Files
VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_io_sg550r.lua
2026-03-31 10:27:04 +03:00

365 lines
9.2 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "SIG SG 550-2 SP"
SWEP.AbbrevName = "SG 550-2"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "1Elite"
SWEP.SubCatType = "5Sporter"
SWEP.Description = "Long barrel rifle converted to semi-automatic for civilian markets. Easy to control and has high armor penetration."
SWEP.Description_Quote = "The Krieg 550 Commando's civilian brother."
SWEP.Trivia_Caliber = "5.56x45mm"
SWEP.Trivia_Manufacturer = "SIG Sauer AG"
SWEP.Trivia_Year = "1988"
SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = [[
Model: Hav0c & Twinke Masta
Texture: Twinke Masta
Sound: Farion, Treyarch & Tactical Intervention
Animation: Tactical Intervention
]]
SWEP.ViewModel = "models/weapons/tacint_shark/v_sg550_rifle.mdl"
SWEP.WorldModel = "models/weapons/tacint_shark/w_sg550_rifle.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 30,
Damage_Min = 17,
HipFireSpreadPenalty = 0.05,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 22,
Damage_Min = 10,
RPM = 450,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 4,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.75
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 20,
Damage_Min = 12,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilSpreadPenalty = 0.005,
HipFireSpreadPenalty = 0.01,
RecoilDissipationRate = 8,
RecoilMaximum = 15
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.MarksmanRifle
SWEP.MuzzleVelocity = 26000
// "ballistics"
SWEP.Damage_Max = 30
SWEP.Damage_Min = 20
SWEP.Range_Min = 1800
SWEP.Range_Max = 4500
SWEP.Penetration = 10
SWEP.ArmorPenetration = 0.95
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.25,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 27000
// misc. shooting
SWEP.Firemodes = false
SWEP.Firemode = 1
SWEP.RPM = 500
SWEP.RPMMultSemi = 0.7
SWEP.Spread = 0.0008
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 6
SWEP.RecoilResetTime = 0.045
SWEP.RecoilDissipationRate = 22
SWEP.RecoilFirstShotMult = 0.8
SWEP.RecoilVisualKick = 1
SWEP.RecoilKick = 2.5
SWEP.RecoilStability = 0.55
SWEP.RecoilAltMultiplier = 200
SWEP.RecoilSpreadPenalty = 0.0033
SWEP.HipFireSpreadPenalty = 0.04
SWEP.PeekPenaltyFraction = 0.15
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.85
SWEP.ShootingSpeedMult = 0.8
SWEP.SightedSpeedMult = 0.5
SWEP.ReloadSpeedMult = 0.4
SWEP.AimDownSightsTime = 0.39
SWEP.SprintToFireTime = 0.44
SWEP.Sway = 2
SWEP.ScopedSway = 0.1
SWEP.FreeAimMaxAngle = 7
// hold types
SWEP.HoldType = "ar2"
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, -2, -5.5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(0, 1, 0)
SWEP.SightPos = Vector(-4.17, -7.5, -4.425)
SWEP.CorrectivePos = Vector(0, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, 0, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 20
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.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/sg550.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.7
SWEP.DropMagazineTime = 0.6
// sounds
local path = "tacrp/weapons/sg551/sg551_"
local path1 = "tacint_shark/krieg/"
SWEP.Sound_Shoot = path1 .. "sg500.wav"
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 110
SWEP.Pitch_Shoot = 94
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_ak47"
SWEP.EjectEffect = 2
// anims
SWEP.AnimationTranslationTable = {
["fire_iron"] = "dryfire",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
["melee"] = {"melee1", "melee2"}
}
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -0.3, -0.2),
vm_ang = Angle(0, 0.5, 0),
t = 0.2,
tmax = 0.2,
bones = {
{
bone = "ValveBiped.bolt_cover",
pos = Vector(0, 0, -3),
t0 = 0.01,
t1 = 0.1,
},
},
}
// attachments
SWEP.AttachmentElements = {
["sights"] = {
BGs_VM = {
{3, 2}
},
},
["foldstock"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
},
},
["tactical"] = {
BGs_VM = {
{2, 1}
},
BGs_WM = {
{2, 1}
},
},
}
SWEP.NoRMR = true
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
InstalledElements = {"sights"},
Bone = "ValveBiped.sg551_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
VMScale = 0.75,
WMScale = 0.75,
Pos_VM = Vector(-5.1, 0, 6.0),
Pos_WM = Vector(0, 5, 1),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.sg551_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/silencer_on.wav",
DetachSound = "tacrp/weapons/silencer_off.wav",
VMScale = 0.85,
Pos_VM = Vector(-3.2, 0.05, 29.25),
Pos_WM = Vector(0.1, 33, -1.2),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90, 0),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
InstalledElements = {"tactical"},
Bone = "ValveBiped.sg551_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
Pos_VM = Vector(-4.25, -0.75, 15),
Pos_WM = Vector(2, 13, -0.5),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(-90, -90 + 3.5, 0),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_foldstock", "perk_extendedmag", "acc_sling", "acc_duffle", "acc_bipod"},
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_semi"},
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_krieg.Remove_Clip", path1 .. "magout.wav")
addsound("tacint_krieg.Insert_Clip", path1 .. "magin.ogg")
addsound("tacint_krieg.Insert_Clip-mid", path1 .. "magin.wav")
addsound("tacint_krieg.bolt_action", path1 .. "boltback.ogg")
addsound("tacint_krieg.bolt_slap", path1 .. "boltback.ogg")
addsound("tacint_krieg.bolt_back", path1 .. "boltback.ogg")
addsound("tacint_krieg.throw_catch", path .. "throw_catch.wav")
addsound("tacint_krieg.fire_selector", path .. "fire_selector.wav")