SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "OЦ-14 \"Гроза\"" SWEP.AbbrevName = "Groza-4" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "3Security" SWEP.SubCatType = "4Assault Rifle" SWEP.Description = "Integrally-suppressed bullpup made from a reconfigured AK. Weak, but has great handling and stability and has no visible tracers." SWEP.Description_Quote = "\"Get out of here, stalker.\"" SWEP.Trivia_Caliber = "9x39mm" SWEP.Trivia_Manufacturer = "TsKIB SOO" SWEP.Trivia_Year = "1992" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = [[ Model: Teh Snake, edited by speedonerd Texture: Teh Snake Sound: Teh Snake & speedonerd Animations: speedonerd ]] SWEP.ViewModel = "models/weapons/tacint_shark/v_groza.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_groza.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { }, [TacRP.BALANCE_TTT] = { Damage_Max = 16, Damage_Min = 11, Range_Min = 400, Range_Max = 2000, RPM = 600, RecoilSpreadPenalty = 0.0025, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2.5, [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 = 8, Damage_Min = 4, }, [TacRP.BALANCE_OLDSCHOOL] = { HipFireSpreadPenalty = 0.01 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 19 SWEP.Damage_Min = 14 SWEP.Range_Min = 700 // distance for which to maintain maximum damage SWEP.Range_Max = 1500 // distance at which we drop to minimum damage SWEP.Penetration = 5 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.8 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.25, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.85, [HITGROUP_RIGHTLEG] = 0.85, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 12000 // misc. shooting SWEP.Firemodes = { 2, 1 } SWEP.RPM = 750 SWEP.Spread = 0.0065 SWEP.ShootTimeMult = 0.5 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 7 SWEP.RecoilResetTime = 0 SWEP.RecoilDissipationRate = 24 SWEP.RecoilFirstShotMult = 1.5 SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 2.5 SWEP.RecoilStability = 0.25 SWEP.RecoilSpreadPenalty = 0.0018 SWEP.HipFireSpreadPenalty = 0.025 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.85 SWEP.ShootingSpeedMult = 0.85 SWEP.SightedSpeedMult = 0.65 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.32 SWEP.SprintToFireTime = 0.35 SWEP.Sway = 1.4 SWEP.ScopedSway = 0.2 // hold types SWEP.HoldType = "ar2" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = false SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(0, 1, 0) SWEP.CustomizeAng = Angle(30, 15, 0) SWEP.CustomizePos = Vector(4.5, -0.4, -0.7) SWEP.BlindFireAng = Angle(0, 0, 0) SWEP.BlindFirePos = Vector(-1, 1, 1) SWEP.BlindFireLeftAng = Angle(90, 0, 0) SWEP.BlindFireLeftPos = Vector(10, 6, -4) SWEP.BlindFireRightAng = Angle(-90, 0, 0) SWEP.BlindFireRightPos = Vector(-4, 20, -4) SWEP.SprintAng = Angle(30, -15, -5) SWEP.SprintPos = Vector(2, 0, 1.5) SWEP.SightAng = Angle(0, 0.1, 0) SWEP.SightPos = Vector(-4, -7, 0.9) SWEP.CorrectivePos = Vector(0, 0, 0.12) SWEP.CorrectiveAng = Angle(0, 0, -0) --SWEP.CorrectiveBoneAng = Angle(90, 38, 38) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, -2, -6) SWEP.HolsterAng = Angle(0, 0, 0) -- 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.Ammo_Expanded = "ti_pdw" SWEP.ReloadTimeMult = 1 SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/groza.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.2 SWEP.DropMagazineTime = 0.65 SWEP.FreeAimMaxAngle = 4 // sounds local path = "tacint_shark/weapons/groza/" local path1 = "tacrp/weapons/ak47/ak47_" SWEP.Sound_Shoot = "^" .. path .. "groza_fire-1.wav" SWEP.Sound_Shoot_Silenced = "^" .. path .. "groza_fire-1.wav" SWEP.Vol_Shoot = 75 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_suppressed" SWEP.EjectEffect = 2 SWEP.Silencer = true SWEP.TracerNum = 0 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "deploy", ["fire_iron"] = "idle", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = "fire4_M", ["fire5"] = "fire5_M", ["melee"] = {"melee1", "melee2"}, ["jam"] = "midreload" } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -0.2, -0.12), vm_ang = Angle(0, 0.25, 0), t = 0.1, tmax = 0.1, bones = { { bone = "ValveBiped.bolt", pos = Vector(0, 0, -3), t0 = 0.01, t1 = 0.08, }, }, } SWEP.DeployTimeMult = 1.05 // attachments SWEP.AttachmentElements = { ["rail"] = { BGs_VM = { {1, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper"}, Bone = "famas_root", WMBone = "ValveBiped.Bip01_R_Hand", InstalledElements = {"rail"}, AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.75, WMScale = 0.75, Pos_VM = Vector(0, -6.6, 0.5), Ang_VM = Angle(90, 0, -90), Pos_WM = Vector(4.5, 1, -7.2), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "famas_root", WMBone = "ValveBiped.Bip01_R_Hand", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", Pos_VM = Vector(-0.55, -3.3, 1), Pos_WM = Vector(4, 1.5, -3.75), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 90), }, [3] = { PrintName = "Accessory", Category = {"acc", "acc_sling", "acc_duffle", "perk_extendedmag"}, 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_rifle_sub"}, 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_groza.remove_clip", path .. "famas_clipout.wav") addsound("tacint_groza.insert_clip", path .. "famas_clipin.wav") addsound("tacint_groza.boltaction", path .. "famas_forearm.wav") addsound("tacint_groza.Buttstock_Back", path .. "buttstock_back.wav") addsound("tacint_groza.bolt_lockback", path .. "famas_boltback.wav") addsound("tacint_groza.bolt_release", path .. "famas_boltforward.wav")