206 lines
6.8 KiB
Lua
206 lines
6.8 KiB
Lua
PLUGIN.name = "Parachute System"
|
||
PLUGIN.author = "V92 (Портирован для Helix)"
|
||
PLUGIN.description = "Система парашютов в стиле Battlefield 2 для безопасного приземления"
|
||
|
||
-- Конфигурация
|
||
ix.config.Add("parachuteMode", 0, "Режим доступа к парашюту: -1=Отключен, 0=Все, 1=Админы, 2=Супер-админы", nil, {
|
||
data = {min = -1, max = 2},
|
||
category = "Parachute System"
|
||
})
|
||
|
||
ix.config.Add("parachuteVolume", 0.7, "Громкость звука полёта на парашюте", nil, {
|
||
data = {min = 0.2, max = 1.0, decimals = 1},
|
||
category = "Parachute System"
|
||
})
|
||
|
||
ix.config.Add("parachuteSpeedBack", 300, "Скорость при движении назад", nil, {
|
||
data = {min = 200, max = 500},
|
||
category = "Parachute System"
|
||
})
|
||
|
||
ix.config.Add("parachuteSpeedNormal", 375, "Скорость без управления", nil, {
|
||
data = {min = 250, max = 600},
|
||
category = "Parachute System"
|
||
})
|
||
|
||
ix.config.Add("parachuteSpeedForward", 450, "Скорость при движении вперёд", nil, {
|
||
data = {min = 300, max = 700},
|
||
category = "Parachute System"
|
||
})
|
||
|
||
ix.config.Add("parachuteReloadTime", 20, "Время перезарядки парашюта (секунды)", nil, {
|
||
data = {min = 5, max = 60},
|
||
category = "Parachute System"
|
||
})
|
||
|
||
ix.config.Add("parachuteMinVelocity", -600, "Минимальная скорость падения для активации", nil, {
|
||
data = {min = -1000, max = -100},
|
||
category = "Parachute System"
|
||
})
|
||
|
||
-- Регистрация звуков
|
||
sound.Add({
|
||
["name"] = "VNT_ParachuteZ_DetachClip",
|
||
["channel"] = CHAN_BODY,
|
||
["volume"] = 1.0,
|
||
["level"] = 50,
|
||
["pitch"] = {90, 110},
|
||
["sound"] = {"npc/combine_soldier/zipline_clip1.wav", "npc/combine_soldier/zipline_clip2.wav"}
|
||
})
|
||
|
||
sound.Add({
|
||
["name"] = "VNT_ParachuteZ_BF2_Deploy",
|
||
["channel"] = CHAN_BODY,
|
||
["volume"] = 1.0,
|
||
["level"] = 75,
|
||
["pitch"] = {105, 110},
|
||
["sound"] = {"v92/bf2/vehicles/air/parachute/parachute_deploy.wav"}
|
||
})
|
||
|
||
sound.Add({
|
||
["name"] = "VNT_ParachuteZ_BF2_Idle",
|
||
["channel"] = CHAN_STATIC,
|
||
["volume"] = 1.0,
|
||
["level"] = 75,
|
||
["pitch"] = {100},
|
||
["sound"] = {"v92/bf2/vehicles/air/parachute/parachute_ride_loop.wav"}
|
||
})
|
||
|
||
if SERVER then
|
||
-- Загрузка workshop контента
|
||
--resource.AddWorkshop("105699464")
|
||
|
||
-- Координаты смещения для сущностей парашюта
|
||
local ActiveParachute = {10, 0, 100}
|
||
local LandedParachute = {-100, 50, 10}
|
||
local DitchedParachute = {10, 0, 0}
|
||
|
||
function PLUGIN:KeyPress(ply, key)
|
||
if not ply:Alive() or not IsValid(ply) then return end
|
||
if not IsValid(ply:GetActiveWeapon()) then return end
|
||
if ply:GetActiveWeapon():GetClass() ~= "parachute_swep" then return end
|
||
|
||
local reloadTime = ix.config.Get("parachuteReloadTime", 20)
|
||
local minVel = ix.config.Get("parachuteMinVelocity", -600)
|
||
|
||
if ((ply:GetNW2Int("r_parachute") or 0) <= CurTime()) and
|
||
(key == IN_ATTACK and ply:IsValid()) and
|
||
not (ply:GetMoveType() == MOVETYPE_NOCLIP or ply:InVehicle() or ply:OnGround() or ply.Parachuting == true or ply:GetVelocity().z > minVel) then
|
||
|
||
ply.EndParaTime = nil
|
||
ply.Parachuting = true
|
||
net.Start("ParachuteState")
|
||
net.WriteBool(ply.Parachuting)
|
||
net.Send(ply)
|
||
|
||
ply.FlarePara = 1
|
||
ply:ViewPunch(Angle(35, 0, 0))
|
||
|
||
local Para = ents.Create("v92_zchute_bf2_active")
|
||
Para:SetOwner(ply)
|
||
Para:SetPos(ply:GetPos() + ply:GetForward() * ActiveParachute[1] + ply:GetRight() * ActiveParachute[2] + ply:GetUp() * ActiveParachute[3])
|
||
Para:SetAngles(ply:GetAngles())
|
||
Para:Spawn()
|
||
Para:Activate()
|
||
end
|
||
end
|
||
|
||
function PLUGIN:Think()
|
||
local mode = ix.config.Get("parachuteMode", 0)
|
||
|
||
-- Если отключено
|
||
if mode == -1 then return end
|
||
|
||
local speedBack = ix.config.Get("parachuteSpeedBack", 300)
|
||
local speedNormal = ix.config.Get("parachuteSpeedNormal", 375)
|
||
local speedForward = ix.config.Get("parachuteSpeedForward", 450)
|
||
|
||
for k, v in pairs(player.GetAll()) do
|
||
-- Проверка прав доступа
|
||
if (mode == 1 and not v:IsAdmin()) or (mode == 2 and not v:IsSuperAdmin()) then
|
||
if v.Parachuting then
|
||
v.Parachuting = false
|
||
end
|
||
return
|
||
end
|
||
|
||
if v.Parachuting == true then
|
||
-- Приземление
|
||
if (v.EndParaTime and CurTime() >= v.EndParaTime and v:OnGround() == true) or
|
||
v:WaterLevel() > 0 or
|
||
v:GetMoveType() == MOVETYPE_LADDER then
|
||
|
||
v.EndParaTime = nil
|
||
v.Parachuting = false
|
||
net.Start("ParachuteState")
|
||
net.WriteBool(v.Parachuting)
|
||
net.Send(v)
|
||
|
||
v.FlarePara = 1
|
||
v:ViewPunch(Angle(-16, 0, 0))
|
||
|
||
local ParaLand = ents.Create("v92_zchute_bf2_land")
|
||
ParaLand:SetOwner(v)
|
||
ParaLand:SetPos(v:GetPos() + v:GetForward() * LandedParachute[1] + v:GetRight() * LandedParachute[2] + v:GetUp() * LandedParachute[3])
|
||
ParaLand:SetAngles(v:GetAngles() + Angle(0, 270, 0))
|
||
ParaLand:Spawn()
|
||
ParaLand:Activate()
|
||
end
|
||
|
||
-- Управление скоростью спуска
|
||
if v:KeyDown(IN_USE) and v.FlarePara > 0.4 then
|
||
v.FlarePara = v.FlarePara - 0.005
|
||
if v.FlarePara < 0.4 then
|
||
v.FlarePara = 0.4
|
||
end
|
||
end
|
||
|
||
-- Управление направлением
|
||
if v:KeyDown(IN_FORWARD) then
|
||
v:SetLocalVelocity(v:GetForward() * speedForward * v.FlarePara * 1.1 - v:GetUp() * 320 * v.FlarePara)
|
||
elseif v:KeyDown(IN_BACK) then
|
||
v:SetLocalVelocity(v:GetForward() * speedBack * v.FlarePara * 1.1 - v:GetUp() * 320 * v.FlarePara)
|
||
else
|
||
v:SetLocalVelocity(v:GetForward() * speedNormal * v.FlarePara * 1.1 - v:GetUp() * 320 * v.FlarePara)
|
||
end
|
||
|
||
-- Отцепление парашюта (Ctrl + Shift)
|
||
if (v:KeyDown(IN_DUCK) and v:KeyDown(IN_WALK) and v.Parachuting == true) or not (v:Alive() or IsValid(v)) then
|
||
v.Parachuting = false
|
||
net.Start("ParachuteState")
|
||
net.WriteBool(v.Parachuting)
|
||
net.Send(v)
|
||
|
||
v.FlarePara = 1
|
||
v:ViewPunch(Angle(-15, 0, 0))
|
||
|
||
local ParaDitch = ents.Create("v92_zchute_bf2_abandon")
|
||
ParaDitch:SetOwner(v)
|
||
ParaDitch:SetPos(v:GetPos() + v:GetForward() * DitchedParachute[1] + v:GetRight() * DitchedParachute[2] + v:GetUp() * DitchedParachute[3])
|
||
ParaDitch:SetAngles(v:GetAngles())
|
||
ParaDitch:Spawn()
|
||
ParaDitch:Activate()
|
||
end
|
||
|
||
-- Касание земли
|
||
if v:OnGround() and v.Parachuting == true and not v.EndParaTime then
|
||
v.EndParaTime = CurTime() + 0.25
|
||
net.Start("ParachuteState")
|
||
net.WriteBool(false)
|
||
net.Send(v)
|
||
v:ViewPunch(Angle(7, 0, 0))
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
util.AddNetworkString("ParachuteState")
|
||
end
|
||
|
||
function PLUGIN:Initialize()
|
||
print("[Parachute System] Система парашютов загружена!")
|
||
print("[Parachute System] Используйте ЛКМ для раскрытия, Ctrl+Shift для отцепления")
|
||
end
|
||
|
||
ix.util.Include("cl_plugin.lua")
|