SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "SIG SG 550-2 SP" SWEP.AbbrevName = "SG 550-2" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "5Sporter" SWEP.Description = "Long barrel rifle converted to semi-automatic for civilian markets. Easy to control and has high armor penetration." SWEP.Description_Quote = "The Krieg 550 Commando's civilian brother." SWEP.Trivia_Caliber = "5.56x45mm" SWEP.Trivia_Manufacturer = "SIG Sauer AG" SWEP.Trivia_Year = "1988" SWEP.Faction = TacRP.FACTION_NEUTRAL SWEP.Credits = [[ Model: Hav0c & Twinke Masta Texture: Twinke Masta Sound: Farion, Treyarch & Tactical Intervention Animation: Tactical Intervention ]] SWEP.ViewModel = "models/weapons/tacint_shark/v_sg550_rifle.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_sg550_rifle.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 30, Damage_Min = 17, HipFireSpreadPenalty = 0.05, }, [TacRP.BALANCE_TTT] = { Damage_Max = 22, Damage_Min = 10, RPM = 450, BodyDamageMultipliers = { [HITGROUP_HEAD] = 4, [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] = 0.75 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 20, Damage_Min = 12, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilSpreadPenalty = 0.005, HipFireSpreadPenalty = 0.01, RecoilDissipationRate = 8, RecoilMaximum = 15 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.MarksmanRifle SWEP.MuzzleVelocity = 26000 // "ballistics" SWEP.Damage_Max = 30 SWEP.Damage_Min = 20 SWEP.Range_Min = 1800 SWEP.Range_Max = 4500 SWEP.Penetration = 10 SWEP.ArmorPenetration = 0.95 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [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] = 0.9 } SWEP.MuzzleVelocity = 27000 // misc. shooting SWEP.Firemodes = false SWEP.Firemode = 1 SWEP.RPM = 500 SWEP.RPMMultSemi = 0.7 SWEP.Spread = 0.0008 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 6 SWEP.RecoilResetTime = 0.045 SWEP.RecoilDissipationRate = 22 SWEP.RecoilFirstShotMult = 0.8 SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 2.5 SWEP.RecoilStability = 0.55 SWEP.RecoilAltMultiplier = 200 SWEP.RecoilSpreadPenalty = 0.0033 SWEP.HipFireSpreadPenalty = 0.04 SWEP.PeekPenaltyFraction = 0.15 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.85 SWEP.ShootingSpeedMult = 0.8 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.4 SWEP.AimDownSightsTime = 0.39 SWEP.SprintToFireTime = 0.44 SWEP.Sway = 2 SWEP.ScopedSway = 0.1 SWEP.FreeAimMaxAngle = 7 // 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, -5.5) 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, 1, 0) SWEP.SightPos = Vector(-4.17, -7.5, -4.425) 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 = "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_extras/magazines/sg550.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.7 SWEP.DropMagazineTime = 0.6 // sounds local path = "tacrp/weapons/sg551/sg551_" local path1 = "tacint_shark/krieg/" SWEP.Sound_Shoot = path1 .. "sg500.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 110 SWEP.Pitch_Shoot = 94 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, -0.3, -0.2), vm_ang = Angle(0, 0.5, 0), t = 0.2, tmax = 0.2, bones = { { bone = "ValveBiped.bolt_cover", pos = Vector(0, 0, -3), t0 = 0.01, t1 = 0.1, }, }, } // attachments SWEP.AttachmentElements = { ["sights"] = { BGs_VM = { {3, 2} }, }, ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, }, ["tactical"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, } SWEP.NoRMR = true SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper"}, InstalledElements = {"sights"}, Bone = "ValveBiped.sg551_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.75, WMScale = 0.75, Pos_VM = Vector(-5.1, 0, 6.0), Pos_WM = Vector(0, 5, 1), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.sg551_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", VMScale = 0.85, Pos_VM = Vector(-3.2, 0.05, 29.25), Pos_WM = Vector(0.1, 33, -1.2), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, InstalledElements = {"tactical"}, Bone = "ValveBiped.sg551_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", Pos_VM = Vector(-4.25, -0.75, 15), Pos_WM = Vector(2, 13, -0.5), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(-90, -90 + 3.5, 0), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock", "perk_extendedmag", "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_semi"}, 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_krieg.Remove_Clip", path1 .. "magout.wav") addsound("tacint_krieg.Insert_Clip", path1 .. "magin.ogg") addsound("tacint_krieg.Insert_Clip-mid", path1 .. "magin.wav") addsound("tacint_krieg.bolt_action", path1 .. "boltback.ogg") addsound("tacint_krieg.bolt_slap", path1 .. "boltback.ogg") addsound("tacint_krieg.bolt_back", path1 .. "boltback.ogg") addsound("tacint_krieg.throw_catch", path .. "throw_catch.wav") addsound("tacint_krieg.fire_selector", path .. "fire_selector.wav")