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

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Lua
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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "PGM Hécate II"
SWEP.AbbrevName = "Hécate II"
SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "7Sniper Rifle"
SWEP.Description = "Heavy anti-materiel rifle that can kill in one shot. Too heavy to bash with. \nEquipped with a 12x scope by default."
SWEP.Description_Quote = "Gun Runner tested, NCR approved."
SWEP.Trivia_Caliber = ".50 BMG"
SWEP.Trivia_Manufacturer = "PGM Précision"
SWEP.Trivia_Year = "1993"
SWEP.Faction = TacRP.FACTION_MILITIA
SWEP.Credits = "Assets: Toby Burnside\nSource: Fallout 4: New Vegas Project"
SWEP.ViewModel = "models/weapons/tacint_extras/v_hecate.mdl"
SWEP.WorldModel = "models/weapons/tacint_extras/w_hecate.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 80,
Damage_Min = 150,
Range_Min = 700,
Range_Max = 5000,
},
[TacRP.BALANCE_TTT] = { // this is a buyable weapon in TTT
Damage_Max = 80,
Damage_Min = 200,
Range_Min = 500,
Range_Max = 5000,
Penetration = 75,
RecoilDissipationRate = 0.5,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 90,
Damage_Min = 75,
Range_Min = 4000,
Range_Max = 8000,
},
[TacRP.BALANCE_OLDSCHOOL] = {
HipFireSpreadPenalty = 0.025,
}
}
// "ballistics"
SWEP.Damage_Max = 175 // damage at minimum range
SWEP.Damage_Min = 130 // damage at maximum range
SWEP.Range_Min = 1500 // distance for which to maintain maximum damage
SWEP.Range_Max = 9000 // distance at which we drop to minimum damage
SWEP.Penetration = 40 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 1.5
SWEP.ArmorBonus = 5
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5, // nobody is surviving this
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
}
SWEP.MuzzleVelocity = 20000
SWEP.ShootTimeMult = 1.35
// misc. shooting
SWEP.Firemode = 1
SWEP.FiremodeName = "Bolt-Action" // only used externally for firemode name distinction
SWEP.RPM = 25
SWEP.Spread = 0
SWEP.HipFireSpreadPenalty = 0.06
SWEP.PeekPenaltyFraction = 0.2
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 1
SWEP.RecoilResetTime = 0.25
SWEP.RecoilDissipationRate = 1.25
SWEP.RecoilFirstShotMult = 1
SWEP.RecoilMultCrouch = 1
SWEP.RecoilVisualKick = 5
SWEP.RecoilKick = 10
SWEP.RecoilStability = 0.75
SWEP.RecoilSpreadPenalty = 0.05
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.875
SWEP.ShootingSpeedMult = 0.4
SWEP.SightedSpeedMult = 0.5
SWEP.ReloadSpeedMult = 0.3
SWEP.AimDownSightsTime = 0.7
SWEP.SprintToFireTime = 0.7
SWEP.Sway = 2.5
SWEP.ScopedSway = 0.2
SWEP.FreeAimMaxAngle = 9
SWEP.Bipod = true
SWEP.BipodRecoil = 1
SWEP.BipodKick = 0.15
// hold types
SWEP.HoldType = "ar2"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(2, -2, -6)
SWEP.BlindFireAng = Angle(0, 15, -60)
SWEP.BlindFirePos = Vector(1, -2, -1)
SWEP.BlindFireLeftAng = Angle(75, 0, 0)
SWEP.BlindFireLeftPos = Vector(8, 10, -6)
SWEP.BlindFireRightAng = Angle(-75, 0, 0)
SWEP.BlindFireRightPos = Vector(-8, 12, -4)
SWEP.BlindFireSuicideAng = Angle(0, 135, 0)
SWEP.BlindFireSuicidePos = Vector(-4, 44, -35)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -4)
SWEP.SightAng = Angle(0.02, 0.11, 0)
SWEP.SightPos = Vector(-3.835, -7.5, -4.07)
SWEP.CorrectivePos = Vector(0.025, 0, 0.1)
SWEP.CorrectiveAng = Angle(0, 0, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
SWEP.HolsterPos = Vector(5, 6, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// scope
SWEP.Scope = true
SWEP.ScopeOverlay = Material("tacrp/scopes/sniper.png", "mips smooth") // Material("path/to/overlay")
SWEP.ScopeFOV = 90 / 12
SWEP.ScopeLevels = 1 // 2 = like CS:S
SWEP.ScopeHideWeapon = true
SWEP.ScopeOverlaySize = 0.75
SWEP.CanMeleeAttack = false
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 7
SWEP.DefaultAmmo = 0
SWEP.Ammo = "357"
-- 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.AmmoTTT = "ti_sniper"
SWEP.Ammo_Expanded = "ti_sniper"
SWEP.ReloadTimeMult = 1.4
SWEP.DropMagazineImpact = "metal"
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/uratio.mdl"
SWEP.ReloadUpInTime = 1.75
SWEP.DropMagazineTime = 0.8
// sounds
local path = "tacrp_extras/hecate/ax308_"
SWEP.Sound_Shoot = "^tacrp_extras/hecate/ax308_fire_1.wav"
SWEP.Sound_Shoot_Silenced = "TacRP/weapons/ak47/ak47_fire_silenced-1.wav"
SWEP.Vol_Shoot = 130
SWEP.ShootPitchVariance = 1 // 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_m82_tacrp"
SWEP.EjectEffect = 2
SWEP.EjectDelay = 1.15
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "unholster",
["fire"] = "shoot1",
["blind_idle"] = "idle",
["blind_fire"] = "shoot1",
["reload"] = "reload",
}
SWEP.BulletBodygroups = {
[1] = {4, 1},
}
// attachments
SWEP.AttachmentElements = {
["optic"] = {
BGs_VM = {
{1, 2}
},
BGs_WM = {
{1, 2}
},
},
["irons"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
},
SortOrder = 2,
},
["tactical"] = {
BGs_VM = {
{2, 1}
},
BGs_WM = {
{2, 1}
},
},
["bipod"] = {
BGs_VM = {
{3, 1}
},
BGs_WM = {
{3, 1}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper"},
WMBone = "Box01",
Bone = "ValveBiped.uratio_rootbone",
AttachSound = "TacRP/weapons/optic_on.wav",
DetachSound = "TacRP/weapons/optic_off.wav",
InstalledElements = {"optic"},
VMScale = 0.9,
Pos_VM = Vector(-5.75, 0, 5),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 5.5, 2.2),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Muzzle",
Category = "barrel",
WMBone = "Box01",
Bone = "ValveBiped.uratio_rootbone",
AttachSound = "TacRP/weapons/silencer_on.wav",
DetachSound = "TacRP/weapons/silencer_off.wav",
Pos_VM = Vector(-4.1, 0, 30),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 35, 0.25),
Ang_WM = Angle(0, -90, 0),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
WMBone = "Box01",
Bone = "ValveBiped.uratio_rootbone",
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-3.9, -1.5, 19.25),
Ang_VM = Angle(90, 0, 270),
Pos_WM = Vector(-1.75, 22.5, -0.05),
Ang_WM = Angle(0, -90, 90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_extmag_sniper", "acc_sling", "acc_duffle", "acc_bipod"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Bolt",
Category = {"bolt_manual"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Trigger",
Category = {"trigger_manual"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
PrintName = "Ammo",
Category = {"ammo_amr"},
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_extras_hecate.Clip_Out", path .. "magout.wav")
addsound("tacint_extras_hecate.Clip_In", path .. "magin.wav")
addsound("tacint_extras_hecate.Bolt_Back", path .. "boltrelease.wav")
addsound("tacint_extras_hecate.bolt_forward", path .. "boltback.wav")
addsound("tacint_extras_hecate.Bolt_Up", path .. "boltup.wav")
addsound("tacint_extras_hecate.bolt_down", path .. "boltdown.wav")
if engine.ActiveGamemode() == "terrortown" then
SWEP.AutoSpawnable = false
SWEP.Kind = WEAPON_HEAVY
SWEP.CanBuy = { ROLE_TRAITOR, ROLE_DETECTIVE }
SWEP.EquipMenuData = {
type = "Weapon",
desc = "Heavy bolt-action anti-materiel rifle.\nComes with 10 rounds.\n\nBEWARE: May be visible while holstered!",
}
function SWEP:TTTBought(buyer)
buyer:GiveAmmo(3, "ti_sniper")
end
end