346 lines
8.6 KiB
Lua
346 lines
8.6 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 = "OЦ-14 \"Гроза\""
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SWEP.AbbrevName = "Groza-4"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "3Security"
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SWEP.SubCatType = "4Assault Rifle"
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SWEP.Description = "Integrally-suppressed bullpup made from a reconfigured AK. Weak, but has great handling and stability and has no visible tracers."
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SWEP.Description_Quote = "\"Get out of here, stalker.\""
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SWEP.Trivia_Caliber = "9x39mm"
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SWEP.Trivia_Manufacturer = "TsKIB SOO"
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SWEP.Trivia_Year = "1992"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = [[
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Model: Teh Snake, edited by speedonerd
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Texture: Teh Snake
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Sound: Teh Snake & speedonerd
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Animations: speedonerd
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]]
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SWEP.ViewModel = "models/weapons/tacint_shark/v_groza.mdl"
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SWEP.WorldModel = "models/weapons/tacint_shark/w_groza.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 = 600,
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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 = 0.01
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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 = 19
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SWEP.Damage_Min = 14
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SWEP.Range_Min = 700 // distance for which to maintain maximum damage
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SWEP.Range_Max = 1500 // distance at which we drop to minimum damage
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SWEP.Penetration = 5 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.8
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 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 = 12000
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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 = 750
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SWEP.Spread = 0.0065
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilResetInstant = false
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 7
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SWEP.RecoilResetTime = 0
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SWEP.RecoilDissipationRate = 24
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SWEP.RecoilFirstShotMult = 1.5
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SWEP.RecoilVisualKick = 1
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SWEP.RecoilKick = 2.5
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SWEP.RecoilStability = 0.25
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SWEP.RecoilSpreadPenalty = 0.0018
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SWEP.HipFireSpreadPenalty = 0.025
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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 = 0.85
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SWEP.SightedSpeedMult = 0.65
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.32
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SWEP.SprintToFireTime = 0.35
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SWEP.Sway = 1.4
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SWEP.ScopedSway = 0.2
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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.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, 1, 0)
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SWEP.CustomizeAng = Angle(30, 15, 0)
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SWEP.CustomizePos = Vector(4.5, -0.4, -0.7)
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SWEP.BlindFireAng = Angle(0, 0, 0)
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SWEP.BlindFirePos = Vector(-1, 1, 1)
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SWEP.BlindFireLeftAng = Angle(90, 0, 0)
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SWEP.BlindFireLeftPos = Vector(10, 6, -4)
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SWEP.BlindFireRightAng = Angle(-90, 0, 0)
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SWEP.BlindFireRightPos = Vector(-4, 20, -4)
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SWEP.SprintAng = Angle(30, -15, -5)
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SWEP.SprintPos = Vector(2, 0, 1.5)
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SWEP.SightAng = Angle(0, 0.1, 0)
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SWEP.SightPos = Vector(-4, -7, 0.9)
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SWEP.CorrectivePos = Vector(0, 0, 0.12)
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SWEP.CorrectiveAng = Angle(0, 0, -0)
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--SWEP.CorrectiveBoneAng = Angle(90, 38, 38)
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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.Ammo_Expanded = "ti_pdw"
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SWEP.ReloadTimeMult = 1
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SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/groza.mdl"
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SWEP.DropMagazineImpact = "metal"
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SWEP.ReloadUpInTime = 1.2
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SWEP.DropMagazineTime = 0.65
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SWEP.FreeAimMaxAngle = 4
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// sounds
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local path = "tacint_shark/weapons/groza/"
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local path1 = "tacrp/weapons/ak47/ak47_"
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SWEP.Sound_Shoot = "^" .. path .. "groza_fire-1.wav"
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SWEP.Sound_Shoot_Silenced = "^" .. path .. "groza_fire-1.wav"
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SWEP.Vol_Shoot = 75
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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_suppressed"
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SWEP.EjectEffect = 2
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SWEP.Silencer = true
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SWEP.TracerNum = 0
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "deploy",
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["fire_iron"] = "idle",
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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",
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["fire5"] = "fire5_M",
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["melee"] = {"melee1", "melee2"},
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["jam"] = "midreload"
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -0.2, -0.12),
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vm_ang = Angle(0, 0.25, 0),
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t = 0.1,
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tmax = 0.1,
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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 = 0.01,
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t1 = 0.08,
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},
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},
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}
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SWEP.DeployTimeMult = 1.05
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// attachments
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SWEP.AttachmentElements = {
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["rail"] = {
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BGs_VM = {
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{1, 1}
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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 = {"optic_cqb", "optic_medium", "optic_sniper"},
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Bone = "famas_root",
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WMBone = "ValveBiped.Bip01_R_Hand",
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InstalledElements = {"rail"},
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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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WMScale = 0.75,
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Pos_VM = Vector(0, -6.6, 0.5),
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Ang_VM = Angle(90, 0, -90),
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Pos_WM = Vector(4.5, 1, -7.2),
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Ang_WM = Angle(0, 0, 180),
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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 = "famas_root",
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WMBone = "ValveBiped.Bip01_R_Hand",
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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(-0.55, -3.3, 1),
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Pos_WM = Vector(4, 1.5, -3.75),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, 0, 90),
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},
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[3] = {
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PrintName = "Accessory",
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Category = {"acc", "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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[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_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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[6] = {
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PrintName = "Ammo",
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Category = {"ammo_rifle_sub"},
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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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}
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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_groza.remove_clip", path .. "famas_clipout.wav")
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addsound("tacint_groza.insert_clip", path .. "famas_clipin.wav")
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addsound("tacint_groza.boltaction", path .. "famas_forearm.wav")
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addsound("tacint_groza.Buttstock_Back", path .. "buttstock_back.wav")
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addsound("tacint_groza.bolt_lockback", path .. "famas_boltback.wav")
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addsound("tacint_groza.bolt_release", path .. "famas_boltforward.wav")
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