409 lines
10 KiB
Lua
409 lines
10 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 = "Karabiner 98k"
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SWEP.AbbrevName = "Kar98k"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "5Value"
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SWEP.SubCatType = "6Marksman Rifle"
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SWEP.Description = "Antique bolt-action rifle with an enduring design. Powerful up close, but is essentially obsolete on the modern battlefield."
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SWEP.Description_Quote = "\"Do you want total war?\""
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SWEP.Trivia_Caliber = "7.92x57mm Mauser"
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SWEP.Trivia_Manufacturer = "Mauser"
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SWEP.Trivia_Year = "1935"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = [[
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Model: Day of Defeat: Source, edited by 8Z
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Texture: Cafe Rev., rascal, 5hifty
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Sound: rzen1th
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Animations: speedonerd
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]]
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SWEP.ViewModel = "models/weapons/tacint_extras/v_k98.mdl"
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SWEP.WorldModel = "models/weapons/tacint_extras/w_k98.mdl"
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SWEP.Slot = 2
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SWEP.SlotAlt = 3
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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Damage_Max = 80,
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Damage_Min = 55,
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HipFireSpreadPenalty = 0.03,
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Spread = 0.002,
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RPM = 50,
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ShootTimeMult = 0.75,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1.25,
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[HITGROUP_LEFTARM] = 0.75,
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[HITGROUP_RIGHTARM] = 0.75,
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[HITGROUP_LEFTLEG] = 0.5,
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[HITGROUP_RIGHTLEG] = 0.5,
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[HITGROUP_GEAR] = 0.5
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},
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 70,
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Damage_Min = 30,
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Range_Min = 500,
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Range_Max = 4000,
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RPM = 35,
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ShootTimeMult = 1.1,
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Spread = 0.001,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 4,
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[HITGROUP_CHEST] = 1.25,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.75,
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[HITGROUP_RIGHTARM] = 0.75,
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[HITGROUP_LEFTLEG] = 0.5,
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[HITGROUP_RIGHTLEG] = 0.5,
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[HITGROUP_GEAR] = 0.5
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},
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},
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[TacRP.BALANCE_PVE] = {
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Damage_Max = 50,
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Damage_Min = 30,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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HipFireSpreadPenalty = 0.01,
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle
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// "ballistics"
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SWEP.Damage_Max = 85
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SWEP.Damage_Min = 46
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SWEP.Range_Min = 300
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SWEP.Range_Max = 2800
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SWEP.Penetration = 12
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SWEP.ArmorPenetration = 0.8
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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] = 0.75,
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[HITGROUP_RIGHTARM] = 0.75,
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[HITGROUP_LEFTLEG] = 0.5,
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[HITGROUP_RIGHTLEG] = 0.5,
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[HITGROUP_GEAR] = 0.5
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}
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SWEP.MuzzleVelocity = 32000
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction
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SWEP.RPM = 45
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SWEP.Spread = 0.004 // WW2 rifles weren't all that accurate...
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SWEP.HipFireSpreadPenalty = 0.04
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SWEP.PeekPenaltyFraction = 0.3
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 1
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SWEP.RecoilResetTime = 0.2
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SWEP.RecoilDissipationRate = 1
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SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
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SWEP.RecoilVisualKick = 5
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SWEP.RecoilKick = 5
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SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.85
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SWEP.ShootingSpeedMult = 0.75
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SWEP.SightedSpeedMult = 0.55
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SWEP.ReloadSpeedMult = 0.3
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SWEP.AimDownSightsTime = 0.34
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SWEP.SprintToFireTime = 0.4
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SWEP.Sway = 1
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SWEP.ScopedSway = 0.1
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SWEP.FreeAimMaxAngle = 7
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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.HoldTypeNPC = "shotgun"
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
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SWEP.PassiveAng = Angle(0, 2, 0)
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SWEP.PassivePos = Vector(0, 1, -0.5)
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SWEP.BlindFireAng = Angle(0, 0, -45)
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SWEP.BlindFirePos = Vector(1, 0, 5)
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SWEP.BlindFireLeftAng = Angle(75, 0, -20)
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SWEP.BlindFireLeftPos = Vector(8, 10, -2)
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SWEP.BlindFireRightAng = Angle(-75, 0, -45)
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SWEP.BlindFireRightPos = Vector(-9, 17, -5)
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SWEP.BlindFireSuicideAng = Angle(0, 115, 0)
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SWEP.BlindFireSuicidePos = Vector(-4.5, 25, -45)
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SWEP.SprintAng = Angle(30, -15, 0)
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SWEP.SprintPos = Vector(2, 4.5, 0.75)
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SWEP.SightAng = Angle(0, 0.4, 0)
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SWEP.SightPos = Vector(-4.72, 1, 2.15)
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SWEP.CorrectivePos = Vector(0.05, 0, 0.2)
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SWEP.CorrectiveAng = Angle(0.1, -0.3, 0)
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SWEP.CustomizePos = Vector(4, 3, -1.5)
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SWEP.CustomizeAng = Angle(30, 15, 0)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
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SWEP.HolsterPos = Vector(5, 4, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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// scope
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SWEP.Scope = true
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SWEP.ScopeFOV = 90 / 1.25
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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 = 5
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "ar2"
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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.Ammo_Expanded = "ti_rifle"
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SWEP.ShotgunReload = true
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SWEP.ShotgunThreeload = false
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SWEP.ShotgunFullCancel = true
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SWEP.ShotgunNoReverseStart = true
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SWEP.ReloadTimeMult = 0.8
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SWEP.ShootTimeMult = 0.65
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SWEP.DropMagazineModel = false
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SWEP.ShotgunUpInTime = 2.3
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SWEP.ReloadUpInTime = 2.2
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SWEP.BulletBodygroups = {
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[1] = {1, 1},
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[2] = {1, 0},
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}
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// sounds
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// local path = "TacRP/weapons/spr/"
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local path1 = "tacint_extras/k98/"
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SWEP.Sound_Shoot = "^" .. path1 .. "scout_fire-1.wav"
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SWEP.Sound_Shoot_Silenced = "TacRP/weapons/ak47/ak47_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_1"
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SWEP.EjectEffect = 2
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SWEP.EjectDelay = 0.7
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "draw",
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["fire"] = {"shoot1", "shoot2"},
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["blind_idle"] = "idle",
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["blind_dryfire"] = "dryfire",
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["blind_fire"] = "shoot1",
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["reload"] = "reload",
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["reload_finish"] = "reload_end",
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["reload_clip"] = "reload_clip",
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["melee"] = {"melee1", "melee2"},
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--["melee"] = "melee_bayonet",
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["dryfire"] = "dryfire",
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["jam"] = "reload_end"
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}
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// attachments
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SWEP.AttachmentElements = {
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["optic"] = {
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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_clip"] = {
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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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{1, 0}
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},
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},
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["scope"] = {
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BGs_VM = {
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{2, 2}
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},
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BGs_WM = {
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{1, 2},
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{2, 1}
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},
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},
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}
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SWEP.Attachments = {
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[1] = {
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PrintName = "Top",
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Category = {"optic_cqb_nookp7", "optic_okp7", "optic_medium", "optic_kar98", "stripper_clip"},
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WMBone = "Bone02",
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Bone = "k98_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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VMScale = 0.9,
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Pos_VM = Vector(0.05, -2.8, 7),
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Ang_VM = Angle(90, 0, -90),
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Pos_WM = Vector(0, 1.25, -5.6),
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Ang_WM = Angle(0, 0, 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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WMBone = "Bone02",
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Bone = "k98_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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VMScale = 0.75,
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WMScale = 0.75,
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Pos_VM = Vector(-0.03, -1.45, 34),
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Pos_WM = Vector(25.5, 1.2, -4.9),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, 0, 180),
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},
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[3] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom"},
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WMBone = "Bone02",
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Bone = "k98_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(-0.5, -1, 22),
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Pos_WM = Vector(8, 2, -4),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, 0, 90),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_sling", "acc_duffle", "acc_bipod"},
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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_manual"},
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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_manual"},
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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_rifle"},
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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 = CHAN_AUTO,
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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_extras_k98.Clip_Out", path1 .. "magout.wav")
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addsound("tacint_extras_k98.Clip_In", path1 .. "magin.wav")
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addsound("tacint_extras_k98.CockBack", path1 .. "boltback.wav")
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addsound("tacint_extras_k98.CockForward", path1 .. "boltforward.wav")
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addsound("tacint_extras_k98.safety", path1 .. "magrelease.wav")
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addsound("tacint_extras_k98.InsertShell", path1 .. "roundinsert.wav")
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addsound("tacint_extras_k98.ClipIn", path1 .. "clipin2.wav")
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addsound("tacint_extras_k98.ClipIn2", path1 .. "roundinsert_clip.wav")
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addsound("tacint_extras_k98.bolt_up", path1 .. "boltup.wav")
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addsound("tacint_extras_k98.bolt_down", path1 .. "boltdown.wav")
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--addsound("tacint_extras_k98.bolt_up", path1 .. "boltlatch.wav")
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--addsound("tacint_extras_k98.bolt_down", path1 .. "boltrelease.wav")
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