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VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_ex_m4a1.lua
2026-03-31 10:27:04 +03:00

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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "Colt M4A1"
SWEP.AbbrevName = "M4A1"
SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "4Assault Rifle"
SWEP.Description = "A true American classic boasting high fire rate and balanced performance."
SWEP.Description_Quote = "\"Burn 'em, Eldridge!\"" --The Hurt Locker (2008)
SWEP.Trivia_Caliber = "5.56x45mm"
SWEP.Trivia_Manufacturer = "Colt"
SWEP.Trivia_Year = "1987"
SWEP.Faction = TacRP.FACTION_NEUTRAL // This is older military kit so it's not uncommon to see some captured examples in the hands of bad guys.
SWEP.Credits = [[
Model/Texture: Twinke Masta, DMG
Sound: Teh Strelok
Animation: Tactical Intervention
]]
SWEP.ViewModel = "models/weapons/tacint_extras/v_m4a1.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_m4a1.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 14,
Damage_Min = 8,
Range_Min = 600,
Range_Max = 2000,
RPM = 750,
RecoilSpreadPenalty = 0.0022,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2.5,
[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 = 9,
Damage_Min = 5,
Range_Min = 600,
Range_Max = 2800,
RPM = 800,
RecoilSpreadPenalty = 0.0017,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilMaximum = 15,
RecoilPerShot = 1,
RecoilDissipationRate = 10,
RecoilSpreadPenalty = 0.005,
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle
// "ballistics"
SWEP.Damage_Max = 22
SWEP.Damage_Min = 15
SWEP.Range_Min = 1000
SWEP.Range_Max = 2800
SWEP.Penetration = 7 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.7
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5,
[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 = 800
SWEP.Spread = 0.0069
SWEP.ShootTimeMult = 0.5
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 10
SWEP.RecoilResetTime = 0
SWEP.RecoilDissipationRate = 35
SWEP.RecoilFirstShotMult = 1
SWEP.RecoilVisualKick = 0.75
SWEP.RecoilKick = 4.5
SWEP.RecoilStability = 0.25
SWEP.RecoilSpreadPenalty = 0.002
SWEP.HipFireSpreadPenalty = 0.04
SWEP.PeekPenaltyFraction = 0.2
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.925
SWEP.ShootingSpeedMult = 0.8
SWEP.SightedSpeedMult = 0.65
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.36
SWEP.SprintToFireTime = 0.38 // multiplies how long it takes to recover from sprinting
SWEP.Sway = 1.25
SWEP.ScopedSway = 0.15
SWEP.FreeAimMaxAngle = 4.5
// 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, -4, -6)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, -4, -3)
SWEP.SightAng = Angle(0.1, 0, 0)
SWEP.SightPos = Vector(-4.154, -7.5, -4.45)
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/magazines/m4.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 1.3
SWEP.DropMagazineTime = 0.4
// sounds
local path = "TacRP/weapons/m4/m4_"
local path2 = "tacrp_extras/m4a1/m4a1_"
SWEP.Sound_Shoot = "^" .. path2 .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = path2 .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 120
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, -1.5, -0.05),
vm_ang = Angle(0, 0.1, 0),
t = 0.25,
tmax = 0.25,
}
// attachments
SWEP.AttachmentElements = {
["sights"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
},
},
["chmount"] = {
BGs_VM = {
{1, 0}
},
BGs_WM = {
{1, 0}
},
AttPosMods = {
[1] = {
Pos_VM = Vector(-7.7, -0.05, 4),
Pos_WM = Vector(0.4, 3, 3.5),
}
},
SortOrder = 2,
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb_verytall", "optic_medium", "optic_sniper", "optic_ar"},
InstalledElements = {"sights"},
Bone = "ValveBiped.m4_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
VMScale = 1,
Pos_VM = Vector(-5.6, -0.075, 4),
Pos_WM = Vector(0.4, 3, 1.15),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90 + 3.5, 0),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.m4_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
VMScale = 0.9,
Pos_VM = Vector(-3.95, 0, 25.65),
Pos_WM = Vector(1.4, 26, -0.5),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90 + 3.5, 0),
},
[3] = {
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(-3.9, -1.2, 13.5),
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_sling", "acc_duffle", "perk_extendedmag"},
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_extras_m4a1.Remove_Clip", path2 .. "clipout.mp3")
addsound("tacint_extras_m4a1.Insert_Clip", path2 .. "clipin.mp3")
addsound("tacint_extras_m4a1.Insert_Clip-mid", path .. "insert_clip-mid.wav")
addsound("tacint_extras_m4a1.bolt_action", path .. "bolt_action.wav")
addsound("tacint_extras_m4a1.bolt_slap", path .. "bolt_slap.wav")
addsound("tacint_extras_m4a1.throw_catch", path .. "throw_catch.wav")