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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 P90"
SWEP.AbbrevName = "P90"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "3Submachine Gun"
SWEP.Description = "Bullpup PDW with a generous top-loaded magazine and controllable spread. High velocity rounds retain effectiveness at range and pierces armor easily."
SWEP.Description_Quote = "\"This is a weapon of war, it's made to kill your enemy.\"" // SG-1 Stargate
SWEP.Trivia_Caliber = "5.7x28mm"
SWEP.Trivia_Manufacturer = "FN Herstal"
SWEP.Trivia_Year = "1990"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_p90.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_p90.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 14,
Damage_Min = 12,
RecoilKick = 2,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 10,
Damage_Min = 8,
Range_Min = 1000,
Range_Max = 2000,
RPM = 800,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 9,
Damage_Min = 7,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilSpreadPenalty = 0.0025,
RecoilMaximum = 25
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG
// "ballistics"
SWEP.Damage_Max = 15
SWEP.Damage_Min = 12
SWEP.Range_Min = 1000 // distance for which to maintain maximum damage
SWEP.Range_Max = 5000 // distance at which we drop to minimum damage
SWEP.Penetration = 10 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.875
SWEP.ArmorBonus = 2
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[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 = 850
SWEP.Spread = 0.006
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 20
SWEP.RecoilResetTime = 0.05
SWEP.RecoilDissipationRate = 45
SWEP.RecoilFirstShotMult = 2
SWEP.RecoilVisualKick = 0.75
SWEP.RecoilKick = 1.5
SWEP.RecoilStability = 0.1
SWEP.RecoilSpreadPenalty = 0.0014
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.925
SWEP.ShootingSpeedMult = 0.85
SWEP.SightedSpeedMult = 0.7
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.35
SWEP.SprintToFireTime = 0.375
SWEP.Sway = 0.75
SWEP.ScopedSway = 0.25
SWEP.FreeAimMaxAngle = 3
// hold types
SWEP.HoldType = "smg"
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, -5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(0, -4, -3)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(0.01, 0, 0)
SWEP.SightPos = Vector(-3.705, -15, -4.6)
SWEP.CorrectivePos = Vector(0.02, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, 6, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 50
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.Ammo_Expanded = "ti_pdw"
SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/p90.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.85
SWEP.DropMagazineTime = 0.55
// sounds
local path = "tacrp/weapons/p90/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 115
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_smg"
SWEP.EjectEffect = 2
// anims
SWEP.AnimationTranslationTable = {
["fire_iron"] = "fire1_M",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
["melee"] = {"melee1", "melee2"}
}
// attachments
SWEP.AttachmentElements = {
["optic"] = {
BGs_VM = {
{1, 1}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium"},
Bone = "p90_ROOT",
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
InstalledElements = {"optic"},
Pos_VM = Vector(-5.35, 0, 6.5),
Pos_WM = Vector(8, 1.5, -7),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -3.5, 180),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "p90_ROOT",
AttachSound = "tacrp/weapons/silencer_on.wav",
DetachSound = "tacrp/weapons/silencer_off.wav",
Pos_VM = Vector(-1.85, 0, 14),
Pos_WM = Vector(16, 2.25, -3.5),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -3.5, 180),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "p90_ROOT",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
InstalledElements = {"rail"},
Pos_VM = Vector(-4.35, -0.6, 7.6),
Pos_WM = Vector(10, 1.3, -4),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, -3.5, -90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_sling", "acc_duffle", "acc_extmag_smg"},
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_p90.Clip_Out", path .. "clip_out.wav")
addsound("tacint_p90.Clip_In", path .. "clip_in.wav")
addsound("tacint_p90.Clip_slap", path .. "clip_slap.wav")
addsound("tacint_p90.bolt_release", path .. "bolt_release.wav")
addsound("tacint_p90.bolt_back", path .. "bolt_back.wav")
addsound("tacint_p90.bolt_forward", path .. "bolt_forward.wav")
addsound("tacint_p90.fire_select", path .. "fire_select.wav")
addsound("tacint_p90.mag_release", path .. "mag_release.wav")