361 lines
9.0 KiB
Lua
361 lines
9.0 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 = "AEK-971"
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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 assault rifle using a unique dampening mechanism to reduce felt recoil. High fire rate but medicore range."
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SWEP.Description_Quote = "Saw extensive use in the Battle for Paris." -- Battlefield 3 (2011)
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SWEP.Trivia_Caliber = "5.45x39mm"
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SWEP.Trivia_Manufacturer = "Kovrovskiy Mekhanicheskiy Zavod"
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SWEP.Trivia_Year = "1990"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = [[
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Assets: Casper, arby26
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Animation: Tactical Intervention]]
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SWEP.ViewModel = "models/weapons/tacint_shark/v_aek.mdl"
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SWEP.WorldModel = "models/weapons/tacint_shark/w_aek.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 = 16,
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Damage_Min = 11,
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Range_Min = 400,
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Range_Max = 2000,
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RPM = 900,
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RecoilSpreadPenalty = 0.0025,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2.5,
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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 = 8,
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Damage_Min = 4,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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HipFireSpreadPenalty = 0.012,
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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 = 20
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SWEP.Damage_Min = 12
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SWEP.Range_Min = 400 // distance for which to maintain maximum damage
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SWEP.Range_Max = 2400 // distance at which we drop to minimum damage
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SWEP.Penetration = 7 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.725
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2.5,
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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] = 0.85,
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[HITGROUP_RIGHTLEG] = 0.85,
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[HITGROUP_GEAR] = 0.9
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}
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SWEP.MuzzleVelocity = 25000
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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 = 900
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SWEP.Spread = 0.006
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SWEP.ShootTimeMult = 0.65
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SWEP.RecoilResetInstant = false
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 9
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SWEP.RecoilResetTime = 0.01
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SWEP.RecoilDissipationRate = 35
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SWEP.RecoilFirstShotMult = 1.5
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SWEP.RecoilVisualKick = 0.4
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SWEP.RecoilKick = 4
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SWEP.RecoilStability = 0.5
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SWEP.RecoilAltMultiplier = 300
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SWEP.RecoilSpreadPenalty = 0.0019
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SWEP.HipFireSpreadPenalty = 0.04
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.92
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SWEP.ShootingSpeedMult = 0.8
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SWEP.SightedSpeedMult = 0.6
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.33
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SWEP.SprintToFireTime = 0.37
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SWEP.Sway = 1.25
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SWEP.ScopedSway = 0.15
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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, -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(30, -15, 0)
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SWEP.SprintPos = Vector(5, 0, -2)
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SWEP.SightAng = Angle(-0.05, 1.35, -0.5)
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SWEP.SightPos = Vector(-4.7, -7.5, -4)
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SWEP.CorrectivePos = Vector(-0.02, 0, -0.05)
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SWEP.CorrectiveAng = Angle(0.75, 0.7, 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, -2, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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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_shark/magazines/aek.mdl"
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SWEP.DropMagazineImpact = "plastic"
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SWEP.ReloadUpInTime = 1.65
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SWEP.DropMagazineTime = 0.65
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SWEP.FreeAimMaxAngle = 4.5
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// sounds
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local path = "tacint_shark/weapons/aek971/ak47"
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SWEP.Sound_Shoot = "^" .. path .. "_shoot.wav"
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SWEP.Sound_Shoot_Silenced = "tacint_shark/weapons/an94/ak47_suppressed_fire1.wav"
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SWEP.Vol_Shoot = 120
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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"] = "deploy",
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["fire_iron"] = "fire1_M",
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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_R"},
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["melee"] = {"melee1", "melee2"},
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["jam"] = "mid_reload"
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}
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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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["akmount"] = {
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BGs_VM = {
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{2, 0}
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},
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AttPosMods = {
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[1] = {
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Pos_VM = Vector(-5.5, 0.4, 1.5),
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Pos_WM = Vector(-0.4, 2, 0.5),
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VMScale = 1.2,
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}
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},
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SortOrder = 2,
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},
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -0.65, -0.5),
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vm_ang = Angle(0, 1, 0),
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t = 0.15,
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tmax = 0.15,
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bones = {
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{
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bone = "ValveBiped.bolt",
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pos = Vector(0, 0, -3),
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t0 = 0.02,
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t1 = 0.1,
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},
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},
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}
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SWEP.NoRMR = true
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SWEP.Attachments = {
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[1] = {
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PrintName = "Optic",
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Category = {"optic_cqb", "optic_medium", "optic_sniper", "optic_ak"},
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Bone = "ValveBiped.AK47_rootbone",
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WMBone = "Box01",
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InstalledElements = {"tactical"},
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AttachSound = "tacrp/weapons/optic_on.wav",
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DetachSound = "tacrp/weapons/optic_off.wav",
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VMScale = 0.75,
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Pos_VM = Vector(-5.8, 0.2, 4),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(0, 3, 0.6),
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Ang_WM = Angle(0, -90, 0),
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},
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[2] = {
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PrintName = "Muzzle",
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Category = {"silencer", "muzz_ak"},
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Bone = "ValveBiped.AK47_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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VMScale = 0.9,
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WMScale = 0.9,
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Pos_VM = Vector(-3.5, 0.075, 26.25),
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Pos_WM = Vector(-.15, 24.5, -1.5),
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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.AK47_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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Pos_VM = Vector(-4.5, -0.1, 19),
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Pos_WM = Vector(0.2, 16, -0.5),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, -90, -90),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_foldstock", "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_aek.remove_clip", path .. "_clipout.wav")
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addsound("tacint_aek.insert_clip", path .. "_clipin.wav")
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addsound("tacint_aek.boltaction", path .. "_boltpull.wav")
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addsound("tacint_aek.Buttstock_Back", "tacrp/weapons/ak47/ak47_buttstock_back.wav")
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