SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "AI AS50" SWEP.AbbrevName = "AS50" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "7Sniper Rifle" SWEP.Description = "Semi-automatic AMR that can easily decimate personnel and materiel at any distance. Too heavy to bash with.\nEquipped with a 12x scope by default." SWEP.Description_Quote = "As seen on Future Weapons." SWEP.Trivia_Caliber = ".50 BMG" SWEP.Trivia_Manufacturer = "Accuracy International" SWEP.Trivia_Year = "2005" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_as50_hq.mdl" SWEP.WorldModel = "models/weapons/tacint/w_as50.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Description = "Semi-automatic anti-materiel rifle with integral bipod.\nEquipped with a 12x scope by default.\nFar too heavy to swing, so bashing is out of the question.", Damage_Max = 70, Damage_Min = 140, Range_Min = 900, Range_Max = 5000, }, [TacRP.BALANCE_TTT] = { // this is a buyable weapon in TTT Description = "Semi-automatic anti-materiel rifle with integral bipod.\nCan kill in up to 2 shots regardless of distance.\nEquipped with a 12x scope by default.", Damage_Max = 80, Damage_Min = 150, Range_Min = 500, Range_Max = 4000, RPM = 180, Penetration = 50, BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [HITGROUP_CHEST] = 1.25, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.675, [HITGROUP_RIGHTLEG] = 0.675, [HITGROUP_GEAR] = 0.6 }, }, [TacRP.BALANCE_PVE] = { Description = "Semi-automatic anti-materiel rifle with integral bipod.\nEquipped with a 12x scope by default.", Damage_Max = 120, Damage_Min = 92, Range_Min = 4000, Range_Max = 8000, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilDissipationRate = 3, RecoilMaximum = 20, RecoilSpreadPenalty = 0.03, HipFireSpreadPenalty = 0.025, } } // "ballistics" SWEP.Damage_Max = 150 SWEP.Damage_Min = 110 SWEP.Range_Min = 1200 SWEP.Range_Max = 8000 SWEP.Penetration = 30 SWEP.ArmorPenetration = 1.5 SWEP.ArmorBonus = 6 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, // nobody is surviving this [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.75 } SWEP.MuzzleVelocity = 20000 // misc. shooting SWEP.Firemode = 1 SWEP.RPM = 200 SWEP.Spread = 0 SWEP.RecoilSpreadPenalty = 0.075 SWEP.HipFireSpreadPenalty = 0.1 SWEP.PeekPenaltyFraction = 0.2 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 2 SWEP.RecoilResetTime = 0.25 SWEP.RecoilDissipationRate = 3 SWEP.RecoilFirstShotMult = 1 // SWEP.RecoilMultCrouch = 0.25 SWEP.RecoilVisualKick = 4 SWEP.RecoilKick = 12 SWEP.RecoilStability = 0.6 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.85 SWEP.ShootingSpeedMult = 0.4 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.2 SWEP.AimDownSightsTime = 0.75 SWEP.SprintToFireTime = 0.65 // multiplies how long it takes to recover from sprinting SWEP.Sway = 3 SWEP.ScopedSway = 0.25 // SWEP.SwayCrouchMult = 0.15 SWEP.FreeAimMaxAngle = 10 SWEP.Bipod = true SWEP.BipodRecoil = 0.25 SWEP.BipodKick = 0.35 // hold types SWEP.HoldType = "ar2" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = false SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1 SWEP.PassiveAng = Angle(0, 0, 0) SWEP.PassivePos = Vector(2, -2, -6) SWEP.BlindFireAng = Angle(0, 15, 0) SWEP.BlindFirePos = Vector(2, -2, -4) SWEP.BlindFireSuicideAng = Angle(0, 135, 0) SWEP.BlindFireSuicidePos = Vector(-3, 47, -29) SWEP.CustomizeAng = Angle(50, 15, 0) SWEP.CustomizePos = Vector(12, 6, -8) SWEP.SprintAng = Angle(40, -15, 0) SWEP.SprintPos = Vector(5, 0, -4) SWEP.SightAng = Angle(0, 0, 0) SWEP.SightPos = Vector(-4.485, -7.5, -5.16) SWEP.CorrectivePos = Vector(0.03, 0, 0.1) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2 SWEP.HolsterPos = Vector(5, 4, -6) SWEP.HolsterAng = Angle(0, 0, 0) // scope SWEP.Scope = true SWEP.ScopeOverlay = Material("tacrp/scopes/sniper.png", "mips smooth") // Material("path/to/overlay") SWEP.ScopeFOV = 90 / 12 SWEP.ScopeLevels = 1 // 2 = like CS:S SWEP.ScopeHideWeapon = true SWEP.CanMeleeAttack = false // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 5 SWEP.DefaultAmmo = 0 SWEP.Ammo = "357" -- 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.AmmoTTT = "ti_sniper" SWEP.Ammo_Expanded = "ti_sniper" SWEP.ReloadTimeMult = 1 SWEP.DropMagazineImpact = "metal" SWEP.DropMagazineModel = "models/weapons/tacint/magazines/uratio.mdl" SWEP.ReloadUpInTime = 2.2 SWEP.DropMagazineTime = 0.8 // sounds local path = "TacRP/weapons/as50/" SWEP.Sound_Shoot = "^" .. path .. "fire-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_m82_tacrp" SWEP.EjectEffect = 2 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "draw", ["fire"] = {"shoot1", "shoot2"}, ["blind_fire"] = {"blind_shoot1", "blind_shoot2"} } // attachments SWEP.AttachmentElements = { ["optic"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, SortOrder = 1 }, ["irons"] = { BGs_VM = { {1, 2} }, SortOrder = 2 }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper"}, Bone = "ValveBiped._ROOT_AS50", WMBone = "Box01", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"optic"}, Pos_VM = Vector(-6.6, -0.1, 7), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 5, 1.75), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "barrel", Bone = "ValveBiped._ROOT_AS50", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", Pos_VM = Vector(-3.7, 0, 18.5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(23, 1, -4.5), Ang_WM = Angle(0, 0, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped._ROOT_AS50", WMBone = "Box01", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, VMScale = 1.25, Pos_VM = Vector(-4, -1.6, 18), Pos_WM = Vector(1.5, 16, -0.5), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, -90, -90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle"}, 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_amr"}, 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_as50.Clip_Out", path .. "clip_out.wav") addsound("TacInt_as50.Clip_In", path .. "clip_in.wav") addsound("TacInt_as50.Bolt_Back", path .. "bolt_back.wav") addsound("TacInt_as50.bolt_forward", path .. "bolt_forward.wav") if engine.ActiveGamemode() == "terrortown" then SWEP.AutoSpawnable = false SWEP.Kind = WEAPON_HEAVY SWEP.CanBuy = { ROLE_TRAITOR, ROLE_DETECTIVE } SWEP.EquipMenuData = { type = "Weapon", desc = "Semi-automatic anti-materiel rifle.\nComes with 10 rounds.\n\nBEWARE: May be visible while holstered!", } function SWEP:TTTBought(buyer) buyer:GiveAmmo(5, "ti_sniper") end end