352 lines
8.5 KiB
Lua
352 lines
8.5 KiB
Lua
SWEP.Base = "tacrp_base"
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SWEP.Spawnable = true
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AddCSLuaFile()
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// names and stuff
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SWEP.PrintName = "ПП-19 Бизон"
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SWEP.AbbrevName = "Bizon"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "3Security"
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SWEP.SubCatType = "3Submachine Gun"
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SWEP.Description = "AK-derrivative SMG with a high-capacity helical magazine. Pretty weak but easy to control and handle."
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SWEP.Description_Quote = "\"NEEEJJJJ!!!! FAN BATTLE-SCARRED PP-BIZONNNN!!!! FITTAAAA!!!!!\"" -- those who know
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SWEP.Trivia_Caliber = "9x18mm"
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SWEP.Trivia_Manufacturer = "Izhmash"
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SWEP.Trivia_Year = "1996"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = "Model: Twinke Masta \nTexture: Milo \nSound: Vunsunta \nAnimations: Tactical Intervention, edited by speedonerd"
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SWEP.ViewModel = "models/weapons/tacint_shark/v_bizon.mdl"
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SWEP.WorldModel = "models/weapons/tacint_shark/w_bizon.mdl"
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SWEP.Slot = 2
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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Damage_Max = 16,
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Damage_Min = 9,
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Spread = 0.008,
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FreeAimMaxAngle = 3,
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RecoilKick = 2,
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 9,
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Damage_Min = 5,
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Range_Min = 500,
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Range_Max = 2000,
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RecoilSpreadPenalty = 0.0025,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2.5,
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[HITGROUP_CHEST] = 1.25,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.9,
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[HITGROUP_RIGHTARM] = 0.9,
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[HITGROUP_LEFTLEG] = 0.75,
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[HITGROUP_RIGHTLEG] = 0.75,
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[HITGROUP_GEAR] = 0.9
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},
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},
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[TacRP.BALANCE_PVE] = {
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Damage_Max = 8,
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Damage_Min = 4,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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Spread = 0.02
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle
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// "ballistics"
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SWEP.Damage_Max = 15
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SWEP.Damage_Min = 10
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SWEP.Range_Min = 600
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SWEP.Range_Max = 2500
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SWEP.Penetration = 7 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.725
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.85,
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[HITGROUP_RIGHTLEG] = 0.85,
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[HITGROUP_GEAR] = 0.9
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}
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SWEP.MuzzleVelocity = 12000
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// misc. shooting
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SWEP.Firemodes = {
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2,
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1
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}
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SWEP.RPM = 700
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SWEP.Spread = 0.012
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 10
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SWEP.RecoilResetTime = 0.2
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SWEP.RecoilDissipationRate = 20
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SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
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SWEP.RecoilVisualKick = 0.5
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SWEP.RecoilKick = 1.5
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SWEP.RecoilStability = 0.3
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SWEP.RecoilAltMultiplier = 400
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SWEP.RecoilSpreadPenalty = 0.002
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SWEP.HipFireSpreadPenalty = 0.05
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.95
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SWEP.ShootingSpeedMult = 0.85
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SWEP.SightedSpeedMult = 0.65
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SWEP.ReloadSpeedMult = 0.65
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SWEP.AimDownSightsTime = 0.3
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SWEP.SprintToFireTime = 0.32
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SWEP.Sway = 1
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SWEP.ScopedSway = 0.2
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// hold types
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SWEP.HoldType = "ar2"
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SWEP.HoldTypeSprint = "passive"
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SWEP.HoldTypeBlindFire = false
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, -2, -4)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(3, -2, -5)
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SWEP.SprintAng = Angle(30, -15, 0)
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SWEP.SprintPos = Vector(5, 0, -2)
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SWEP.SightAng = Angle(-0.1, -0.5, -1)
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SWEP.SightPos = Vector(-4.66, -7.6, -2.7)
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SWEP.CorrectivePos = Vector(0, 0, -0.07)
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SWEP.CorrectiveAng = Angle(0.8, 0.7, 0)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
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SWEP.HolsterPos = Vector(5, -2, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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SWEP.ClipSize = 64
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SWEP.Ammo = "pistol"
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SWEP.Ammo_Expanded = "ti_pistol_light"
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SWEP.ReloadTimeMult = 1.2
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SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/bizon.mdl"
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SWEP.DropMagazineImpact = "metal"
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SWEP.ReloadUpInTime = 1.65
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SWEP.DropMagazineTime = 0.65
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SWEP.FreeAimMaxAngle = 5
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// sounds
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local path = "tacint_shark/weapons/bizon/"
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local path1 = "tacint_shark/weapons/ar57/"
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local path2 = "tacrp/weapons/ak47/ak47_"
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SWEP.Sound_Shoot = "^" .. path .. "p90-1.wav"
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SWEP.Sound_Shoot_Silenced = path2 .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 130
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SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
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// effects
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// the .qc attachment for the muzzle
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SWEP.QCA_Muzzle = 1
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// ditto for shell
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SWEP.QCA_Eject = 2
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SWEP.MuzzleEffect = "muzzleflash_smg"
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SWEP.EjectEffect = 1
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "deploy",
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["fire_iron"] = "fire1_M",
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["fire1"] = "fire1_M",
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["fire2"] = "fire2_M",
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["fire3"] = "fire3_M",
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["fire4"] = "fire4_M",
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["fire5"] = "fire5_M",
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["melee"] = {"melee1", "melee2"},
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["jam"] = "mid_reload"
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -0.75, -0.12),
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vm_ang = Angle(0, 0.3, 0),
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t = 0.25,
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tmax = 0.25,
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bones = {
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{
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bone = "ValveBiped.bolt",
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pos = Vector(0, 0, -3),
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t0 = 0.05,
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t1 = 0.2,
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},
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},
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}
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// attachments
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SWEP.AttachmentElements = {
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["foldstock"] = {
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BGs_VM = {
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{1, 1}
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},
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BGs_WM = {
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{1, 1}
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}
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},
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["tactical"] = {
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BGs_VM = {
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{2, 1}
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},
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BGs_WM = {
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{2, 1}
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},
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},
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["akmount"] = {
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BGs_VM = {
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{2, 0}
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},
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BGs_WM = {
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{2, 0}
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},
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AttPosMods = {
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[1] = {
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VMScale = 0.7,
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Pos_VM = Vector(-5, 0.5, 2),
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Pos_WM = Vector(-0.4, 1, 0.5),
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}
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},
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SortOrder = 2,
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}
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}
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SWEP.Attachments = {
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[1] = {
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PrintName = "Optic",
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Category = {"optic_cqb", "optic_medium", "optic_ak"},
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Bone = "ValveBiped.AK47_rootbone",
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WMBone = "Box01",
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InstalledElements = {"tactical"},
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AttachSound = "tacrp/weapons/optic_on.wav",
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DetachSound = "tacrp/weapons/optic_off.wav",
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VMScale = 0.8,
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Pos_VM = Vector(-5.55, 0.15, 4),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(-0.1, 2.25, 1),
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Ang_WM = Angle(0, -90, 0),
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},
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[2] = {
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PrintName = "Muzzle",
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Category = {"silencer", "muzz_ak"},
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Bone = "ValveBiped.AK47_rootbone",
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WMBone = "Box01",
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AttachSound = "tacrp/weapons/silencer_on.wav",
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DetachSound = "tacrp/weapons/silencer_off.wav",
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VMScale = 0.95,
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WMScale = 0.85,
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Pos_VM = Vector(-3.54, 0.1, 19.7),
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Pos_WM = Vector(-0.1, 18.5, -1.5),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, -90, 0),
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},
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[3] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
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Bone = "ValveBiped.AK47_rootbone",
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WMBone = "Box01",
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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Pos_VM = Vector(-3.5, -0.3, 13),
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Pos_WM = Vector(0.5, 9, -1),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, -90, -90),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_foldstock", "acc_sling", "acc_duffle", "acc_extmag_smg"},
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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},
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[5] = {
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PrintName = "Bolt",
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Category = {"bolt_automatic"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[6] = {
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PrintName = "Trigger",
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Category = {"trigger_auto"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[7] = {
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PrintName = "Ammo",
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Category = {"ammo_pistol"},
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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},
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[8] = {
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PrintName = "Perk",
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Category = {"perk", "perk_melee", "perk_shooting", "perk_reload"},
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AttachSound = "tacrp/weapons/flashlight_on.wav",
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DetachSound = "tacrp/weapons/flashlight_off.wav",
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},
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}
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local function addsound(name, spath)
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sound.Add({
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name = name,
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channel = 16,
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volume = 1.0,
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sound = spath
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})
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end
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addsound("tacint_bizon.remove_clip", path1 .. "magout1.wav")
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addsound("tacint_bizon.insert_clip", path1 .. "magtap.wav")
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addsound("tacint_bizon.boltaction", path2 .. "boltaction.wav")
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addsound("tacint_bizon.Buttstock_Back", path2 .. "buttstock_back.wav")
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