-- БИБА СТРОЧКА 100!!!!!!! SWEP.Gun = ("weapon_sw_rpg28") -- must be the name of your swep but NO CAPITALS! SWEP.Category = "FT | Antitank" --Category where you will find your weapons SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models SWEP.ShellEjectAttachment = "1" -- Should be "2" for CSS models or "1" for hl2 models SWEP.Author = "Shtormer, Scripty" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Manufacturer = "FT_Scripty" SWEP.Instructions = "" SWEP.PrintName = "RPG-28" -- Weapon name (Shown on HUD) SWEP.Slot = 4 -- Slot in the weapon selection menu SWEP.SlotPos = 4 -- Position in the slot SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? SWEP.DrawCrosshair = true -- set false if you want no crosshair SWEP.Weight = 89 -- rank relative ot other weapons. bigger is better SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon SWEP.HoldType = "rpg" -- how others view you carrying the weapon -- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive -- you're mostly going to use ar2, smg, shotgun or pistol. rpg makes for good sniper rifles SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/javelin_c.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/rpg28_launcher.mdl" -- Weapon world model SWEP.ShowWorldModel = true SWEP.Base = "tfa_bash_base" --the Base this weapon will work on. PLEASE RENAME THE BASE! SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.UseHands = true SWEP.Type = "Man-Portable Anti-Tank Weapon" SWEP.IronSightTime = 0.5 SWEP.Primary.Sound = Sound("weapons/at4/at4_fp.wav") SWEP.Primary.RPM = 325 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 1 -- Size of a clip SWEP.Primary.DefaultClip = 3 -- Bullets you start with SWEP.Primary.KickUp = 2.25 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 1.75 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 1.45 -- Maximum up recoil (stock) SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "rpg_round" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun SWEP.Primary.StaticRecoilFactor = 1.3 SWEP.SelectiveFire = false SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.Secondary.BashInterrupt = false -- Do you need to be in a "ready" status to bash? SWEP.Secondary.BashDelay = 0.1 SWEP.Secondary.BashLength = 52 SWEP.Secondary.BashEnd = 2.25 -- Override bash sequence length easier SWEP.Secondary.BashDamage = 56 SWEP.Secondary.IronFOV = 25 -- How much you 'zoom' in. Less is more! SWEP.data = {} --The starting firemode SWEP.Primary.Damage = 225 -- Base damage per bullet SWEP.Primary.Spread = .021 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .008 -- Ironsight accuracy, should be the same for shotguns SWEP.Scoped = true -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(-9, 1, -9) SWEP.IronSightsAng = Vector(0, -5, 0) SWEP.IronSightsPos_Pgo7 = Vector(-2.5, -1, 0.6) SWEP.IronSightsAng_Pgo7 = Vector(0, 0, 0) SWEP.RunSightsPos = Vector(4.762, -4.238, -0.717) SWEP.RunSightsAng = Vector(-6.743, 46.284, 0) SWEP.InspectPos = Vector(7.76, -2, 0.016) SWEP.InspectAng = Vector(1, 37.277, 3.2) SWEP.Offset = { Pos = { Up = -1.5, Right = 1, Forward = 0 }, Ang = { Up = -1, Right = -2, Forward = 178 }, Scale = 1 } --Procedural world model animation, defaulted for CS:S purposes. SWEP.ViewModelBoneMods = { ["j_gun"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(-18, -5, -8), angle = Angle(-10, 0, 3) } } SWEP.VElements = { ["nlaw"] = { type = "Model", model = "models/weapons/rpg28_launcher.mdl", bone = "j_gun", rel = "", pos = Vector(0, 0, 0), angle = Angle(0, 180, 0), size = Vector(0.8, 0.8, 0.8), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.WElements = { ["nlaw"] = { type = "Model", model = "models/weapons/rpg28_launcher.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(0.3, 2, 1), angle = Angle(10, 180, 180), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } SWEP.Sights_Mode = TFA.Enum.LOCOMOTION_HYBRID -- ANI = mdl, HYBRID = lua but continue idle, Lua = stop mdl animation SWEP.Idle_Mode = TFA.Enum.IDLE_BOTH --TFA.Enum.IDLE_DISABLED = no idle, TFA.Enum.IDLE_LUA = lua idle, TFA.Enum.IDLE_ANI = mdl idle, TFA.Enum.IDLE_BOTH = TFA.Enum.IDLE_ANI + TFA.Enum.IDLE_LUA SWEP.Sprint_Mode = TFA.Enum.LOCOMOTION_LUA -- ANI = mdl, HYBRID = ani + lua, Lua = lua only SWEP.RunSightsPos = Vector(0, -5, 0) --Change this, using SWEP Creation Kit preferably SWEP.RunSightsAng = Vector(20, 0, 0) --Change this, using SWEP Creation Kit preferably SWEP.SprintBobMult = 1.3 SWEP.SprintAnimation = { ["loop"] = { ["type"] = TFA.Enum.ANIMATION_SEQ, --Sequence or act ["value"] = "base_sprint", --Number for act, String/Number for sequence ["is_idle"] = true } } SWEP.ReticleScale = 0.7 SWEP.ScopeScale = 0.5 DEFINE_BASECLASS( SWEP.Base ) SWEP.Primary.AttacksWithNoAmmo = true SWEP.Primary.ClipSize = -1 function SWEP:PrimaryAttack() if not SERVER then return end if self._NextFire and self._NextFire > CurTime() then return end self._NextFire = CurTime() + 0.5 self:FireShot() end function SWEP:FireShot() if not SERVER then return end local ply = self:GetOwner() if not IsValid(ply) then return end ply:EmitSound("weapons/at4/at4_fp.wav", 100, 100, 1, CHAN_WEAPON) local eyePos = ply:GetShootPos() local eyeAng = ply:EyeAngles() local safetyDist = 3 * 52.49 local tr = util.TraceLine({ start = eyePos, endpos = eyePos + eyeAng:Forward() * safetyDist, filter = ply }) if tr.Hit then ply:EmitSound("weapons/rpg/rocketclose.wav", 75, 100, 1, CHAN_ITEM) local inert = ents.Create("prop_physics") if IsValid(inert) then inert:SetModel("models/weapons/fas2/world/explosives/rpg26/rocket.mdl") inert:SetPos(eyePos + eyeAng:Forward() * 10) inert:SetAngles(eyeAng) inert:Spawn() inert:Activate() local phys = inert:GetPhysicsObject() if IsValid(phys) then phys:SetVelocity(eyeAng:Forward() * 300) end timer.Simple(10, function() if IsValid(inert) then inert:Remove() end end) end self:DropTube() ply:StripWeapon(self:GetClass()) return end local spawnPos = eyePos + eyeAng:Forward() * 40 local missile = ents.Create("lvs_missile") if not IsValid(missile) then return end missile:SetPos(spawnPos) missile:SetAngles(eyeAng) missile:Spawn() missile:Activate() missile:SetDamage(3000) missile:SetRadius(180) missile:SetForce(90000) missile:SetAttacker(ply) missile:SetEntityFilter({ply}) missile:SetTurnSpeed(0) missile:SetSpeed(1800) missile.Autopilot = false timer.Simple(0, function() if IsValid(missile) then local phys = missile:GetPhysicsObject() if IsValid(phys) then phys:SetVelocity(eyeAng:Forward() * 1800) phys:SetAngles(eyeAng) end end end) missile:Enable() ParticleEffect("ins_weapon_rpg_frontblast", spawnPos, eyeAng, ply) ParticleEffect("ins_weapon_rpg_backblast", spawnPos - eyeAng:Forward()*80, eyeAng - Angle(0,180,0), ply) local phys = ply:GetPhysicsObject() if IsValid(phys) then phys:ApplyForceOffset(-eyeAng:Forward() * 2000, eyePos) end self:DropTube() ply:StripWeapon(self:GetClass()) end function SWEP:DropTube() local ply = self:GetOwner() if not IsValid(ply) then return end local eyePos = ply:EyePos() local eyeAng = ply:EyeAngles() local tube = ents.Create("prop_physics") if not IsValid(tube) then return end tube:SetModel(self.WorldModel) tube:SetPos(eyePos + eyeAng:Forward() * -20) tube:SetAngles(eyeAng) tube:Spawn() tube:Activate() ply:StripWeapon(self:GetClass()) timer.Simple(3, function() if IsValid(tube) then tube:Remove() end end) end if CLIENT then SWEP.Secondary.ScopeTable = { ScopeBorder = Color(0, 0, 0, 255), ScopeMaterial = Material("models/eryx/noise"), ScopeOverlay = Material("models/eryx/overlay"), ScopeCrosshair = { -- can also be just a Material() value r = 0, g = 0, b = 0, a = 255, -- color scale = 1, -- scale or crosshair line width if no material specified Material = Material("scope/gdcw_acogcross"), -- material, OPTIONAL! } } end SWEP.SequenceRateOverrideScaled = { [ACT_VM_PRIMARYATTACK] = 0.85, [ACT_VM_PRIMARYATTACK_1] = 0.85 } SWEP.ProjectileVelocity = 7150 * 12 / 10 --Entity to shoot's velocity SWEP.DisableChambering = true