SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "PGM Hécate II" SWEP.AbbrevName = "Hécate II" SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "7Sniper Rifle" SWEP.Description = "Heavy anti-materiel rifle that can kill in one shot. Too heavy to bash with. \nEquipped with a 12x scope by default." SWEP.Description_Quote = "Gun Runner tested, NCR approved." SWEP.Trivia_Caliber = ".50 BMG" SWEP.Trivia_Manufacturer = "PGM Précision" SWEP.Trivia_Year = "1993" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = "Assets: Toby Burnside\nSource: Fallout 4: New Vegas Project" SWEP.ViewModel = "models/weapons/tacint_extras/v_hecate.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_hecate.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 80, Damage_Min = 150, Range_Min = 700, Range_Max = 5000, }, [TacRP.BALANCE_TTT] = { // this is a buyable weapon in TTT Damage_Max = 80, Damage_Min = 200, Range_Min = 500, Range_Max = 5000, Penetration = 75, RecoilDissipationRate = 0.5, BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [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 = 90, Damage_Min = 75, Range_Min = 4000, Range_Max = 8000, }, [TacRP.BALANCE_OLDSCHOOL] = { HipFireSpreadPenalty = 0.025, } } // "ballistics" SWEP.Damage_Max = 175 // damage at minimum range SWEP.Damage_Min = 130 // damage at maximum range SWEP.Range_Min = 1500 // distance for which to maintain maximum damage SWEP.Range_Max = 9000 // distance at which we drop to minimum damage SWEP.Penetration = 40 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 1.5 SWEP.ArmorBonus = 5 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, // nobody is surviving this [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.5 } SWEP.MuzzleVelocity = 20000 SWEP.ShootTimeMult = 1.35 // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction SWEP.RPM = 25 SWEP.Spread = 0 SWEP.HipFireSpreadPenalty = 0.06 SWEP.PeekPenaltyFraction = 0.2 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 1 SWEP.RecoilResetTime = 0.25 SWEP.RecoilDissipationRate = 1.25 SWEP.RecoilFirstShotMult = 1 SWEP.RecoilMultCrouch = 1 SWEP.RecoilVisualKick = 5 SWEP.RecoilKick = 10 SWEP.RecoilStability = 0.75 SWEP.RecoilSpreadPenalty = 0.05 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.875 SWEP.ShootingSpeedMult = 0.4 SWEP.SightedSpeedMult = 0.5 SWEP.ReloadSpeedMult = 0.3 SWEP.AimDownSightsTime = 0.7 SWEP.SprintToFireTime = 0.7 SWEP.Sway = 2.5 SWEP.ScopedSway = 0.2 SWEP.FreeAimMaxAngle = 9 SWEP.Bipod = true SWEP.BipodRecoil = 1 SWEP.BipodKick = 0.15 // 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, -60) SWEP.BlindFirePos = Vector(1, -2, -1) SWEP.BlindFireLeftAng = Angle(75, 0, 0) SWEP.BlindFireLeftPos = Vector(8, 10, -6) SWEP.BlindFireRightAng = Angle(-75, 0, 0) SWEP.BlindFireRightPos = Vector(-8, 12, -4) SWEP.BlindFireSuicideAng = Angle(0, 135, 0) SWEP.BlindFireSuicidePos = Vector(-4, 44, -35) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -4) SWEP.SightAng = Angle(0.02, 0.11, 0) SWEP.SightPos = Vector(-3.835, -7.5, -4.07) SWEP.CorrectivePos = Vector(0.025, 0, 0.1) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2 SWEP.HolsterPos = Vector(5, 6, -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.ScopeOverlaySize = 0.75 SWEP.CanMeleeAttack = false // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 7 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 = 1.4 SWEP.DropMagazineImpact = "metal" SWEP.DropMagazineModel = "models/weapons/tacint/magazines/uratio.mdl" SWEP.ReloadUpInTime = 1.75 SWEP.DropMagazineTime = 0.8 // sounds local path = "tacrp_extras/hecate/ax308_" SWEP.Sound_Shoot = "^tacrp_extras/hecate/ax308_fire_1.wav" SWEP.Sound_Shoot_Silenced = "TacRP/weapons/ak47/ak47_fire_silenced-1.wav" SWEP.Vol_Shoot = 130 SWEP.ShootPitchVariance = 1 // 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 SWEP.EjectDelay = 1.15 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "unholster", ["fire"] = "shoot1", ["blind_idle"] = "idle", ["blind_fire"] = "shoot1", ["reload"] = "reload", } SWEP.BulletBodygroups = { [1] = {4, 1}, } // attachments SWEP.AttachmentElements = { ["optic"] = { BGs_VM = { {1, 2} }, BGs_WM = { {1, 2} }, }, ["irons"] = { BGs_VM = { {1, 1} }, BGs_WM = { {1, 1} }, SortOrder = 2, }, ["tactical"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, ["bipod"] = { BGs_VM = { {3, 1} }, BGs_WM = { {3, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper"}, WMBone = "Box01", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"optic"}, VMScale = 0.9, Pos_VM = Vector(-5.75, 0, 5), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 5.5, 2.2), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "barrel", WMBone = "Box01", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-4.1, 0, 30), Ang_VM = Angle(90, 0, 0), Pos_WM = Vector(0, 35, 0.25), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, WMBone = "Box01", Bone = "ValveBiped.uratio_rootbone", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-3.9, -1.5, 19.25), Ang_VM = Angle(90, 0, 270), Pos_WM = Vector(-1.75, 22.5, -0.05), Ang_WM = Angle(0, -90, 90), }, [4] = { PrintName = "Accessory", Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle", "acc_bipod"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [5] = { PrintName = "Bolt", Category = {"bolt_manual"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Trigger", Category = {"trigger_manual"}, 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_extras_hecate.Clip_Out", path .. "magout.wav") addsound("tacint_extras_hecate.Clip_In", path .. "magin.wav") addsound("tacint_extras_hecate.Bolt_Back", path .. "boltrelease.wav") addsound("tacint_extras_hecate.bolt_forward", path .. "boltback.wav") addsound("tacint_extras_hecate.Bolt_Up", path .. "boltup.wav") addsound("tacint_extras_hecate.bolt_down", path .. "boltdown.wav") if engine.ActiveGamemode() == "terrortown" then SWEP.AutoSpawnable = false SWEP.Kind = WEAPON_HEAVY SWEP.CanBuy = { ROLE_TRAITOR, ROLE_DETECTIVE } SWEP.EquipMenuData = { type = "Weapon", desc = "Heavy bolt-action anti-materiel rifle.\nComes with 10 rounds.\n\nBEWARE: May be visible while holstered!", } function SWEP:TTTBought(buyer) buyer:GiveAmmo(3, "ti_sniper") end end