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VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_pa_vykhlop.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 = "ВСК Выхлоп"
SWEP.AbbrevName = "Vykhlop"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "7Sniper Rifle"
SWEP.Description = "Subsonic sniper rifle with high capacity and rate of fire, but low muzzle velocity and poor handling.\nEquipped with a 6x scope by default."
SWEP.Description_Quote = "\"Na'am seyidi, al qanas ala al khatt.\"" // Syrian Warfare (2016)
SWEP.Trivia_Caliber = "12.7x55mm"
SWEP.Trivia_Manufacturer = "TsKIB SOO"
SWEP.Trivia_Year = "2002"
SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = "Model/Texture: Call to Arms\nAnimations: Tactical Intervention, Arctic"
SWEP.ViewModel = "models/weapons/tacint/v_vykhlop.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_vykhlop.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 75,
Damage_Min = 120,
Range_Min = 1500,
Range_Max = 4000,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 55,
Damage_Min = 80,
Range_Min = 300,
Range_Max = 2000,
RPM = 45,
ShootTimeMult = 0.9,
HipFireSpreadPenalty = 0.025,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5,
[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
},
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle
// "ballistics"
SWEP.Damage_Max = 125
SWEP.Damage_Min = 85
SWEP.Range_Min = 800
SWEP.Range_Max = 5000
SWEP.Penetration = 18 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.8
SWEP.ArmorBonus = 2.5
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
}
SWEP.MuzzleVelocity = 11500
// misc. shooting
SWEP.Firemode = 1
SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction
SWEP.RPM = 44
SWEP.ShootTimeMult = 0.42
SWEP.Spread = 0
SWEP.HipFireSpreadPenalty = 0.1
SWEP.PeekPenaltyFraction = 0.2
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 1
SWEP.RecoilResetTime = 0.4
SWEP.RecoilDissipationRate = 1
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 10
SWEP.RecoilKick = 15
SWEP.RecoilStability = 0.5
SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.75
SWEP.ShootingSpeedMult = 0.25
SWEP.SightedSpeedMult = 0.4
SWEP.ReloadSpeedMult = 0.25
SWEP.AimDownSightsTime = 0.5
SWEP.SprintToFireTime = 0.6
SWEP.Sway = 3
SWEP.ScopedSway = 0.2
SWEP.FreeAimMaxAngle = 10
SWEP.Bipod = true
SWEP.BipodRecoil = 0.25
SWEP.BipodKick = 0.2
// hold types
SWEP.HoldType = "smg"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.HoldTypeNPC = "shotgun"
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(2, 1, -6)
SWEP.BlindFireAng = Angle(0, 15, -45)
SWEP.BlindFirePos = Vector(1, -2, -3)
SWEP.BlindFireLeftAng = Angle(75, 0, 0)
SWEP.BlindFireLeftPos = Vector(8, 10, -6)
SWEP.BlindFireRightAng = Angle(-75, 0, 0)
SWEP.BlindFireRightPos = Vector(-10, 10, -5)
SWEP.BlindFireSuicideAng = Angle(0, 135, 0)
SWEP.BlindFireSuicidePos = Vector(-2, 45, -35)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(0.03, 0.8, 0)
SWEP.SightPos = Vector(-3.92, -4, -4.77)
SWEP.CorrectivePos = Vector(0.09, 0, 0.05)
SWEP.CorrectiveAng = Angle(0, 0, -1)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
SWEP.HolsterPos = Vector(5, 4, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// scope
SWEP.Scope = true
SWEP.ScopeOverlay = Material("tacrp/scopes/l96.png", "mips smooth") // Material("path/to/overlay")
SWEP.ScopeFOV = 90 / 6
SWEP.ScopeLevels = 1 // 2 = like CS:S
SWEP.ScopeHideWeapon = true
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 10
SWEP.DefaultAmmo = 0
SWEP.Ammo = "357"
-- 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.AmmoTTT = "357"
SWEP.Ammo_Expanded = "ti_sniper"
SWEP.TracerNum = 0
SWEP.ReloadTimeMult = 2
SWEP.ShootTimeMult = 0.8
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/vykhlop.mdl"
SWEP.ReloadUpInTime = 2.1
SWEP.DropMagazineTime = 0.7
// sounds
local path = "tacrp/weapons/aug/aug_"
SWEP.Sound_Shoot = "^tacrp/weapons/sg551/sg551_fire_silenced-1.wav"
SWEP.Vol_Shoot = 80
SWEP.Pitch_Shoot = 80
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_suppressed"
SWEP.EjectEffect = 2
SWEP.EjectDelay = 0.5
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "deploy",
["fire"] = "fire_bolt",
["blind_fire"] = "shoot1",
["jam"] = "midreload"
}
// attachments
SWEP.AttachmentElements = {
["optic"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
},
},
["irons"] = {
BGs_VM = {
{2, 1}
},
BGs_WM = {
{2, 1}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"ironsights_sniper", "optic_cqb_nookp7", "optic_medium", "optic_sniper"},
InstalledElements = {"optic"},
Bone = "ValveBiped.AUG_rootbone",
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
VMScale = 1,
Pos_VM = Vector(-5.3, 0, 1),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(4, 1, -5.8),
Ang_WM = Angle(0, 0, 180),
},
[2] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.AUG_rootbone",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-3, -1.05, 8),
Ang_VM = Angle(90, 0, -90),
Pos_WM = Vector(12, 1.75, -4),
Ang_WM = Angle(0, 0, 90),
},
[3] = {
PrintName = "Accessory",
Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle", "acc_bipod"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
[4] = {
PrintName = "Bolt",
Category = {"bolt_manual"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Trigger",
Category = {"trigger_manual"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Ammo",
Category = {"ammo_amr"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
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_aug.insert_clip", path .. "insert_clip.wav")
addsound("tacint_aug.remove_clip", path .. "remove_clip.wav")
addsound("tacint_aug.Handle_FoldDown", path .. "handle_folddown.wav")
addsound("tacint_aug.bolt_lockback", path .. "bolt_lockback.wav")
addsound("tacint_aug.bolt_release", path .. "bolt_release.wav")
path = "TacRP/weapons/m14/m14_"
addsound("TacInt_m14.bolt_back", path .. "bolt_back.wav")
addsound("TacInt_m14.bolt_release", path .. "bolt_release.wav")