SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "AAC Honey Badger" SWEP.AbbrevName = "Honey Badger" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "4Assault Rifle" SWEP.Description = "A lightweight assault rifle with an integral suppressor. Powerful in close quarters and has no visible tracer, but has poor performance at range." SWEP.Description_Quote = "\"We're Ghosts, Merrick. We finish the mission.\"" -- Call of Duty: Ghosts (2013) SWEP.Trivia_Caliber = ".300 Blackout" SWEP.Trivia_Manufacturer = "AAC" SWEP.Trivia_Year = "2011" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Model: Hyper \nAnimations: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint_shark/v_aac_hb2.mdl" SWEP.WorldModel = "models/weapons/tacint_shark/w_aac_hb2.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 28, Damage_Min = 8, ClipSize = 24, }, [TacRP.BALANCE_TTT] = { Damage_Max = 14, Damage_Min = 6, Range_Min = 800, Range_Max = 2200, 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 = 15, Damage_Min = 8, Range_Min = 500, Range_Max = 2500, RPM = 700, RecoilSpreadPenalty = 0.0017, }, [TacRP.BALANCE_OLDSCHOOL] = { Spread = 0.0098, RecoilMaximum = 20, RecoilDissipationRate = 18 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 34 SWEP.Damage_Min = 10 SWEP.Range_Min = 300 SWEP.Range_Max = 1800 SWEP.Penetration = 6 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.7 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 4, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.9, [HITGROUP_RIGHTLEG] = 0.9, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 10000 // misc. shooting SWEP.Firemodes = { 2, 1 } SWEP.RPM = 800 SWEP.Spread = 0.0089 SWEP.ShootTimeMult = 0.5 SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 14 SWEP.RecoilResetTime = 0.11 SWEP.RecoilDissipationRate = 18 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 0.75 SWEP.RecoilKick = 4 SWEP.RecoilStability = 0.2 SWEP.RecoilAltMultiplier = 150 SWEP.RecoilSpreadPenalty = 0.0027 SWEP.HipFireSpreadPenalty = 0.02 SWEP.PeekPenaltyFraction = 0.2 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.85 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.75 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.3 SWEP.SprintToFireTime = 0.32 SWEP.Sway = 1 SWEP.ScopedSway = 0.2 SWEP.FreeAimMaxAngle = 4 // 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(0.2, -0.16, 0) SWEP.SightPos = Vector(-4.165, -7.5, -4.19) 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_shark/magazines/aac.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.3 SWEP.DropMagazineTime = 0.4 // sounds local path = "tacint_shark/weapons/aac/" local path1 = "TacRP/weapons/m4/m4_" SWEP.Sound_Shoot = "^" .. path .. "HB_Fire.wav" SWEP.Sound_Shoot_Silenced = "^" .. path .. "HB_Fire.wav" SWEP.Silencer = true SWEP.Vol_Shoot = 75 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_suppressed" SWEP.EjectEffect = 2 SWEP.TracerNum = 0 // 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} }, BGs_WM = { {1, 1} }, }, ["sights"] = { BGs_VM = { {2, 1} }, BGs_WM = { {2, 1} }, }, } SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "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 = 0.95, Pos_VM = Vector(-5.55, -0.05, 6), Pos_WM = Vector(0.5, 4, 1.15), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90 + 3.5, 0), }, [2] = { 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(-2.8, -0.05, 14), Pos_WM = Vector(1.1, 12, -1.5), Ang_VM = Angle(90, 0, 180), Ang_WM = Angle(180, -90 + 3.5, 0), }, [3] = { PrintName = "Accessory", Category = {"acc", "acc_foldstock2", "acc_sling", "acc_duffle", "perk_extendedmag"}, AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", }, [4] = { PrintName = "Bolt", Category = {"bolt_automatic"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [5] = { PrintName = "Trigger", Category = {"trigger_auto"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [6] = { PrintName = "Ammo", Category = {"ammo_rifle_sub"}, AttachSound = "TacRP/weapons/flashlight_on.wav", DetachSound = "TacRP/weapons/flashlight_off.wav", }, [7] = { 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_aac.Remove_Clip", path .. "magout.wav") addsound("tacint_aac.Insert_Clip", path .. "magin.ogg") addsound("tacint_aac.Insert_Clip-mid", path .. "magin.ogg") addsound("tacint_aac.bolt_action", path .. "boltback.wav") addsound("tacint_aac.bolt_slap", path .. "boltforward.ogg") addsound("tacint_aac.throw_catch", path1 .. "throw_catch.wav")