SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Karabiner 98k" SWEP.AbbrevName = "Kar98k" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "5Value" SWEP.SubCatType = "6Marksman Rifle" SWEP.Description = "Antique bolt-action rifle with an enduring design. Powerful up close, but is essentially obsolete on the modern battlefield." SWEP.Description_Quote = "\"Do you want total war?\"" SWEP.Trivia_Caliber = "7.92x57mm Mauser" SWEP.Trivia_Manufacturer = "Mauser" SWEP.Trivia_Year = "1935" SWEP.Faction = TacRP.FACTION_MILITIA SWEP.Credits = [[ Model: Day of Defeat: Source, edited by 8Z Texture: Cafe Rev., rascal, 5hifty Sound: rzen1th Animations: speedonerd ]] SWEP.ViewModel = "models/weapons/tacint_extras/v_k98.mdl" SWEP.WorldModel = "models/weapons/tacint_extras/w_k98.mdl" SWEP.Slot = 2 SWEP.SlotAlt = 3 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 80, Damage_Min = 55, HipFireSpreadPenalty = 0.03, Spread = 0.002, RPM = 50, ShootTimeMult = 0.75, BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.25, [HITGROUP_LEFTARM] = 0.75, [HITGROUP_RIGHTARM] = 0.75, [HITGROUP_LEFTLEG] = 0.5, [HITGROUP_RIGHTLEG] = 0.5, [HITGROUP_GEAR] = 0.5 }, }, [TacRP.BALANCE_TTT] = { Damage_Max = 70, Damage_Min = 30, Range_Min = 500, Range_Max = 4000, RPM = 35, ShootTimeMult = 1.1, Spread = 0.001, BodyDamageMultipliers = { [HITGROUP_HEAD] = 4, [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 = 50, Damage_Min = 30, }, [TacRP.BALANCE_OLDSCHOOL] = { HipFireSpreadPenalty = 0.01, } } SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle // "ballistics" SWEP.Damage_Max = 85 SWEP.Damage_Min = 46 SWEP.Range_Min = 300 SWEP.Range_Max = 2800 SWEP.Penetration = 12 SWEP.ArmorPenetration = 0.8 SWEP.ArmorBonus = 1 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [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 = 32000 // misc. shooting SWEP.Firemode = 1 SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction SWEP.RPM = 45 SWEP.Spread = 0.004 // WW2 rifles weren't all that accurate... SWEP.HipFireSpreadPenalty = 0.04 SWEP.PeekPenaltyFraction = 0.3 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 1 SWEP.RecoilResetTime = 0.2 SWEP.RecoilDissipationRate = 1 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 5 SWEP.RecoilKick = 5 SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.85 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.55 SWEP.ReloadSpeedMult = 0.3 SWEP.AimDownSightsTime = 0.34 SWEP.SprintToFireTime = 0.4 SWEP.Sway = 1 SWEP.ScopedSway = 0.1 SWEP.FreeAimMaxAngle = 7 // hold types SWEP.HoldType = "ar2" SWEP.HoldTypeSprint = "passive" SWEP.HoldTypeBlindFire = false SWEP.HoldTypeNPC = "shotgun" SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN SWEP.PassiveAng = Angle(0, 2, 0) SWEP.PassivePos = Vector(0, 1, -0.5) SWEP.BlindFireAng = Angle(0, 0, -45) SWEP.BlindFirePos = Vector(1, 0, 5) SWEP.BlindFireLeftAng = Angle(75, 0, -20) SWEP.BlindFireLeftPos = Vector(8, 10, -2) SWEP.BlindFireRightAng = Angle(-75, 0, -45) SWEP.BlindFireRightPos = Vector(-9, 17, -5) SWEP.BlindFireSuicideAng = Angle(0, 115, 0) SWEP.BlindFireSuicidePos = Vector(-4.5, 25, -45) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(2, 4.5, 0.75) SWEP.SightAng = Angle(0, 0.4, 0) SWEP.SightPos = Vector(-4.72, 1, 2.15) SWEP.CorrectivePos = Vector(0.05, 0, 0.2) SWEP.CorrectiveAng = Angle(0.1, -0.3, 0) SWEP.CustomizePos = Vector(4, 3, -1.5) SWEP.CustomizeAng = Angle(30, 15, 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.ScopeFOV = 90 / 1.25 // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 5 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.Ammo_Expanded = "ti_rifle" SWEP.ShotgunReload = true SWEP.ShotgunThreeload = false SWEP.ShotgunFullCancel = true SWEP.ShotgunNoReverseStart = true SWEP.ReloadTimeMult = 0.8 SWEP.ShootTimeMult = 0.65 SWEP.DropMagazineModel = false SWEP.ShotgunUpInTime = 2.3 SWEP.ReloadUpInTime = 2.2 SWEP.BulletBodygroups = { [1] = {1, 1}, [2] = {1, 0}, } // sounds // local path = "TacRP/weapons/spr/" local path1 = "tacint_extras/k98/" SWEP.Sound_Shoot = "^" .. path1 .. "scout_fire-1.wav" SWEP.Sound_Shoot_Silenced = "TacRP/weapons/ak47/ak47_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_1" SWEP.EjectEffect = 2 SWEP.EjectDelay = 0.7 // anims SWEP.AnimationTranslationTable = { ["deploy"] = "draw", ["fire"] = {"shoot1", "shoot2"}, ["blind_idle"] = "idle", ["blind_dryfire"] = "dryfire", ["blind_fire"] = "shoot1", ["reload"] = "reload", ["reload_finish"] = "reload_end", ["reload_clip"] = "reload_clip", ["melee"] = {"melee1", "melee2"}, --["melee"] = "melee_bayonet", ["dryfire"] = "dryfire", ["jam"] = "reload_end" } // attachments SWEP.AttachmentElements = { ["optic"] = { BGs_VM = { {2, 1} }, BGs_WM = { {1, 1} }, }, ["optic_clip"] = { BGs_VM = { {2, 0} }, BGs_WM = { {1, 0} }, }, ["scope"] = { BGs_VM = { {2, 2} }, BGs_WM = { {1, 2}, {2, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Top", Category = {"optic_cqb_nookp7", "optic_okp7", "optic_medium", "optic_kar98", "stripper_clip"}, WMBone = "Bone02", Bone = "k98_root", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", InstalledElements = {"optic"}, VMScale = 0.9, Pos_VM = Vector(0.05, -2.8, 7), Ang_VM = Angle(90, 0, -90), Pos_WM = Vector(0, 1.25, -5.6), Ang_WM = Angle(0, 0, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", WMBone = "Bone02", Bone = "k98_root", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", VMScale = 0.75, WMScale = 0.75, Pos_VM = Vector(-0.03, -1.45, 34), Pos_WM = Vector(25.5, 1.2, -4.9), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, 0, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom"}, WMBone = "Bone02", Bone = "k98_root", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", InstalledElements = {"tactical"}, Pos_VM = Vector(-0.5, -1, 22), Pos_WM = Vector(8, 2, -4), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, 0, 90), }, [4] = { PrintName = "Accessory", Category = {"acc", "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_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 = CHAN_AUTO, volume = 1.0, sound = spath }) end addsound("tacint_extras_k98.Clip_Out", path1 .. "magout.wav") addsound("tacint_extras_k98.Clip_In", path1 .. "magin.wav") addsound("tacint_extras_k98.CockBack", path1 .. "boltback.wav") addsound("tacint_extras_k98.CockForward", path1 .. "boltforward.wav") addsound("tacint_extras_k98.safety", path1 .. "magrelease.wav") addsound("tacint_extras_k98.InsertShell", path1 .. "roundinsert.wav") addsound("tacint_extras_k98.ClipIn", path1 .. "clipin2.wav") addsound("tacint_extras_k98.ClipIn2", path1 .. "roundinsert_clip.wav") addsound("tacint_extras_k98.bolt_up", path1 .. "boltup.wav") addsound("tacint_extras_k98.bolt_down", path1 .. "boltdown.wav") --addsound("tacint_extras_k98.bolt_up", path1 .. "boltlatch.wav") --addsound("tacint_extras_k98.bolt_down", path1 .. "boltrelease.wav")