374 lines
9.7 KiB
Lua
374 lines
9.7 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 = "СВД"
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SWEP.Category = "[FT] Оружие" // "Tactical RP (Extras)"
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SWEP.SubCatTier = "4Consumer"
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SWEP.SubCatType = "7Sniper Rifle"
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SWEP.Description = "Russian sniper/DMR with low fire rate but great damage and control. Equipped with a 6x scope by default.\nWhile resembling an AK, they are mechanically unrelated."
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SWEP.Description_Quote = "Reach out and touch someone the Russian Army way." -- Jagged Alliance: Back in Action (2012) (The gun itself is not a real SVD, but this part of the description is really funny to me)
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SWEP.Trivia_Caliber = "7.62x54mmR"
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SWEP.Trivia_Manufacturer = "Kalashnikov Concern"
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SWEP.Trivia_Year = "1963"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = [[
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Model: Rafael De Jongh, Ettubrutesbro
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Texture: WangChung
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Sound: Ghost597879, King Friday, iFlip
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Animation: Tactical Intervention]]
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SWEP.ViewModel = "models/weapons/tacint_extras/v_svd.mdl"
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SWEP.WorldModel = "models/weapons/tacint_extras/w_svd.mdl"
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SWEP.Slot = 2
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SWEP.SlotAlt = 3
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SWEP.BalanceStats = {
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[TacRP.BALANCE_SBOX] = {
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Damage_Max = 45,
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Damage_Min = 75,
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Range_Max = 8000,
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Range_Min = 2500,
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RecoilKick = 5,
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RPM = 180,
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 30,
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Damage_Min = 45,
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Range_Min = 600,
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Range_Max = 2500,
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RPM = 100,
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RecoilResetInstant = true,
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RecoilResetTime = 0.35,
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RecoilDissipationRate = 3,
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RecoilMaximum = 3,
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RecoilSpreadPenalty = 0.005,
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RecoilFirstShotMult = 0.9,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3.5,
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[HITGROUP_CHEST] = 1.25,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.75,
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[HITGROUP_RIGHTARM] = 0.75,
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[HITGROUP_LEFTLEG] = 0.5,
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[HITGROUP_RIGHTLEG] = 0.5,
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[HITGROUP_GEAR] = 0.5
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},
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},
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.SniperRifle
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// "ballistics"
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SWEP.Damage_Max = 50
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SWEP.Damage_Min = 34
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SWEP.Range_Min = 2000 // distance for which to maintain maximum damage
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SWEP.Range_Max = 6000 // distance at which we drop to minimum damage
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SWEP.Penetration = 11 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.775
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SWEP.ArmorBonus = 2
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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[HITGROUP_CHEST] = 1,
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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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SWEP.MuzzleVelocity = 38000
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.RPM = 150
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SWEP.Spread = 0.0002
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SWEP.ShootTimeMult = 0.7
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 4
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SWEP.RecoilResetTime = 0.22 // time after you stop shooting for recoil to start dissipating
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SWEP.RecoilDissipationRate = 4
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SWEP.RecoilFirstShotMult = 0.75 // multiplier for the first shot's recoil amount
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SWEP.RecoilVisualKick = 0.75
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SWEP.RecoilKick = 6
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SWEP.RecoilStability = 0.6
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SWEP.RecoilSpreadPenalty = 0.003
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SWEP.HipFireSpreadPenalty = 0.08
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SWEP.PeekPenaltyFraction = 0.1
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.85
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SWEP.ShootingSpeedMult = 0.75
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SWEP.SightedSpeedMult = 0.5
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SWEP.ReloadSpeedMult = 0.4
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SWEP.AimDownSightsTime = 0.47
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SWEP.SprintToFireTime = 0.55
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SWEP.Sway = 2.5
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SWEP.ScopedSway = 0.1
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SWEP.FreeAimMaxAngle = 8.5
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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(0.5, -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, -0.35, 0)
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SWEP.SightPos = Vector(-4.75, -7.5, -2.7)
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SWEP.CorrectivePos = Vector(-0.05, 0, -0.05)
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SWEP.CorrectiveAng = Angle(0.65, 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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SWEP.Scope = true
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SWEP.ScopeOverlay = Material("tacrp/scopes/pso1_ak.png", "mips smooth") // Material("path/to/overlay")
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SWEP.ScopeFOV = 90 / 6
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SWEP.ScopeLevels = 1 // 2 = like CS:S
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SWEP.ScopeHideWeapon = true
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 10
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "ar2"
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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.Ammo = "ar2"
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SWEP.Ammo_TTT = "357"
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SWEP.Ammo_Expanded = "ti_rifle"
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SWEP.ReloadTimeMult = 1.15
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SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/svd.mdl"
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SWEP.DropMagazineImpact = "metal"
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SWEP.ReloadUpInTime = 1.65
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SWEP.DropMagazineTime = 0.65
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// sounds
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local path = "tacint_extras/svd/"
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local path2 = "tacrp/weapons/ak47/ak47_"
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SWEP.Sound_Shoot = "^" .. path .. "g3sg1-1.wav"
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SWEP.Sound_Shoot_Silenced = path2 .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 130
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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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["fire_iron"] = "fire1_M",
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["fire"] = {"fire5_M", "fire5_L", "fire5_R"},
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["melee"] = {"melee1", "melee2"},
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["jam"] = "mid_reload"
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}
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SWEP.DeployTimeMult = 2.5
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// attachments
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SWEP.AttachmentElements = {
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["sights"] = {
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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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["irons"] = {
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BGs_VM = {
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{1, 2}
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},
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BGs_WM = {
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{1, 2}
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},
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},
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["akmount"] = {
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BGs_VM = {
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{1, 2}
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},
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BGs_WM = {
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{1, 2}
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},
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AttPosMods = {
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[1] = {
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Pos_VM = Vector(-5.5, 0.55, 3),
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Pos_WM = Vector(-0.4, 2, 0.5),
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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, -0.8, -0.5),
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vm_ang = Angle(0, 1, 0),
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t = 0.25,
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tmax = 0.25,
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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 = 0.05,
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t1 = 0.2,
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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 = {"ironsights_sniper", "optic_cqb", "optic_medium", "optic_sniper", "optic_ak2"},
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Bone = "ValveBiped.AK47_rootbone",
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WMBone = "Box01",
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InstalledElements = {"sights"},
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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 = 0.9,
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Pos_VM = Vector(-5.9, 0.24, 5.5),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(0, 5, 1.25),
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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",
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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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Pos_VM = Vector(-3.6, 0.24, 39.2),
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Pos_WM = Vector(0, 44, -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(-3.25, -0.1, 19),
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Pos_WM = Vector(0.3, 20, -1.5),
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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_sling", "acc_duffle", "acc_extmag_sniper"},
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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_semi"},
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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_sniper"},
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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_svd.remove_clip", path .. "clipin.wav")
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addsound("tacint_svd.insert_clip", path .. "clipout.wav")
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addsound("tacint_svd.bolt_back", path .. "bolt_back.wav")
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addsound("tacint_svd.bolt_forward", path .. "bolt_forward.wav")
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