371 lines
9.8 KiB
Lua
371 lines
9.8 KiB
Lua
SWEP.Base = "tacrp_base"
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SWEP.Spawnable = true
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AddCSLuaFile()
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// names and stuff
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SWEP.PrintName = "AI AS50"
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SWEP.AbbrevName = "AS50"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "1Elite"
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SWEP.SubCatType = "7Sniper Rifle"
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SWEP.Description = "Semi-automatic AMR that can easily decimate personnel and materiel at any distance. Too heavy to bash with.\nEquipped with a 12x scope by default."
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SWEP.Description_Quote = "As seen on Future Weapons."
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SWEP.Trivia_Caliber = ".50 BMG"
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SWEP.Trivia_Manufacturer = "Accuracy International"
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SWEP.Trivia_Year = "2005"
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SWEP.Faction = TacRP.FACTION_COALITION
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SWEP.Credits = "Assets: Tactical Intervention"
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SWEP.ViewModel = "models/weapons/tacint/v_as50_hq.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_as50.mdl"
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SWEP.Slot = 2
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SWEP.SlotAlt = 3
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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Description = "Semi-automatic anti-materiel rifle with integral bipod.\nEquipped with a 12x scope by default.\nFar too heavy to swing, so bashing is out of the question.",
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Damage_Max = 70,
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Damage_Min = 140,
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Range_Min = 900,
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Range_Max = 5000,
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},
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[TacRP.BALANCE_TTT] = { // this is a buyable weapon in TTT
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Description = "Semi-automatic anti-materiel rifle with integral bipod.\nCan kill in up to 2 shots regardless of distance.\nEquipped with a 12x scope by default.",
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Damage_Max = 80,
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Damage_Min = 150,
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Range_Min = 500,
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Range_Max = 4000,
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RPM = 180,
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Penetration = 50,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 5,
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[HITGROUP_CHEST] = 1.25,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.675,
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[HITGROUP_RIGHTLEG] = 0.675,
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[HITGROUP_GEAR] = 0.6
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},
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},
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[TacRP.BALANCE_PVE] = {
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Description = "Semi-automatic anti-materiel rifle with integral bipod.\nEquipped with a 12x scope by default.",
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Damage_Max = 120,
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Damage_Min = 92,
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Range_Min = 4000,
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Range_Max = 8000,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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RecoilDissipationRate = 3,
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RecoilMaximum = 20,
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RecoilSpreadPenalty = 0.03,
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HipFireSpreadPenalty = 0.025,
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}
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}
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// "ballistics"
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SWEP.Damage_Max = 150
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SWEP.Damage_Min = 110
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SWEP.Range_Min = 1200
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SWEP.Range_Max = 8000
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SWEP.Penetration = 30
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SWEP.ArmorPenetration = 1.5
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SWEP.ArmorBonus = 6
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 5, // nobody is surviving this
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.9,
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[HITGROUP_RIGHTLEG] = 0.9,
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[HITGROUP_GEAR] = 0.75
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}
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SWEP.MuzzleVelocity = 20000
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.RPM = 200
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SWEP.Spread = 0
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SWEP.RecoilSpreadPenalty = 0.075
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SWEP.HipFireSpreadPenalty = 0.1
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SWEP.PeekPenaltyFraction = 0.2
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 2
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SWEP.RecoilResetTime = 0.25
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SWEP.RecoilDissipationRate = 3
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SWEP.RecoilFirstShotMult = 1
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// SWEP.RecoilMultCrouch = 0.25
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SWEP.RecoilVisualKick = 4
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SWEP.RecoilKick = 12
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SWEP.RecoilStability = 0.6
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.85
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SWEP.ShootingSpeedMult = 0.4
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SWEP.SightedSpeedMult = 0.5
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SWEP.ReloadSpeedMult = 0.2
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SWEP.AimDownSightsTime = 0.75
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SWEP.SprintToFireTime = 0.65 // multiplies how long it takes to recover from sprinting
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SWEP.Sway = 3
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SWEP.ScopedSway = 0.25
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// SWEP.SwayCrouchMult = 0.15
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SWEP.FreeAimMaxAngle = 10
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SWEP.Bipod = true
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SWEP.BipodRecoil = 0.25
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SWEP.BipodKick = 0.35
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// hold types
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SWEP.HoldType = "ar2"
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SWEP.HoldTypeSprint = "passive"
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SWEP.HoldTypeBlindFire = false
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(2, -2, -6)
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SWEP.BlindFireAng = Angle(0, 15, 0)
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SWEP.BlindFirePos = Vector(2, -2, -4)
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SWEP.BlindFireSuicideAng = Angle(0, 135, 0)
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SWEP.BlindFireSuicidePos = Vector(-3, 47, -29)
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SWEP.CustomizeAng = Angle(50, 15, 0)
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SWEP.CustomizePos = Vector(12, 6, -8)
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SWEP.SprintAng = Angle(40, -15, 0)
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SWEP.SprintPos = Vector(5, 0, -4)
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SWEP.SightAng = Angle(0, 0, 0)
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SWEP.SightPos = Vector(-4.485, -7.5, -5.16)
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SWEP.CorrectivePos = Vector(0.03, 0, 0.1)
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SWEP.CorrectiveAng = Angle(0, 0, 0)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
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SWEP.HolsterPos = Vector(5, 4, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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// scope
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SWEP.Scope = true
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SWEP.ScopeOverlay = Material("tacrp/scopes/sniper.png", "mips smooth") // Material("path/to/overlay")
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SWEP.ScopeFOV = 90 / 12
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SWEP.ScopeLevels = 1 // 2 = like CS:S
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SWEP.ScopeHideWeapon = true
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SWEP.CanMeleeAttack = false
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// reload
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 5
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "357"
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-- Принудительное обнуление при создании (Initialize)
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function SWEP:Initialize()
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self.BaseClass.Initialize(self)
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-- Обнуляем патроны внутри самого оружия
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self:SetClip1(0)
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-- Обнуляем резервные патроны у игрока через мгновение после спавна
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if SERVER then
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timer.Simple(0, function()
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if IsValid(self) and IsValid(self:GetOwner()) then
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self:GetOwner():SetAmmo(0, self:GetPrimaryAmmoType())
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end
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end)
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end
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end
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SWEP.AmmoTTT = "ti_sniper"
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SWEP.Ammo_Expanded = "ti_sniper"
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SWEP.ReloadTimeMult = 1
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SWEP.DropMagazineImpact = "metal"
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SWEP.DropMagazineModel = "models/weapons/tacint/magazines/uratio.mdl"
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SWEP.ReloadUpInTime = 2.2
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SWEP.DropMagazineTime = 0.8
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// sounds
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local path = "TacRP/weapons/as50/"
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SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
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SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 130
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SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
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// effects
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// the .qc attachment for the muzzle
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SWEP.QCA_Muzzle = 1
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// ditto for shell
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SWEP.QCA_Eject = 2
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SWEP.MuzzleEffect = "muzzleflash_m82_tacrp"
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SWEP.EjectEffect = 2
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "draw",
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["fire"] = {"shoot1", "shoot2"},
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["blind_fire"] = {"blind_shoot1", "blind_shoot2"}
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}
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// attachments
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SWEP.AttachmentElements = {
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["optic"] = {
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BGs_VM = {
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{1, 1}
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},
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BGs_WM = {
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{1, 1}
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},
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SortOrder = 1
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},
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["irons"] = {
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BGs_VM = {
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{1, 2}
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},
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SortOrder = 2
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},
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}
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SWEP.Attachments = {
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[1] = {
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PrintName = "Optic",
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Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper"},
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Bone = "ValveBiped._ROOT_AS50",
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WMBone = "Box01",
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AttachSound = "TacRP/weapons/optic_on.wav",
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DetachSound = "TacRP/weapons/optic_off.wav",
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InstalledElements = {"optic"},
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Pos_VM = Vector(-6.6, -0.1, 7),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(0, 5, 1.75),
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Ang_WM = Angle(0, -90, 0),
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},
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[2] = {
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PrintName = "Muzzle",
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Category = "barrel",
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Bone = "ValveBiped._ROOT_AS50",
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AttachSound = "tacrp/weapons/silencer_on.wav",
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DetachSound = "tacrp/weapons/silencer_off.wav",
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Pos_VM = Vector(-3.7, 0, 18.5),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(23, 1, -4.5),
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Ang_WM = Angle(0, 0, 180),
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},
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[3] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
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Bone = "ValveBiped._ROOT_AS50",
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WMBone = "Box01",
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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InstalledElements = {"tactical"},
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VMScale = 1.25,
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Pos_VM = Vector(-4, -1.6, 18),
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Pos_WM = Vector(1.5, 16, -0.5),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, -90, -90),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle"},
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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},
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[5] = {
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PrintName = "Bolt",
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Category = {"bolt_automatic"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[6] = {
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PrintName = "Trigger",
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Category = {"trigger_semi"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[7] = {
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PrintName = "Ammo",
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Category = {"ammo_amr"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[8] = {
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PrintName = "Perk",
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Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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},
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}
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local function addsound(name, spath)
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sound.Add({
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name = name,
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channel = 16,
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volume = 1.0,
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sound = spath
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})
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end
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addsound("TacInt_as50.Clip_Out", path .. "clip_out.wav")
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addsound("TacInt_as50.Clip_In", path .. "clip_in.wav")
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addsound("TacInt_as50.Bolt_Back", path .. "bolt_back.wav")
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addsound("TacInt_as50.bolt_forward", path .. "bolt_forward.wav")
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if engine.ActiveGamemode() == "terrortown" then
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SWEP.AutoSpawnable = false
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SWEP.Kind = WEAPON_HEAVY
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SWEP.CanBuy = { ROLE_TRAITOR, ROLE_DETECTIVE }
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SWEP.EquipMenuData = {
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type = "Weapon",
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desc = "Semi-automatic anti-materiel rifle.\nComes with 10 rounds.\n\nBEWARE: May be visible while holstered!",
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}
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function SWEP:TTTBought(buyer)
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buyer:GiveAmmo(5, "ti_sniper")
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end
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end
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