325 lines
8.1 KiB
Lua
325 lines
8.1 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 = "Сайга-12К"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "2Operator"
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SWEP.SubCatType = "5Shotgun"
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SWEP.Description = "High capacity shotgun feeding from a box magazine, suitable for spraying down a room."
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SWEP.Description_Quote = "Some people call it the SASG." -- Splinter Cell: Blacklist, Rainbow Six: Siege, and The Division 2 all do this
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SWEP.Trivia_Caliber = "12 Gauge"
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SWEP.Trivia_Manufacturer = "Kalashnikov Concern"
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SWEP.Trivia_Year = "1997"
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SWEP.Faction = TacRP.FACTION_NEUTRAL
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SWEP.Credits = [[
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Assets: Battlefield 3
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Animation: Tactical Intervention
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]]
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SWEP.ViewModel = "models/weapons/tacint_shark/v_saiga.mdl"
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SWEP.WorldModel = "models/weapons/tacint_shark/w_saiga.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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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 6,
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Damage_Min = 2,
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Range_Min = 200,
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Range_Max = 2500,
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Num = 6,
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RPM = 200,
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RPMMultSemi = 1,
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Spread = 0.02,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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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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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.AutoShotgun
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// "ballistics"
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SWEP.ShootTimeMult = 0.85
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SWEP.Damage_Max = 12
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SWEP.Damage_Min = 3
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SWEP.Range_Min = 100 // distance for which to maintain maximum damage
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SWEP.Range_Max = 1200 // distance at which we drop to minimum damage
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SWEP.Penetration = 1 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.6
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SWEP.ArmorBonus = 0.5
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SWEP.Num = 6
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SWEP.MuzzleVelocity = 10000
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 1.5,
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[HITGROUP_CHEST] = 1,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 1,
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[HITGROUP_RIGHTARM] = 1,
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[HITGROUP_LEFTLEG] = 0.9,
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[HITGROUP_RIGHTLEG] = 0.9,
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[HITGROUP_GEAR] = 0.9
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}
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.RPM = 300
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SWEP.RPMMultSemi = 0.85
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SWEP.PostBurstDelay = 0.1
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SWEP.Spread = 0.04
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SWEP.ShotgunPelletSpread = 0.03
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SWEP.HipFireSpreadPenalty = 0.015
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SWEP.MidAirSpreadPenalty = 0
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SWEP.MoveSpreadPenalty = 0
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 5
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SWEP.RecoilResetTime = 0.2
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SWEP.RecoilDissipationRate = 8
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SWEP.RecoilFirstShotMult = 1.25
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SWEP.RecoilVisualKick = 1.5
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SWEP.RecoilKick = 7
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SWEP.RecoilStability = 0.25
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SWEP.RecoilAltMultiplier = 150
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SWEP.NoRecoilPattern = true
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SWEP.RecoilSpreadPenalty = 0.009
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.9
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SWEP.ShootingSpeedMult = 0.6
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SWEP.SightedSpeedMult = 0.7
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.4
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SWEP.SprintToFireTime = 0.44
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SWEP.Sway = 1
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SWEP.ScopedSway = 0.2
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SWEP.FreeAimMaxAngle = 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_CROSSBOW
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, -2, -6)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(4, -2, -4)
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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, 0)
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SWEP.SightPos = Vector(-4.66, -7.5, -3.05)
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SWEP.CorrectivePos = Vector(0, 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_BACK2
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SWEP.HolsterPos = Vector(5, 0, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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// reload
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 8
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SWEP.DefaultAmmo = 0
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SWEP.Ammo = "buckshot"
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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 = 1.15
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SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/saiga.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_shark/saiga/"
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local path1 = "tacrp/weapons/ak47/ak47_"
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SWEP.Sound_Shoot = "^" .. path .. "12k_fire.wav"
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SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 130
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SWEP.ShootPitchVariance = 0 // 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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SWEP.QCA_Eject = 2
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SWEP.MuzzleEffect = "muzzleflash_m3"
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SWEP.EjectEffect = 3
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "deploy",
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["fire1"] = {"fire3_M", "fire3_R"},
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["fire2"] = {"fire4_M", "fire4_L"},
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["fire3"] = {"fire5_M", "fire5_L", "fire5_R"},
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["fire4"] = {"fire5_M", "fire5_L", "fire5_R"},
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["fire5"] = {"fire5_M", "fire5_L", "fire5_R"},
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["fire_iron"] = "fire1_M",
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["melee"] = {"melee1", "melee2"},
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["jam"] = "mid_reload"
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}
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SWEP.DeployTimeMult = 1.1
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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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BGs_WM = {
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{2, 1}
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},
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},
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}
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// attachments
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SWEP.Attachments = {
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[1] = {
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PrintName = "Optic",
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Category = {"optic_cqb_nookp7", "optic_medium"},
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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 = 0.8,
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Pos_VM = Vector(-5.25, 0.1, 5),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(0, 2.5, 1),
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Ang_WM = Angle(0, -90, 0),
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},
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[2] = {
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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, -0.2, 14),
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Pos_WM = Vector(0, 19, -2),
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Ang_VM = Angle(90, 0, -60),
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Ang_WM = Angle(0, -90, 180),
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},
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[3] = {
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PrintName = "Accessory",
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Category = {"acc_foldstock", "acc", "acc_sling", "acc_duffle", "acc_extmag_shotgun_mag"},
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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 = "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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[4] = {
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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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[5] = {
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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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[6] = {
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PrintName = "Ammo",
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Category = {"ammo_shotgun2"},
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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_saiga.remove_clip", path1 .. "remove_clip.wav")
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addsound("tacint_saiga.insert_clip", path1 .. "insert_clip.wav")
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addsound("tacint_saiga.boltaction", path .. "12k_boltpull.wav")
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addsound("tacint_saiga.Buttstock_Back", path1 .. "buttstock_back.wav")
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