = 17500 // misc. shooting SWEP.Firemode = 2 SWEP.RPM = 750 SWEP.Spread = 0.005 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 25 SWEP.RecoilResetTime = 0.15 SWEP.RecoilDissipationRate = 40 SWEP.RecoilFirstShotMult = 2 SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 5 SWEP.RecoilStability = 0.1 SWEP.HipFireSpreadPenalty = 0.025 SWEP.RecoilSpreadPenalty = 0.0009 SWEP.PeekPenaltyFraction = 0.125 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.85 SWEP.ShootingSpeedMult = 0.4 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.1 SWEP.ReloadSpeedMultTime = 1 SWEP.AimDownSightsTime = 0.44 SWEP.SprintToFireTime = 0.48 SWEP.Sway = 2 SWEP.ScopedSway = 0.75 SWEP.FreeAimMaxAngle = 7 SWEP.Bipod = true SWEP.BipodRecoil = 0.35 SWEP.BipodKick = 0.25 // 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, -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(-0.11, -0.6, 0) SWEP.SightPos = Vector(-4.55, -7.5, -3.7) SWEP.CorrectivePos = Vector(0.025, 0, 0.125) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2 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 = 100 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/mg4.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 3.5 SWEP.DropMagazineTime = 0.7 SWEP.BulletBodygroups = { [1] = {5, 0}, [2] = {5, 1}, [3] = {5, 2}, [4] = {5, 3}, [5] = {5, 4}, [6] = {5, 5}, [7] = {5, 6}, } SWEP.DefaultBodygroups = "000007" // sounds local path = "TacRP/weapons/mg4/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = "TacRP/weapons/g36k/g36k_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_minimi" SWEP.EjectEffect = 2 // anims SWEP.AnimationTranslationTable = { ["fire_iron"] = {"fire4_M", "fire3_M", "fire2_M", "fire1_M"}, ["fire1"] = "fire1_L", ["fire2"] = "fire2_L", ["fire3"] = "fire3_L", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"} } // attachments SWEP.AttachmentElements = { ["sights"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, }, ["extendedbelt"] = { BGs_VM = { {2, 1} }, }, ["bipod"] = { BGs_VM = { {3, 1} }, BGs_WM = { {3, 1} }, }, } //ValveBiped.MG4_root SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "ValveBiped.feed_cover", InstalledElements = {"sights"}, AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 1.1, Pos_VM = Vector(-0.75, 0, -3), Pos_WM = Vector(8, 1.15, -7), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.MG4_root", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-5.5, 0, 32), Pos_WM = Vector(33, 1.15, -5.75), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.MG4_root", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-5.225, -0.9, 19), Pos_WM = Vector(21.5, 2, -5.25), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, 0, 90), }, [4] = { PrintName = "Accessory", Category = {"acc", "extendedbelt", "acc_duffle", "acc_bipod", "acc_sling"}, 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", }, [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", } } local function addsound(name, spath) sound.Add({ name = name, channel = 16, volume = 1.0, sound = spath }) end addsound("TacInt_mg4.Clip_Out", path .. "clip_out-1.wav") addsound("TacInt_mg4.Clip_In", path .. "clip_in-1.wav") addsound("TacInt_mg4.bolt_release", path .. "bolt_release-1.wav") addsound("TacInt_mg4.bolt_back", path .. "bolt_back-1.wav") addsound("TacInt_mg4.bolt_forward", path .. "bolt_forward-1.wav") addsound("TacInt_mg4.feedcover_close", path .. "feed_cover_close-1.wav") addsound("TacInt_mg4.feedcover_open", path .. "feed_cover_open-1.wav") addsound("TacInt_mg4.insertbullets", path .. "insert_bullets-1.wav") addsound("TacInt_mg4.deploy", path .. "deploy-1.wav")