SWEP.Base = "tacrp_base" SWEP.Spawnable = true AddCSLuaFile() // names and stuff SWEP.PrintName = "SIG SG 551" SWEP.AbbrevName = "SG 551" SWEP.Category = "[FT] Оружие" SWEP.SubCatTier = "1Elite" SWEP.SubCatType = "4Assault Rifle" SWEP.Description = "Assault rifle with all around excellent performance, offset by a lower magazine capacity." SWEP.Description_Quote = "\"No questions, no answers. That's the business we're in.\"" SWEP.Trivia_Caliber = "5.56x45mm" SWEP.Trivia_Manufacturer = "SIG Sauer AG" SWEP.Trivia_Year = "1986" SWEP.Faction = TacRP.FACTION_COALITION SWEP.Credits = "Assets: Tactical Intervention" SWEP.ViewModel = "models/weapons/tacint/v_sg551.mdl" SWEP.WorldModel = "models/weapons/tacint/w_sg551.mdl" SWEP.Slot = 2 SWEP.BalanceStats = { [TacRP.BALANCE_SBOX] = { Damage_Max = 24, Damage_Min = 16, RPM = 800, BodyDamageMultipliers = { [HITGROUP_HEAD] = 6, [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 }, ClipSize = 20, }, [TacRP.BALANCE_TTT] = { Damage_Max = 16, Damage_Min = 12, Range_Min = 800, Range_Max = 2000, RPM = 700, ClipSize = 20, RecoilSpreadPenalty = 0.0025, 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 = 12, Damage_Min = 9, }, [TacRP.BALANCE_OLDSCHOOL] = { RecoilMaximum = 20, RecoilDissipationRate = 18 } } SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle // "ballistics" SWEP.Damage_Max = 28 SWEP.Damage_Min = 18 SWEP.Range_Min = 1100 // distance for which to maintain maximum damage SWEP.Range_Max = 4000 // distance at which we drop to minimum damage SWEP.Penetration = 8 // units of metal this weapon can penetrate SWEP.ArmorPenetration = 0.8 SWEP.BodyDamageMultipliers = { [HITGROUP_HEAD] = 5, [HITGROUP_CHEST] = 1, [HITGROUP_STOMACH] = 1.25, [HITGROUP_LEFTARM] = 1, [HITGROUP_RIGHTARM] = 1, [HITGROUP_LEFTLEG] = 0.75, [HITGROUP_RIGHTLEG] = 0.75, [HITGROUP_GEAR] = 0.9 } SWEP.MuzzleVelocity = 22000 // misc. shooting SWEP.Firemodes = {2, -3, 1} SWEP.RPM = 850 SWEP.PostBurstDelay = 0.05 SWEP.Spread = 0.001 SWEP.RecoilResetInstant = false SWEP.RecoilPerShot = 1 SWEP.RecoilMaximum = 8 SWEP.RecoilResetTime = 0.02 SWEP.RecoilDissipationRate = 32 SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount SWEP.RecoilVisualKick = 1 SWEP.RecoilKick = 3 SWEP.RecoilStability = 0.55 SWEP.RecoilSpreadPenalty = 0.0025 SWEP.HipFireSpreadPenalty = 0.035 SWEP.CanBlindFire = true // handling SWEP.MoveSpeedMult = 0.9 SWEP.ShootingSpeedMult = 0.75 SWEP.SightedSpeedMult = 0.65 SWEP.ReloadSpeedMult = 0.5 SWEP.AimDownSightsTime = 0.35 SWEP.SprintToFireTime = 0.38 SWEP.FreeAimMaxAngle = 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(0.05, 0.9, 0) SWEP.SightPos = Vector(-4.1, -7.5, -4.3) SWEP.CorrectivePos = Vector(0, 0, 0.1) SWEP.CorrectiveAng = Angle(0, 0, 0) SWEP.HolsterVisible = true SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK SWEP.HolsterPos = Vector(5, 0, -6) SWEP.HolsterAng = Angle(0, 0, 0) SWEP.Sway = 1.25 SWEP.ScopedSway = 0.15 // reload -- Устанавливаем размер магазина и начальное кол-во патрон на 0 SWEP.ClipSize = 25 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/sg551.mdl" SWEP.DropMagazineImpact = "metal" SWEP.ReloadUpInTime = 1.7 SWEP.DropMagazineTime = 0.6 // sounds local path = "tacrp/weapons/sg551/sg551_" SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav" SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav" SWEP.Vol_Shoot = 110 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, -0.3, -0.2), vm_ang = Angle(0, 0.5, 0), t = 0.2, tmax = 0.2, bones = { { bone = "ValveBiped.bolt_cover", pos = Vector(0, 0, -3), t0 = 0.01, t1 = 0.1, }, }, } // attachments SWEP.AttachmentElements = { ["foldstock"] = { BGs_VM = { {1, 1} }, }, ["sights"] = { BGs_VM = { {2, 1}, {4, 1}, {5, 1} }, }, ["tactical"] = { BGs_VM = { {3, 1} }, }, } SWEP.NoRMR = true SWEP.Attachments = { [1] = { PrintName = "Optic", Category = {"optic_cqb", "optic_medium", "optic_sniper"}, InstalledElements = {"sights"}, Bone = "ValveBiped.sg551_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/optic_on.wav", DetachSound = "tacrp/weapons/optic_off.wav", VMScale = 0.75, Pos_VM = Vector(-5, 0, 5.5), Pos_WM = Vector(-0.1, 5, 1.15), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [2] = { PrintName = "Muzzle", Category = "silencer", Bone = "ValveBiped.sg551_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/silencer_on.wav", DetachSound = "tacrp/weapons/silencer_off.wav", Pos_VM = Vector(-3.5, 0, 23.5), Pos_WM = Vector(-0.1, 25, -0.9), Ang_VM = Angle(90, 0, 0), Ang_WM = Angle(0, -90, 0), }, [3] = { PrintName = "Tactical", Category = {"tactical", "tactical_zoom", "tactical_ebullet"}, InstalledElements = {"tactical"}, Bone = "ValveBiped.sg551_rootbone", WMBone = "Box01", AttachSound = "tacrp/weapons/flashlight_on.wav", DetachSound = "tacrp/weapons/flashlight_off.wav", Pos_VM = Vector(-3.5, -0.75, 15), 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_foldstock", "perk_extendedmag", "acc_sling", "acc_duffle"}, 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_4pos"}, 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_sg551.Remove_Clip", path .. "remove_clip.wav") addsound("tacint_sg551.Insert_Clip", path .. "insert_clip.wav") addsound("tacint_sg551.Insert_Clip-mid", path .. "insert_clip-mid.wav") addsound("tacint_sg551.bolt_action", path .. "bolt_action.wav") addsound("tacint_sg551.bolt_slap", path .. "bolt_slap.wav") addsound("tacint_sg551.bolt_back", path .. "bolt_back.wav") addsound("tacint_sg551.throw_catch", path .. "throw_catch.wav") addsound("tacint_sg551.fire_selector", path .. "fire_selector.wav")