Files
VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_mp7.lua
2026-03-31 10:27:04 +03:00

341 lines
8.5 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 = "HK MP7"
SWEP.AbbrevName = "MP7"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "3Submachine Gun"
SWEP.Description = "PDW with superb handling and close range effectiveness. High velocity rounds retain effectiveness at range and pierces armor easily."
SWEP.Description_Quote = "\"You've got to cock it motherfucker.\"" -- Big Game (2014)
SWEP.Trivia_Caliber = "4.6x30mm"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2001"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_mp7.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_mp7.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 12,
Damage_Min = 7,
Range_Min = 1000,
Range_Max = 2000,
RPM = 750,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 10,
Damage_Min = 5,
RPM = 800,
RecoilSpreadPenalty = 0.003,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilMaximum = 20,
RecoilSpreadPenalty = 0.0035
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG
// "ballistics"
SWEP.Damage_Max = 16
SWEP.Damage_Min = 14
SWEP.Range_Min = 800 // distance for which to maintain maximum damage
SWEP.Range_Max = 3500 // distance at which we drop to minimum damage
SWEP.Penetration = 10 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.85
SWEP.ArmorBonus = 2
SWEP.MuzzleVelocity = 23500
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1.25,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.9,
[HITGROUP_RIGHTLEG] = 0.9,
[HITGROUP_GEAR] = 0.9
}
// misc. shooting
SWEP.Firemodes = {
2,
1
}
SWEP.RPM = 850
SWEP.Spread = 0.008
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 11
SWEP.RecoilResetTime = 0
SWEP.RecoilDissipationRate = 33
SWEP.RecoilFirstShotMult = 1.5
SWEP.RecoilVisualKick = 1
SWEP.RecoilKick = 3
SWEP.RecoilStability = 0.5
SWEP.RecoilSpreadPenalty = 0.0018
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.975
SWEP.ShootingSpeedMult = 0.8
SWEP.SightedSpeedMult = 0.75
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.3
SWEP.SprintToFireTime = 0.28
SWEP.Sway = 0.75
SWEP.ScopedSway = 0.25
SWEP.FreeAimMaxAngle = 4
// hold types
SWEP.HoldType = "smg"
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, -4, -5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(0, -4, -3)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(0.1, 1, 0)
SWEP.SightPos = Vector(-3.22, -2, -4.2)
SWEP.CorrectivePos = Vector(0.04, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, 6, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 40
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.Ammo_Expanded = "ti_pdw"
SWEP.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/mp7.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.2
SWEP.DropMagazineTime = 0.4
// sounds
local path = "tacrp/weapons/mp7/mp7_"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 115
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 = 1
// anims
SWEP.AnimationTranslationTable = {
["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, -1, -0.1),
vm_ang = Angle(0, 0.4, 0),
t = 0.25,
tmax = 0.25,
}
// attachments
SWEP.AttachmentElements = {
["foldstock"] = {
BGs_VM = {
{1, 1}
},
},
["optic"] = {
BGs_VM = {
{2, 1}
},
},
["rail"] = {
BGs_VM = {
{3, 1}
},
},
}
SWEP.NoRMR = true
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium"},
Bone = "ValveBiped.mp7_rootbone",
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
InstalledElements = {"optic"},
Pos_VM = Vector(-4.25, 0, 1.5),
Pos_WM = Vector(4, 1.5, -6),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -3.5, 180),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.mp7_rootbone",
AttachSound = "tacrp/weapons/silencer_on.wav",
DetachSound = "tacrp/weapons/silencer_off.wav",
VMScale = 0.8,
Pos_VM = Vector(-2.25, 0.1, 11.75),
Pos_WM = Vector(18, 2.25, -4.25),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -3.5, 180),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.mp7_rootbone",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
InstalledElements = {"rail"},
Pos_VM = Vector(-2.2, -0.5, 5),
Pos_WM = Vector(10, 1.3, -4),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, -3.5, -90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_foldstock2", "acc_sling", "acc_duffle", "acc_extmag_smg"},
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",
},
[5] = {
PrintName = "Bolt",
Category = {"bolt_automatic"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Trigger",
Category = {"trigger_auto"},
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",
}
}
local function addsound(name, spath)
sound.Add({
name = name,
channel = 16,
volume = 1.0,
sound = spath
})
end
local path_mp5 = "tacrp/weapons/mp5/mp5_"
addsound("tacint_mp7.remove_clip", path .. "remove_clip.wav")
addsound("tacint_mp7.insert_clip", path .. "insert_clip.wav")
addsound("tacint_mp7.bolt_action", path .. "bolt_action.wav")
addsound("tacint_mp7.forearm_deploy", path .. "forearm_deploy.wav")
addsound("tacint_mp5.fire_select", {
path_mp5 .. "fire_select-1.wav",
path_mp5 .. "fire_select-2.wav",
path_mp5 .. "fire_select-3.wav",
})