362 lines
9.0 KiB
Lua
362 lines
9.0 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 = "KRISS Vector"
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SWEP.AbbrevName = "Vector"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "1Elite"
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SWEP.SubCatType = "3Submachine Gun"
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SWEP.Description = "Close range SMG with extremely high fire rate and practically no recoil. Low armor penetration, but can chew through it very quickly."
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SWEP.Description_Quote = "\"We go forward like a breath exhaled from the Earth.\"" -- Modern Warfare 2 (2009).
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SWEP.Trivia_Caliber = "9x19mm"
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SWEP.Trivia_Manufacturer = "Kriss USA, Inc."
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SWEP.Trivia_Year = "2009"
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SWEP.Faction = TacRP.FACTION_COALITION
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SWEP.Credits = "Assets: Tactical Intervention"
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SWEP.ViewModel = "models/weapons/tacint/v_superv.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_superv.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 = 15,
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Damage_Min = 6,
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Range_Min = 200,
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Range_Max = 3500,
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FreeAimMaxAngle = 3.5,
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RPM = 1100,
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},
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[TacRP.BALANCE_TTT] = {
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Description = "Close range SMG with extremely high fire rate. Practically no recoil, but accuracy is very poor.",
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Damage_Max = 10,
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Damage_Min = 5,
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Range_Min = 250,
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Range_Max = 1000,
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ClipSize = 24,
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Spread = 0.014,
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RecoilSpreadPenalty = 0.0005,
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HipFireSpreadPenalty = 0.015,
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RecoilMaximum = 15,
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FreeAimMaxAngle = 3.5,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2,
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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] = 0.75,
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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 = 9,
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Damage_Min = 4,
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Range_Min = 200,
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Range_Max = 3500,
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Spread = 0.012,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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Description = "Close-range SMG with an insane rate of fire and basically no recoil, but very poor accuracy.",
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RecoilSpreadPenalty = 0.003,
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HipFireSpreadPenalty = 0.01
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG
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// "ballistics"
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SWEP.Damage_Max = 20
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SWEP.Damage_Min = 10
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SWEP.Range_Min = 200
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SWEP.Range_Max = 1700
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SWEP.Penetration = 4
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SWEP.ArmorPenetration = 0.35
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SWEP.ArmorBonus = 1
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2,
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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] = 0.75,
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[HITGROUP_RIGHTLEG] = 0.75,
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[HITGROUP_GEAR] = 0.9
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}
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SWEP.MuzzleVelocity = 12000
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// misc. shooting
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SWEP.Firemodes = {
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2,
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-2,
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1
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}
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SWEP.RPM = 1200
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SWEP.RPMMultBurst = 2
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SWEP.RunawayBurst = true
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SWEP.PostBurstDelay = 0.11
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SWEP.Spread = 0.01
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SWEP.HipFireSpreadPenalty = 0.012
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilResetInstant = false
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 15
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SWEP.RecoilResetTime = 0.04
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SWEP.RecoilDissipationRate = 60
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SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
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SWEP.RecoilVisualKick = 0.25
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SWEP.RecoilKick = 1
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SWEP.RecoilSpreadPenalty = 0.0012
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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 = 0.7
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SWEP.SightedSpeedMult = 0.7
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.3
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SWEP.SprintToFireTime = 0.3
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SWEP.Sway = 0.75
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SWEP.ScopedSway = 0.25
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SWEP.FreeAimMaxAngle = 2.5
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// hold types
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SWEP.HoldType = "smg"
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SWEP.HoldTypeSprint = "passive"
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SWEP.HoldTypeBlindFire = "pistol"
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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, -4, -5)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(0, -4, -3)
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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(0.025, 0.1, 0)
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SWEP.SightPos = Vector(-4.7, -7.5, -3.55)
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SWEP.CorrectivePos = Vector(0, 0, 0.1)
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SWEP.CorrectiveAng = Angle(0, 0, 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, 0, -5)
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SWEP.HolsterAng = Angle(0, 0, 0)
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// reload
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 32
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "pistol"
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-- Принудительное обнуление при создании (Initialize)
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function SWEP:Initialize()
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self.BaseClass.Initialize(self)
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-- Обнуляем патроны внутри самого оружия
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self:SetClip1(0)
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-- Обнуляем резервные патроны у игрока через мгновение после спавна
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if SERVER then
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timer.Simple(0, function()
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if IsValid(self) and IsValid(self:GetOwner()) then
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self:GetOwner():SetAmmo(0, self:GetPrimaryAmmoType())
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end
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end)
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end
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end
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SWEP.ReloadTimeMult = 1
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SWEP.DropMagazineModel = "models/weapons/tacint/magazines/superv.mdl"
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SWEP.DropMagazineImpact = "pistol"
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SWEP.ReloadUpInTime = 1.3
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SWEP.DropMagazineTime = 0.4
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// sounds
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local path = "TacRP/weapons/superv/"
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SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
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SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 110
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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_ak47"
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SWEP.EjectEffect = 1
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// anims
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SWEP.AnimationTranslationTable = {
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["fire_iron"] = "fire2_M",
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["fire1"] = "fire1_L",
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["fire2"] = "fire2_L",
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["fire3"] = "fire3_L",
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["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
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["melee"] = {"melee1", "melee2"},
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["jam"] = "deploy"
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -1, -0.1),
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vm_ang = Angle(0, 0.4, 0),
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t = 0.25,
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tmax = 0.25,
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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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{2, 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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["optic"] = {
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BGs_VM = {
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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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{3, 1}
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},
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},
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}
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SWEP.NoRMR = true
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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"},
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Bone = "superv_rig.SuperV_ROOT",
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AttachSound = "TacRP/weapons/optic_on.wav",
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DetachSound = "TacRP/weapons/optic_off.wav",
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InstalledElements = {"optic"},
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Pos_VM = Vector(-4.1, -0.15, 5),
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Pos_WM = Vector(7, 1.5, -5.5),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, -3.5, 180),
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},
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[2] = {
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PrintName = "Muzzle",
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Category = "silencer",
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Bone = "superv_rig.SuperV_ROOT",
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AttachSound = "TacRP/weapons/silencer_on.wav",
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DetachSound = "TacRP/weapons/silencer_off.wav",
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Pos_VM = Vector(-1.3, -0.1, 19),
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Pos_WM = Vector(23, 2.5, -2.8),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, -3.5, 180),
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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 = "superv_rig.SuperV_ROOT",
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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InstalledElements = {"tactical"},
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Pos_VM = Vector(-1.15, -1.1, 11),
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Pos_WM = Vector(14, 3, -3),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, -3.5, 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_extmag_smg", "acc_sling", "acc_duffle"},
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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_4pos"},
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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_superv.Clip_Out", path .. "clip_out-1.wav")
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addsound("TacInt_superv.Clip_In", path .. "clip_in-1.wav")
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addsound("TacInt_superv.bolt_release", path .. "bolt_release-1.wav")
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addsound("TacInt_superv.bolt_back", path .. "bolt_back-1.wav")
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addsound("TacInt_superv.bolt_forward", path .. "bolt_forward-1.wav")
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