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VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_aug.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 = "Steyr AUG A2"
SWEP.AbbrevName = "AUG A2"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "2Operator"
SWEP.SubCatType = "4Assault Rifle"
SWEP.Description = "Burst bullpup rifle with a generous magazine capacity and great handling."
SWEP.Description_Quote = "\"Welcome to the party, pal.\"" // Die Hard
SWEP.Trivia_Caliber = "5.56x45mm"
SWEP.Trivia_Manufacturer = "Steyr Arms"
SWEP.Trivia_Year = "1977"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_aug.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_aug.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 20,
Damage_Min = 12,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 14,
Damage_Min = 10,
Range_Min = 400,
Range_Max = 1800,
PostBurstDelay = 0.2,
RecoilResetInstant = true,
RecoilResetTime = 0.2,
RecoilSpreadPenalty = 0.004,
RecoilDissipationRate = 18,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 11,
Damage_Min = 7,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilDissipationRate = 15,
RecoilMaximum = 15,
RecoilSpreadPenalty = 0.005,
HipFireSpreadPenalty = 0.007,
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.AssaultRifle
// "ballistics"
SWEP.Damage_Max = 22
SWEP.Damage_Min = 13
SWEP.Range_Min = 1500
SWEP.Range_Max = 3500
SWEP.Penetration = 7
SWEP.ArmorPenetration = 0.8
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 5,
[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
}
SWEP.MuzzleVelocity = 24000
// misc. shooting
SWEP.Firemodes = {
-3,
1
}
SWEP.RPM = 750
SWEP.RPMMultBurst = 900 / 750
SWEP.Spread = 0.002
SWEP.PostBurstDelay = 0.12
SWEP.RunawayBurst = true
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 12
SWEP.RecoilResetTime = 0.04
SWEP.RecoilDissipationRate = 36
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 0.75
SWEP.RecoilKick = 3
SWEP.RecoilStability = 0.25
SWEP.RecoilSpreadPenalty = 0.002
SWEP.HipFireSpreadPenalty = 0.03
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.95
SWEP.ShootingSpeedMult = 0.7
SWEP.SightedSpeedMult = 0.7
SWEP.ReloadSpeedMult = 0.5
SWEP.AimDownSightsTime = 0.3
SWEP.SprintToFireTime = 0.25
SWEP.Sway = 1
SWEP.ScopedSway = 0.125
SWEP.FreeAimMaxAngle = 2
// 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, -2, -5.5)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(0.01, 0.12, 0)
SWEP.SightPos = Vector(-3.93, -6, -4.9)
SWEP.CorrectivePos = Vector(0.12, 0, 0)
SWEP.CorrectiveAng = Angle(0, 0, -1)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
SWEP.HolsterPos = Vector(5, 4, -6)
SWEP.HolsterAng = Angle(0, 0, 0)
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 30
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.ReloadTimeMult = 1
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/aug.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.7
SWEP.DropMagazineTime = 0.8
// sounds
local path = "tacrp/weapons/aug/aug_"
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_5"
SWEP.EjectEffect = 2
// anims
SWEP.AnimationTranslationTable = {
["fire_iron"] = "dryfire",
["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 = {
["irons"] = {
BGs_VM = {
{1, 1}
},
},
}
SWEP.NoRMR = true
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
InstalledElements = {"irons"},
Bone = "ValveBiped.AUG_rootbone",
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
VMScale = 1,
Pos_VM = Vector(-6.4, 0, 1),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(4.5, 1, -7),
Ang_WM = Angle(0, 0, 180),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped.AUG_rootbone",
AttachSound = "tacrp/weapons/silencer_on.wav",
DetachSound = "tacrp/weapons/silencer_off.wav",
Pos_VM = Vector(-3.7, 0, 18.5),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(23, 1, -4.5),
Ang_WM = Angle(0, 0, 180),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.AUG_rootbone",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-5, 0, 10),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(14, 1, -6),
Ang_WM = Angle(0, 0, 180),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_sling", "acc_duffle", "perk_extendedmag"},
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_burst"},
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",
},
[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_aug.insert_clip", path .. "insert_clip.wav")
addsound("tacint_aug.remove_clip", path .. "remove_clip.wav")
addsound("tacint_aug.Handle_FoldDown", path .. "handle_folddown.wav")
addsound("tacint_aug.bolt_lockback", path .. "bolt_lockback.wav")
addsound("tacint_aug.bolt_release", path .. "bolt_release.wav")