SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "FN SCAR-H CQC" SWEP.AbbrevName = "SCAR-H" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "5Battle Rifle" SWEP.Description = "Compact, high mobility battle rifle with swift handling." SWEP.Description_Quote = "\"Sand Bravo, we're reading 70 bogeys in your sector.\"" SWEP.Trivia_Caliber = "7.62x51mm" SWEP.Trivia_Manufacturer = "FN America" SWEP.Trivia_Year = "2004" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = [[ Assets: Counter-Strike: Online 2, edited by speedonerd Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_shark/v_scarh.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_scarh.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 38, Damage_Min = 26, }, [TacRP.BALANCE_TTT] = { Damage_Max = 25, Damage_Min = 12, Range_Min = 500, Range_Max = 2500, RPM = 400, RecoilResetTime = 0.125, RecoilDissipationRate = 5, RecoilMaximum = 5, RecoilSpreadPenalty = 0.015, 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 = 17, Damage_Min = 12, RPM = 450, RecoilDissipationRate = 8, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilSpreadPenalty = 0.006, RecoilMaximum = 10 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.BattleRifle // "ballistics" SWEP.Damage_Max = 38 SWEP.Damage_Min = 24 SWEP.Range_Min = 800 SWEP.Range_Max = 2800 SWEP.Penetration = 20 SWEP.ArmorPenetration = 0.8 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.35, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 26000 // misc. shooting SWEP.Firemodes = { 2, 1 } SWEP.RPM = 550 SWEP.Spread = 0.001 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 7 SWEP.RecoilResetTime = 0.12 SWEP.RecoilDissipationRate = 12 SWEP.RecoilFirstShotMult = 0.85 SWEP.RecoilVisualKick = 2 SWEP.RecoilKick = 6 SWEP.RecoilStability = 0.75 SWEP.RecoilSpreadPenalty = 0.005 SWEP.HipFireSpreadPenalty = 0.04 SWEP.PeekPenaltyFraction = 0.25 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.9 SWEP.ShootingSpeedMult = 0.825 SWEP.SightedSpeedMult = 0.65 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.35 SWEP.SprintToFireTime = 0.38 SWEP.Sway = 1.25 SWEP.ScopedSway = 0.1 SWEP.FreeAimMaxAngle = 5 SWEP.Bipod = false SWEP.BipodRecoil = 0.5 SWEP.BipodKick = 0.4 // 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.SightAng = Angle(0.07, 0.45, 0) SWEP.SightPos = Vector(-4.36, -7, -4.77) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.CorrectivePos = Vector(0, 2, 0) SWEP.CorrectiveAng = Angle(-0.1, 0.45, 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_extras/magazines/scarh.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.1 SWEP.DropMagazineTime = 0.3 // sounds local path = "tacrp/weapons/dsa58/dsa58_" local path1 = "tacint_shark/scarh/" SWEP.Sound_Shoot = "^" .. path1 .. "scarh-1.wav" SWEP.Sound_Shoot_Silenced = "^" .. path .. "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_g3" 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, bones = { { bone = "ValveBiped.bolt_cover", pos = Vector(0, 0, -3), t0 = 0.01, t1 = 0.1, }, } } // attachments SWEP.AttachmentElements = { ["sights"] = { BGs_VM = { {1, 1} }, BGs_WM = { {4, 1} } }, } SWEP.NoRMR = true SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper"}, Bone = "ValveBiped._ROOT_K1a", WMBone = "Box01", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"sights"}, VMScale = 1, Pos_VM = Vector(-5.25, 0.19, 3.5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 2.5, 1.3), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped._ROOT_K1a", WMBone = "Box01", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-2.85, 0.35, 23), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 21, -0.9), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped._ROOT_K1a", WMBone = "Box01", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, VMScale = 1.1, Pos_VM = Vector(-2.8, -0.75, 15), Ang_VM = Angle(90, 0, -90), Pos_WM = Vector(1, 11.5, -0.75), Ang_WM = Angle(0, -90, -90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_sling", "acc_duffle", "acc_extmag_rifle2", "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_scar.insert_clip", path1 .. "scarh_clipin.wav") addsound("tacint_scar.insert_clip-mid", path1 .. "scarh_clipin.wav") addsound("tacint_scar.remove_clip", path1 .. "scarh_clipout.wav") addsound("tacint_scar.Handle_FoldDown", path .. "handle_folddown.wav") addsound("tacint_scar.bolt_back", path1 .. "scarh_boltpull.wav") addsound("tacint_scar.bolt_release", path .. "bolt_shut.wav")