SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Skorpion vz. 61" SWEP.AbbrevName = "Skorpion" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "4Consumer" SWEP.SubCatType = "3Machine Pistol" SWEP.Description = "Light machine pistol with good range, recoil and spread." SWEP.Description_Quote = "\"Please remove any metallic items you're carrying, keys, loose change...\"" -- The Matrix (1999), lobby shootout SWEP.Trivia_Caliber = ".32 ACP" SWEP.Trivia_Manufacturer = "CZ Uherský Brod" SWEP.Trivia_Year = "1963" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_skorpion.mdl" SWEP.WorldModel = "models/weapons/tacint/w_skorpion.mdl" SWEP.Slot = 1 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 18, Damage_Min = 10, ArmorPenetration = 0.6, RecoilKick = 1, ClipSize = 30, DefaultBodygroups = "0000", }, [TacRP.BALANCE_TTT] = { Damage_Max = 9, Damage_Min = 5, Range_Min = 500, Range_Max = 2500, RPM = 850, ClipSize = 30, DefaultBodygroups = "0000", 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 = 6, Damage_Min = 3, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilMaximum = 10 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.MachinePistol // "ballistics" SWEP.DefaultBodygroups = "0000" SWEP.Damage_Max = 18 SWEP.Damage_Min = 9 SWEP.Range_Min = 400 SWEP.Range_Max = 2000 SWEP.Penetration = 4 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.5 SWEP.ArmorBonus = 0.75 SWEP.MuzzleVelocity = 12500 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 } // misc. shooting SWEP.Firemodes = { 2, 1 } SWEP.RPM = 850 SWEP.Spread = 0.009 SWEP.RecoilSpreadPenalty = 0.0014 SWEP.HipFireSpreadPenalty = 0.011 SWEP.ShootTimeMult = 0.5 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 9 SWEP.RecoilResetTime = 0.01 SWEP.RecoilDissipationRate = 40 SWEP.RecoilFirstShotMult = 1.25 SWEP.RecoilVisualKick = 0.5 SWEP.RecoilKick = 1.5 SWEP.RecoilStability = 0.75 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.975 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.8 SWEP.ReloadSpeedMult = 0.6 SWEP.AimDownSightsTime = 0.275 SWEP.SprintToFireTime = 0.30 SWEP.Sway = 1 SWEP.ScopedSway = 0.3 SWEP.FreeAimMaxAngle = 3 // hold types SWEP.HoldType = "revolver" SWEP.HoldTypeSprint = "normal" SWEP.HoldTypeBlindFire = "pistol" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2 SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1 SWEP.PassiveAng = Angle(-2.5, -1, 0) SWEP.PassivePos = Vector(0, -2, -4) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(3, -2, -5) SWEP.BlindFireSuicideAng = Angle(-135, 0, 45) SWEP.BlindFireSuicidePos = Vector(31, 25, -5) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(-4.26, -1.025, 1) SWEP.SightPos = Vector(-5.2, -5, -2.4) SWEP.CorrectivePos = Vector(1.2, 0, -0.4) SWEP.CorrectiveAng = Angle(5.5, -2.7, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL SWEP.HolsterPos = Vector(0, 3, -4) SWEP.HolsterAng = Angle(90, 0, 0) // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 20 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.Ammo_Expanded = "ti_pistol_light" SWEP.ReloadTimeMult = 1 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/skorpion.mdl" SWEP.DropMagazineImpact = "pistol" SWEP.ReloadUpInTime = 0.9 SWEP.DropMagazineTime = 0.2 // sounds local path = "TacRP/weapons/skorpion/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 100 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_pistol" SWEP.EjectEffect = 1 // anims SWEP.AnimationTranslationTable = { ["fire_iron"] = "fire2_M", ["fire1"] = {"fire1_L", "fire1_M"}, ["fire2"] = {"fire2_M", "fire2_R"}, ["fire3"] = {"fire3_L", "fire3_M"}, ["fire4"] = {"fire4_M", "fire4_R"}, ["fire5"] = {"fire5_L", "fire5_M", "fire5_R"}, ["melee"] = {"melee1", "melee2"} } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -0.3, -0.15), vm_ang = Angle(0, 0.5, 0), t = 0.1, tmax = 0.2, bones = { { bone = "bolt_handle", pos = Vector(0, 0, -3), t0 = 0, t1 = 0.1, }, { bone = "ValveBiped.Bip01_R_Finger1", ang = Angle(0, -15, 0), t0 = 0, t1 = 0.2, }, { bone = "ValveBiped.Bip01_R_Finger11", ang = Angle(-35, 0, 0), t0 = 0, t1 = 0.2, }, }, } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["tactical"] = { BGs_VM = { {3, 1} }, }, ["smallmag"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} } }, } SWEP.Attachments = { --[1] = { --PrintName = "Optic", --Category = "optic_pistol", --Bone = "Skorpion_ROOT", --WMBone = "Bone02", --AttachSound = "tacrp/weapons/optic_on.wav", --DetachSound = "tacrp/weapons/optic_off.wav", --VMScale = 1.2, --WMScale = 1.2, --Pos_VM = Vector(4.6, 0, 0.5), --Ang_VM = Angle(90, 0, 180), --Pos_WM = Vector(-12, 1.25, -5), --Ang_WM = Angle(0, 0, 180), --}, [1] = { PrintName = "Muzzle", Category = "silencer", Bone = "Skorpion_ROOT", WMBone = "Bone02", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", VMScale = 0.6, WMScale = 0.7, Pos_VM = Vector(3.75, -0.015, 14), Ang_VM = Angle(90, 0, 180), Pos_WM = Vector(1.5, 1.25, -4.3), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "Skorpion_ROOT", WMBone = "Bone02", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", VMScale = 0.75, WMScale = 0.75, Pos_VM = Vector(3, 0, 8), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(-4, 1.25, -3.5), Ang_WM = Angle(0, 0, 0), }, [3] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock", "acc_extmag_smg", "acc_holster"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [4] = { PrintName = "Bolt", Category = {"bolt_automatic"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [5] = { PrintName = "Trigger", Category = {"trigger_auto"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Ammo", Category = {"ammo_pistol"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [7] = { 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_Skorpion.Clip_Out", path .. "clip_out-1.wav") addsound("TacInt_Skorpion.Clip_In", path .. "clip_in-1.wav") addsound("TacInt_Skorpion.bolt_action", path .. "bolt_action-1.wav") addsound("TacInt_pdw.fire_select", "TacRP/weapons/pdw/fire_select-1.wav")