334 lines
8.5 KiB
Lua
334 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 = "HK XM8 Compact"
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SWEP.AbbrevName = "XM8 Compact"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "2Operator"
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SWEP.SubCatType = "4Assault Rifle"
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SWEP.Description = "Experimental multi-purpose carbine. Easy to use, but low damage.\nHas an adjustable integrated 2-8x scope."
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SWEP.Description_Quote = "\"Who loves spaghetti?!\"" -- Battlefield: Bad Company 2
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SWEP.Trivia_Caliber = "5.56x45mm"
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SWEP.Trivia_Manufacturer = "Heckler & Koch"
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SWEP.Trivia_Year = "2003"
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SWEP.Faction = TacRP.FACTION_COALITION
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SWEP.Credits = [[
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Model: End Of Days
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Texture: Copkiller, Twinke Masta & Wangchung
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Animation: Tactical Intervention
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]]
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SWEP.ViewModel = "models/weapons/tacint_shark/v_xm8car.mdl"
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SWEP.WorldModel = "models/weapons/tacint_shark/w_xm8car.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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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 12,
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Damage_Min = 6,
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Range_Min = 750,
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Range_Max = 2500,
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RPM = 750,
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RecoilSpreadPenalty = 0.001,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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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 = 10,
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Damage_Min = 7,
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RPM = 700,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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HipFireSpreadPenalty = 0.022,
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RecoilMaximum = 15
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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 = 18
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SWEP.Damage_Min = 10
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SWEP.Range_Min = 1000
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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 = 0.7
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 5,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1.25,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.9,
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[HITGROUP_RIGHTLEG] = 0.9,
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[HITGROUP_GEAR] = 0.9
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}
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SWEP.MuzzleVelocity = 29000
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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 = 750
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SWEP.Spread = 0.0025
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 12
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SWEP.RecoilResetTime = 0.1 // time after you stop shooting for recoil to start dissipating
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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 = 0.5
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SWEP.RecoilSpreadPenalty = 0.001
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SWEP.HipFireSpreadPenalty = 0.025
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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 = 0.9
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SWEP.SightedSpeedMult = 0.85
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SWEP.ReloadSpeedMult = 0.75
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SWEP.AimDownSightsTime = 0.33
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SWEP.SprintToFireTime = 0.35
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SWEP.Sway = 1.25
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SWEP.ScopedSway = 0.15
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SWEP.FreeAimMaxAngle = 3
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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, -5)
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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(40, -15, 0)
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SWEP.SprintPos = Vector(5, 0, -4)
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SWEP.SightAng = Angle(0, 0, 0)
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SWEP.SightPos = Vector(-4.03, -2.5, -4.1)
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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, -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.ScopeOverlay = Material("tacrp/scopes/scopeddot.png", "mips smooth") // Material("path/to/overlay")
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SWEP.ScopeFOV = 90 / 2
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SWEP.ScopeLevels = 1 // 2 = like CS:S
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SWEP.ScopeHideWeapon = true
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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 = 30
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "smg1"
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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_extras/magazines/xm8.mdl"
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SWEP.DropMagazineImpact = "plastic"
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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/g36k/g36k_"
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local path1 = "tacint_extras/xm8/"
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SWEP.Sound_Shoot = "^" .. path1 .. "m249-1.wav"
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SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 120
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SWEP.Pitch_Shoot = 105
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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 = 2
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "unholster",
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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", "fire4_L", "fire4_R"},
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["melee"] = {"melee1", "melee2"}
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}
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SWEP.DeployTimeMult = 1.75
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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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},
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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_xm8"},
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AttachSound = "tacrp/weapons/mp5/mp5_fire_select-1.wav",
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DetachSound = "tacrp/weapons/mp5/mp5_fire_select-3.wav",
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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 = "ValveBiped.g36k_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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Pos_VM = Vector(-3.3, 0.075, 22),
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Pos_WM = Vector(-0.25, 24, -1),
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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.g36k_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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InstalledElements = {"tactical"},
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VMScale = 1.1,
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Pos_VM = Vector(-4.4, -0.3, 14.2),
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Pos_WM = Vector(0.9, 15, -1),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(-70, -90, 0),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_foldstock2", "acc_sling", "acc_duffle", "perk_extendedmag"},
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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_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 = 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_xm8c.remove_clip", path .. "remove_clip.wav")
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addsound("tacint_xm8c.insert_clip", path .. "insert_clip.wav")
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addsound("tacint_xm8c.bolt_action", path .. "bolt_action.wav")
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addsound("tacint_xm8c.fire_select", path .. "fire_selector.wav")
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addsound("tacint_xm8c.Buttstock_Back", path .. "buttstock_back.wav")
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