SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "ПП-19 Бизон" SWEP.AbbrevName = "Bizon" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "3Security" SWEP.SubCatType = "3Submachine Gun" SWEP.Description = "AK-derrivative SMG with a high-capacity helical magazine. Pretty weak but easy to control and handle." SWEP.Description_Quote = "\"NEEEJJJJ!!!! FAN BATTLE-SCARRED PP-BIZONNNN!!!! FITTAAAA!!!!!\"" -- those who know SWEP.Trivia_Caliber = "9x18mm" SWEP.Trivia_Manufacturer = "Izhmash" SWEP.Trivia_Year = "1996" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = "Model: Twinke Masta \nTexture: Milo \nSound: Vunsunta \nAnimations: Tactical Intervention, edited by speedonerd" SWEP.ViewModel = "models/weapons/tacint_shark/v_bizon.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_bizon.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 16, Damage_Min = 9, Spread = 0.008, FreeAimMaxAngle = 3, RecoilKick = 2, }, [TacRP.BALANCE_TTT] = { Damage_Max = 9, Damage_Min = 5, Range_Min = 500, Range_Max = 2000, 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] = { Spread = 0.02 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 15 SWEP.Damage_Min = 10 SWEP.Range_Min = 600 SWEP.Range_Max = 2500 SWEP.Penetration = 7 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.725 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [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 = 700 SWEP.Spread = 0.012 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 10 SWEP.RecoilResetTime = 0.2 SWEP.RecoilDissipationRate = 20 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 0.5 SWEP.RecoilKick = 1.5 SWEP.RecoilStability = 0.3 SWEP.RecoilAltMultiplier = 400 SWEP.RecoilSpreadPenalty = 0.002 SWEP.HipFireSpreadPenalty = 0.05 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.95 SWEP.ShootingSpeedMult = 0.85 SWEP.SightedSpeedMult = 0.65 SWEP.ReloadSpeedMult = 0.65 SWEP.AimDownSightsTime = 0.3 SWEP.SprintToFireTime = 0.32 SWEP.Sway = 1 SWEP.ScopedSway = 0.2 // 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, -4) 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, -0.5, -1) SWEP.SightPos = Vector(-4.66, -7.6, -2.7) SWEP.CorrectivePos = Vector(0, 0, -0.07) SWEP.CorrectiveAng = Angle(0.8, 0.7, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, -2, -6) SWEP.HolsterAng = Angle(0, 0, 0) SWEP.ClipSize = 64 SWEP.Ammo = "pistol" SWEP.Ammo_Expanded = "ti_pistol_light" SWEP.ReloadTimeMult = 1.2 SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/bizon.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.65 SWEP.DropMagazineTime = 0.65 SWEP.FreeAimMaxAngle = 5 // sounds local path = "tacint_shark/weapons/bizon/" local path1 = "tacint_shark/weapons/ar57/" local path2 = "tacrp/weapons/ak47/ak47_" SWEP.Sound_Shoot = "^" .. path .. "p90-1.wav" SWEP.Sound_Shoot_Silenced = path2 .. "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_smg" SWEP.EjectEffect = 1 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "deploy", ["fire_iron"] = "fire1_M", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = "fire4_M", ["fire5"] = "fire5_M", ["melee"] = {"melee1", "melee2"}, ["jam"] = "mid_reload" } SWEP.ProceduralIronFire = { vm_pos = Vector(0, -0.75, -0.12), vm_ang = Angle(0, 0.3, 0), t = 0.25, tmax = 0.25, bones = { { bone = "ValveBiped.bolt", pos = Vector(0, 0, -3), t0 = 0.05, t1 = 0.2, }, }, } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} } }, ["tactical"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, ["akmount"] = { BGs_VM = { {2, 0} }, BGs_WM = { {2, 0} }, AttPosMods = { [1] = { VMScale = 0.7, Pos_VM = Vector(-5, 0.5, 2), Pos_WM = Vector(-0.4, 1, 0.5), } }, SortOrder = 2, } } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_ak"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", InstalledElements = {"tactical"}, AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.8, Pos_VM = Vector(-5.55, 0.15, 4), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(-0.1, 2.25, 1), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = {"silencer", "muzz_ak"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", VMScale = 0.95, WMScale = 0.85, Pos_VM = Vector(-3.54, 0.1, 19.7), Pos_WM = Vector(-0.1, 18.5, -1.5), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.AK47_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", Pos_VM = Vector(-3.5, -0.3, 13), Pos_WM = Vector(0.5, 9, -1), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, -90, -90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock", "acc_sling", "acc_duffle", "acc_extmag_smg"}, 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_pistol"}, 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_bizon.remove_clip", path1 .. "magout1.wav") addsound("tacint_bizon.insert_clip", path1 .. "magtap.wav") addsound("tacint_bizon.boltaction", path2 .. "boltaction.wav") addsound("tacint_bizon.Buttstock_Back", path2 .. "buttstock_back.wav")