SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "Diemaco C8A1" SWEP.AbbrevName = "C8A1" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "4Assault Rifle" SWEP.Description = "A close cousin to the classic American rifle with a slower but more controllable rate of fire." SWEP.Description_Quote = "Green and very, very mean." SWEP.Trivia_Caliber = "5.56x45mm" SWEP.Trivia_Manufacturer = "Colt Canada" SWEP.Trivia_Year = "1994" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_m4.mdl" SWEP.WorldModel = "models/weapons/tacint/w_m4.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { }, [TacRP.BALANCE_TTT] = { Damage_Max = 14, Damage_Min = 8, Range_Min = 600, Range_Max = 2000, RPM = 650, RecoilSpreadPenalty = 0.002, BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [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 = 9, Damage_Min = 5, Range_Min = 600, Range_Max = 2800, RPM = 700, RecoilSpreadPenalty = 0.0017, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilMaximum = 25, RecoilPerShot = 2, RecoilDissipationRate = 20 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 22 SWEP.Damage_Min = 15 SWEP.Range_Min = 1200 SWEP.Range_Max = 2800 SWEP.Penetration = 7 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.7 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.25, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 25000 // misc. shooting SWEP.Firemodes = { 2, 1 } SWEP.RPM = 700 SWEP.Spread = 0.003 SWEP.RecoilSpreadPenalty = 0.0017 SWEP.HipFireSpreadPenalty = 0.04 SWEP.PeekPenaltyFraction = 0.2 SWEP.ShootTimeMult = 0.5 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 10 SWEP.RecoilResetTime = 0 SWEP.RecoilDissipationRate = 35 SWEP.RecoilFirstShotMult = 1 SWEP.RecoilVisualKick = 0.75 SWEP.RecoilKick = 3 SWEP.RecoilStability = 0.25 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.925 SWEP.ShootingSpeedMult = 0.8 SWEP.SightedSpeedMult = 0.65 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.36 SWEP.SprintToFireTime = 0.38 SWEP.Sway = 1.25 SWEP.ScopedSway = 0.15 SWEP.FreeAimMaxAngle = 4.5 // 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, -6) 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(0.18, 0.9, 0) SWEP.SightPos = Vector(-4.15, -7.5, -4.3) SWEP.CorrectivePos = Vector(-0.05, 0, 0.05) SWEP.CorrectiveAng = Angle(0.03, 0.45, 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 = 30 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/magazines/m4.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.3 SWEP.DropMagazineTime = 0.4 // sounds local path = "TacRP/weapons/m4/m4_" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 120 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, -1, -0.1), vm_ang = Angle(0, 0.4, 0), t = 0.25, tmax = 0.25, } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, }, ["sights"] = { BGs_VM = { {2, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb_nookp7", "optic_medium", "optic_sniper"}, InstalledElements = {"sights"}, Bone = "ValveBiped.m4_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/optic_on.wav", DetachSound = "TacRP/weapons/optic_off.wav", VMScale = 1, Pos_VM = Vector(-5.5, -0.05, 6), Pos_WM = Vector(0.75, 5, 1.15), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90 + 3.5, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.m4_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/silencer_on.wav", DetachSound = "TacRP/weapons/silencer_off.wav", Pos_VM = Vector(-3.95, 0, 23), Pos_WM = Vector(1.4, 21, -0.5), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90 + 3.5, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "ValveBiped.m4_rootbone", WMBone = "Box01", AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", Pos_VM = Vector(-3.9, -1.2, 13.5), 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_foldstock2", "acc_sling", "acc_duffle", "perk_extendedmag"}, 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_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_m4.Remove_Clip", path .. "remove_clip.wav") addsound("TacInt_m4.Insert_Clip", path .. "insert_clip.wav") addsound("TacInt_m4.Insert_Clip-mid", path .. "insert_clip-mid.wav") addsound("TacInt_m4.bolt_action", path .. "bolt_action.wav") addsound("TacInt_m4.bolt_slap", path .. "bolt_slap.wav") addsound("TacInt_m4.throw_catch", path .. "throw_catch.wav")