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VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_io_scarh.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 = "FN SCAR-H CQC"
SWEP.AbbrevName = "SCAR-H"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "5Battle Rifle"
SWEP.Description = "Compact, high mobility battle rifle with swift handling."
SWEP.Description_Quote = "\"Sand Bravo, we're reading 70 bogeys in your sector.\""
SWEP.Trivia_Caliber = "7.62x51mm"
SWEP.Trivia_Manufacturer = "FN America"
SWEP.Trivia_Year = "2004"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = [[
Assets: Counter-Strike: Online 2, edited by speedonerd
Animation: Tactical Intervention
]]
SWEP.ViewModel = "models/weapons/tacint_shark/v_scarh.mdl"
SWEP.WorldModel = "models/weapons/tacint_shark/w_scarh.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 38,
Damage_Min = 26,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 25,
Damage_Min = 12,
Range_Min = 500,
Range_Max = 2500,
RPM = 400,
RecoilResetTime = 0.125,
RecoilDissipationRate = 5,
RecoilMaximum = 5,
RecoilSpreadPenalty = 0.015,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 17,
Damage_Min = 12,
RPM = 450,
RecoilDissipationRate = 8,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilSpreadPenalty = 0.006,
RecoilMaximum = 10
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.BattleRifle
// "ballistics"
SWEP.Damage_Max = 38
SWEP.Damage_Min = 24
SWEP.Range_Min = 800
SWEP.Range_Max = 2800
SWEP.Penetration = 20
SWEP.ArmorPenetration = 0.8
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.35,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.9,
[HITGROUP_RIGHTLEG] = 0.9,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 26000
// misc. shooting
SWEP.Firemodes = {
2,
1
}
SWEP.RPM = 550
SWEP.Spread = 0.001
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 7
SWEP.RecoilResetTime = 0.12
SWEP.RecoilDissipationRate = 12
SWEP.RecoilFirstShotMult = 0.85
SWEP.RecoilVisualKick = 2
SWEP.RecoilKick = 6
SWEP.RecoilStability = 0.75
SWEP.RecoilSpreadPenalty = 0.005
SWEP.HipFireSpreadPenalty = 0.04
SWEP.PeekPenaltyFraction = 0.25
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.9
SWEP.ShootingSpeedMult = 0.825
SWEP.SightedSpeedMult = 0.65
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.35
SWEP.SprintToFireTime = 0.38
SWEP.Sway = 1.25
SWEP.ScopedSway = 0.1
SWEP.FreeAimMaxAngle = 5
SWEP.Bipod = false
SWEP.BipodRecoil = 0.5
SWEP.BipodKick = 0.4
// 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, -5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.SightAng = Angle(0.07, 0.45, 0)
SWEP.SightPos = Vector(-4.36, -7, -4.77)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.CorrectivePos = Vector(0, 2, 0)
SWEP.CorrectiveAng = Angle(-0.1, 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 = 20
SWEP.DefaultAmmo = 0
SWEP.Ammo = "ar2"
-- 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_extras/magazines/scarh.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 1.1
SWEP.DropMagazineTime = 0.3
// sounds
local path = "tacrp/weapons/dsa58/dsa58_"
local path1 = "tacint_shark/scarh/"
SWEP.Sound_Shoot = "^" .. path1 .. "scarh-1.wav"
SWEP.Sound_Shoot_Silenced = "^" .. path .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 130
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_g3"
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, -0.1),
vm_ang = Angle(0, 0.4, 0),
t = 0.25,
tmax = 0.25,
bones = {
{
bone = "ValveBiped.bolt_cover",
pos = Vector(0, 0, -3),
t0 = 0.01,
t1 = 0.1,
},
}
}
// attachments
SWEP.AttachmentElements = {
["sights"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{4, 1}
}
},
}
SWEP.NoRMR = true
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
Bone = "ValveBiped._ROOT_K1a",
WMBone = "Box01",
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
InstalledElements = {"sights"},
VMScale = 1,
Pos_VM = Vector(-5.25, 0.19, 3.5),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 2.5, 1.3),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped._ROOT_K1a",
WMBone = "Box01",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
Pos_VM = Vector(-2.85, 0.35, 23),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 21, -0.9),
Ang_WM = Angle(0, -90, 0),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped._ROOT_K1a",
WMBone = "Box01",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
VMScale = 1.1,
Pos_VM = Vector(-2.8, -0.75, 15),
Ang_VM = Angle(90, 0, -90),
Pos_WM = Vector(1, 11.5, -0.75),
Ang_WM = Angle(0, -90, -90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_sling", "acc_duffle", "acc_extmag_rifle2", "acc_bipod"},
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_scar.insert_clip", path1 .. "scarh_clipin.wav")
addsound("tacint_scar.insert_clip-mid", path1 .. "scarh_clipin.wav")
addsound("tacint_scar.remove_clip", path1 .. "scarh_clipout.wav")
addsound("tacint_scar.Handle_FoldDown", path .. "handle_folddown.wav")
addsound("tacint_scar.bolt_back", path1 .. "scarh_boltpull.wav")
addsound("tacint_scar.bolt_release", path .. "bolt_shut.wav")