SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "FN P90" SWEP.AbbrevName = "P90" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "2Operator" SWEP.SubCatType = "3Submachine Gun" SWEP.Description = "Bullpup PDW with a generous top-loaded magazine and controllable spread. High velocity rounds retain effectiveness at range and pierces armor easily." SWEP.Description_Quote = "\"This is a weapon of war, it's made to kill your enemy.\"" // SG-1 Stargate SWEP.Trivia_Caliber = "5.7x28mm" SWEP.Trivia_Manufacturer = "FN Herstal" SWEP.Trivia_Year = "1990" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_p90.mdl" SWEP.WorldModel = "models/weapons/tacint/w_p90.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 14, Damage_Min = 12, RecoilKick = 2, }, [TacRP.BALANCE_TTT] = { Damage_Max = 10, Damage_Min = 8, Range_Min = 1000, Range_Max = 2000, RPM = 800, BodyDamageMultipliers = { [HITGROUP_HEAD] = 2, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 }, }, [TacRP.BALANCE_PVE] = { Damage_Max = 9, Damage_Min = 7, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilSpreadPenalty = 0.0025, RecoilMaximum = 25 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG // "ballistics" SWEP.Damage_Max = 15 SWEP.Damage_Min = 12 SWEP.Range_Min = 1000 // distance for which to maintain maximum damage SWEP.Range_Max = 5000 // distance at which we drop to minimum damage SWEP.Penetration = 10 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.875 SWEP.ArmorBonus = 2 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 3, [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 = 850 SWEP.Spread = 0.006 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 20 SWEP.RecoilResetTime = 0.05 SWEP.RecoilDissipationRate = 45 SWEP.RecoilFirstShotMult = 2 SWEP.RecoilVisualKick = 0.75 SWEP.RecoilKick = 1.5 SWEP.RecoilStability = 0.1 SWEP.RecoilSpreadPenalty = 0.0014 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.925 SWEP.ShootingSpeedMult = 0.85 SWEP.SightedSpeedMult = 0.7 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.35 SWEP.SprintToFireTime = 0.375 SWEP.Sway = 0.75 SWEP.ScopedSway = 0.25 SWEP.FreeAimMaxAngle = 3 // hold types SWEP.HoldType = "smg" 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, -4, -5) SWEP.BlindFireAng = Angle(0, 5, 0) SWEP.BlindFirePos = Vector(0, -4, -3) SWEP.SprintAng = Angle(30, -15, 0) SWEP.SprintPos = Vector(5, 0, -2) SWEP.SightAng = Angle(0.01, 0, 0) SWEP.SightPos = Vector(-3.705, -15, -4.6) SWEP.CorrectivePos = Vector(0.02, 0, 0.1) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, 6, -6) SWEP.HolsterAng = Angle(0, 0, 0) // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 50 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.Ammo_Expanded = "ti_pdw" SWEP.ReloadTimeMult = 1 SWEP.DropMagazineModel = "models/weapons/tacint/magazines/p90.mdl" SWEP.DropMagazineImpact = "plastic" SWEP.ReloadUpInTime = 1.85 SWEP.DropMagazineTime = 0.55 // sounds local path = "tacrp/weapons/p90/" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 115 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 = 2 // anims SWEP.AnimationTranslationTable = { ["fire_iron"] = "fire1_M", ["fire1"] = "fire1_M", ["fire2"] = "fire2_M", ["fire3"] = "fire3_M", ["fire4"] = {"fire4_M", "fire4_L", "fire4_R"}, ["melee"] = {"melee1", "melee2"} } // attachments SWEP.AttachmentElements = { ["optic"] = { BGs_VM = { {1, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium"}, Bone = "p90_ROOT", AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", InstalledElements = {"optic"}, Pos_VM = Vector(-5.35, 0, 6.5), Pos_WM = Vector(8, 1.5, -7), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -3.5, 180), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "p90_ROOT", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", Pos_VM = Vector(-1.85, 0, 14), Pos_WM = Vector(16, 2.25, -3.5), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -3.5, 180), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, Bone = "p90_ROOT", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", InstalledElements = {"rail"}, Pos_VM = Vector(-4.35, -0.6, 7.6), Pos_WM = Vector(10, 1.3, -4), Ang_VM = Angle(90, 0, -90), Ang_WM = Angle(0, -3.5, -90), }, [4] = { PrintName = "Accessory", Category = {"acc", "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_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_p90.Clip_Out", path .. "clip_out.wav") addsound("tacint_p90.Clip_In", path .. "clip_in.wav") addsound("tacint_p90.Clip_slap", path .. "clip_slap.wav") addsound("tacint_p90.bolt_release", path .. "bolt_release.wav") addsound("tacint_p90.bolt_back", path .. "bolt_back.wav") addsound("tacint_p90.bolt_forward", path .. "bolt_forward.wav") addsound("tacint_p90.fire_select", path .. "fire_select.wav") addsound("tacint_p90.mag_release", path .. "mag_release.wav")