Files
VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_io_sl8.lua
2026-03-31 10:27:04 +03:00

364 lines
9.3 KiB
Lua
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "HK SL8"
SWEP.AbbrevName = "SL8"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "5Sporter"
SWEP.Description = "Semi-automatic variant of the G36 made for precision shooting. Low fire rate, but recoil control is excellent.\nEquipped with a 2x scope but has no ironsight option."
SWEP.Description_Quote = "\"Used to be a cop myself, only for one day though.\"" -- Resident Evil 4
SWEP.Trivia_Caliber = ".223 Remington"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "1998"
SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = [[
Model: Hav0c
Texture: Twinke Masta
Sound: KingFriday
Animation: Tactical Intervention
]]
// https://gamebanana.com/mods/211404
SWEP.ViewModel = "models/weapons/tacint_extras/v_sl8.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_sl8.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 28,
Damage_Min = 19,
Range_Min = 2000,
Range_Max = 8000,
ArmorPenetration = 0.875,
RPM = 360,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 35,
Damage_Min = 22,
Range_Min = 500,
Range_Max = 5000,
RPM = 200,
ClipSize = 25,
RecoilMaximum = 6,
RecoilResetTime = 0.2,
RecoilDissipationRate = 6,
RecoilSpreadPenalty = 0.002,
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 = 17,
Damage_Min = 12,
Range_Min = 2000,
Range_Max = 8000,
ArmorPenetration = 0.875,
RPM = 360,
},
[TacRP.BALANCE_OLDSCHOOL] = {
HipFireSpreadPenalty = 0.015,
RecoilSpreadPenalty = 0.002
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle
// "ballistics"
SWEP.Damage_Max = 26
SWEP.Damage_Min = 16
SWEP.Range_Min = 1500
SWEP.Range_Max = 4000
SWEP.Penetration = 8 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.75
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 = 35000
// misc. shooting
SWEP.Firemode = 1
SWEP.RPM = 450
SWEP.RPMMultSemi = 0.7
SWEP.Spread = 0.001
SWEP.ShootTimeMult = 0.5
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 15
SWEP.RecoilResetTime = 0.175
SWEP.RecoilDissipationRate = 15
SWEP.RecoilFirstShotMult = 0.75
SWEP.RecoilVisualKick = 0.75
SWEP.RecoilKick = 1.5
SWEP.RecoilStability = 0.4
SWEP.RecoilAltMultiplier = 1000
SWEP.RecoilSpreadPenalty = 0.0009
SWEP.HipFireSpreadPenalty = 0.04
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.925
SWEP.ShootingSpeedMult = 0.85
SWEP.SightedSpeedMult = 0.6
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.4
SWEP.SprintToFireTime = 0.44
SWEP.Sway = 1.5
SWEP.ScopedSway = 0.1
SWEP.FreeAimMaxAngle = 6
// 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(0.5, -2, -5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.SprintAng = Angle(40, -15, 0)
SWEP.SprintPos = Vector(5, 0, -4)
SWEP.SightAng = Angle(0, 0, 0)
SWEP.SightPos = Vector(-4.03, -2.5, -4.1)
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)
// scope
SWEP.Scope = true
SWEP.ScopeOverlay = Material("tacrp/scopes/g36.png", "mips smooth") // Material("path/to/overlay")
SWEP.ScopeFOV = 90 / 2
SWEP.ScopeLevels = 1 // 2 = like CS:S
SWEP.ScopeHideWeapon = true
// 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 = 1.1
SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/sl8.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.4
SWEP.DropMagazineTime = 0.4
// sounds
local path = "TacRP/weapons/g36k/g36k_"
local path1 = "tacint_extras/sl8/"
SWEP.Sound_Shoot = "^" .. path1 .. "sl8-1.wav"
SWEP.Sound_Shoot_Silenced = path .. "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"},
["deploy"] = "deploy2",
}
SWEP.DeployTimeMult = 0.9
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -1, -0.1),
vm_ang = Angle(0, 0.4, 0),
t = 0.25,
tmax = 0.25,
}
// attachments
SWEP.AttachmentElements = {
["tactical"] = {
BGs_VM = {
{1, 1}
},
},
["irons"] = {
BGs_VM = {
{2, 1}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
Bone = "ValveBiped.g36k_rootbone",
WMBone = "Box01",
InstalledElements = {"irons"},
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
VMScale = 0.9,
Pos_VM = Vector(-6.8, 0, 7),
Pos_WM = Vector(0, 0, 2.75),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.g36k_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
Pos_VM = Vector(-3.55, 0.075, 32),
Pos_WM = Vector(-0.25, 24, -1),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90, 0),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.g36k_rootbone",
WMBone = "Box01",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-3.9, -0.75, 18),
Pos_WM = Vector(0.9, 20, -1),
Ang_VM = Angle(90, 0, -80),
Ang_WM = Angle(-70, -90, 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_semi"},
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_sl8.MagOut", path1 .. "MagOut.wav")
addsound("tacint_extras_sl8.MagFiddle", path1 .. "MagFiddle.wav")
addsound("tacint_extras_sl8.MagSlap", path1 .. "MagSlap.wav")
addsound("tacint_extras_sl8.BoltPull", path1 .. "BoltPull.wav")
addsound("tacint_extras_sl8.BoltBack", path1 .. "BoltBack.wav")
addsound("tacint_extras_sl8.fire_select", path .. "fire_selector.wav")
addsound("tacint_extras_sl8.Buttstock_Back", path .. "buttstock_back.wav")