Files
VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_sd_gyrojet.lua
2026-03-31 10:27:04 +03:00

321 lines
7.1 KiB
Lua

SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "MBA Gyrojet"
SWEP.AbbrevName = "Gyrojet"
SWEP.Category = "[FT] Специальное Оружие"
SWEP.SubCatTier = "9Special"
SWEP.SubCatType = "7Special Weapon"
SWEP.Description = "Experimental weapon firing self-propelled mini-rockets. While they are powerful, the rounds are prone to failure."
SWEP.Description_Quote = "\"I wonder how much his remains would go for on Ebay.\"" // Postal 2 - Completely unrelated but its funi
SWEP.Trivia_Caliber = ".51 Caliber"
SWEP.Trivia_Manufacturer = "MBAssociates" // i checked every credible source and they dont put a space between MB and associates please dont change this
SWEP.Trivia_Year = "1962"
SWEP.Faction = TacRP.FACTION_NEUTRAL
SWEP.Credits = [[
Model & Textures: RedRougeXIII
Sounds: speedonerd, Tactical Intervention
Animations: speedonerd
]]
SWEP.ViewModel = "models/weapons/tacint_shark/v_gyrojet.mdl"
SWEP.WorldModel = "models/weapons/tacint_shark/w_gyrojet.mdl"
SWEP.NoRanger = false
SWEP.Slot = 1
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 50,
Damage_Min = 50,
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 30,
Damage_Min = 30,
},
[TacRP.BALANCE_OLDSCHOOL] = {
Description = "Experimental pistol firing self-propelled minirockets. Powerful but inaccurate, projectiles have significant travel time.",
ClipSize = 5,
JamFactor = 0,
Spread = 0.022
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.Pistol
// "ballistics"
SWEP.Damage_Max = 75
SWEP.Damage_Min = 75
SWEP.Range_Min = 9000
SWEP.Range_Max = 9000
SWEP.Penetration = 20
SWEP.ArmorPenetration = 1
SWEP.ShootEnt = "tacrp_proj_gyrojet"
SWEP.ShootEntForce = 15000
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 1,
[HITGROUP_RIGHTLEG] = 1,
[HITGROUP_GEAR] = 1
}
// misc. shooting
SWEP.Firemode = 1
SWEP.RPM = 180
SWEP.Spread = 0.0025
SWEP.ShootTimeMult = 0.7
SWEP.JamFactor = 0.25
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 4
SWEP.RecoilResetTime = 0.2
SWEP.RecoilDissipationRate = 4
SWEP.RecoilFirstShotMult = 1
SWEP.RecoilVisualKick = 1
SWEP.RecoilKick = 2
SWEP.RecoilSpreadPenalty = 0.01
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.975
SWEP.ShootingSpeedMult = 0.9
SWEP.SightedSpeedMult = 0.8
SWEP.ReloadSpeedMult = 0.75
SWEP.AimDownSightsTime = 0.25
SWEP.SprintToFireTime = 0.25
SWEP.Sway = 1.05
SWEP.ScopedSway = 0.5
SWEP.FreeAimMaxAngle = 3
// hold types
SWEP.HoldType = "revolver"
SWEP.HoldTypeSprint = "normal"
SWEP.HoldTypeBlindFire = "pistol"
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_REVOLVER
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_REVOLVER
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0, 0, 0)
SWEP.CustomizeAng = Angle(35, 15, 0)
SWEP.CustomizePos = Vector(9, 0, -3)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(-1, -2, -2)
SWEP.BlindFireLeftAng = Angle(80, -2, 0)
SWEP.BlindFireLeftPos = Vector(15, 5, -9)
SWEP.BlindFireRightAng = Angle(-80, -2, 0)
SWEP.BlindFireRightPos = Vector(-4, 20, -11)
SWEP.BlindFireSuicideAng = Angle(-135, 0, 45)
SWEP.BlindFireSuicidePos = Vector(25, 19, -5)
SWEP.SprintAng = Angle(0, 30, 0)
SWEP.SprintPos = Vector(1, -5, -8)
SWEP.SightAng = Angle(0.22, -0.7, 0)
SWEP.SightPos = Vector(-3.72, -4, 1.45)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_PISTOL
SWEP.HolsterPos = Vector(0, 3, -4)
SWEP.HolsterAng = Angle(90, 0, 0)
SWEP.CorrectivePos = Vector(0, 0, 0)
SWEP.CorrectiveAng = Angle(0, 0, 0)
// reload
SWEP.ClipSize = 6
SWEP.Ammo = "357"
SWEP.ShotgunReload = true
SWEP.ReloadTimeMult = 1.1
// sounds
local path = "tacint_shark/weapons/gyrojet/"
local path1 = "tacrp/weapons/xd45/"
SWEP.Sound_Shoot = "^" .. path .. "fire.wav"
SWEP.Vol_Shoot = 130
SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
// effects
SWEP.EffectsAlternate = true
SWEP.EffectsDoubled = true
SWEP.QCA_MuzzleL = 1
SWEP.QCA_MuzzleR = 4
SWEP.QCA_EjectL = 2
SWEP.QCA_EjectR = 3
SWEP.EjectEffect = 0
SWEP.MuzzleEffect = "muzzleflash_suppressed"
// anims
// VM:
// idle
// fire
// fire1, fire2
// dryfire
// melee
// reload
// midreload
// prime_grenade
// throw_grenade
// throw_grenade_underhand
// deploy
// blind_idle
// blind_fire
// blind_fire1, blind_fire2...
// blind_dryfire
// WM:
// attack1
SWEP.AnimationTranslationTable = {
["deploy"] = "draw",
["fire"] = {"shoot1", "shoot2", "shoot3"},
["blind_fire"] = {"blind_shoot1", "blind_shoot2", "blind_shoot3"},
["melee"] = {"melee1", "melee2"}
}
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -0.5, -0.6),
vm_ang = Angle(0, 2, 0),
t = 0.2,
tmax = 0.2,
bones = {
{
bone = "gyrojet_hammer",
ang = Angle(0, 0, -45),
t0 = 0,
t1 = 0.15,
},
{
bone = "ValveBiped.Bip01_R_Finger1",
ang = Angle(0, -15, 0),
t0 = 0,
t1 = 0.2,
},
{
bone = "ValveBiped.Bip01_R_Finger11",
ang = Angle(-35, 0, 0),
t0 = 0,
t1 = 0.15,
},
},
}
SWEP.LastShot = false
// attachments
SWEP.Attachments = {
[1] = {
PrintName = "Accessory",
Category = {"acc", "acc_holster", "acc_brace", "bolt_jammable"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[2] = {
PrintName = "Trigger",
Category = {"trigger_semi"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[3] = {
PrintName = "Ammo",
Category = {"ammo_gyrojet"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[4] = {
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_gyrojet.slide_back", {
path1 .. "slide_back-1.wav",
path1 .. "slide_back-2.wav",
})
addsound("tacint_gyrojet.Catch",
{
path .. "gyrojet_reloadcatch.wav",
path .. "gyrojet_reloadcatch2.wav",
}
)
addsound("tacint_gyrojet.hammer", path .. "gyrojet_cockhammer.wav")
addsound("tacint_gyrojet.insert",
{
path .. "gyrojet_insert1.wav",
path .. "gyrojet_insert2.wav",
path .. "gyrojet_insert3.wav",
}
)
if engine.ActiveGamemode() == "terrortown" then
SWEP.HolsterVisible = false
SWEP.AutoSpawnable = false
SWEP.Kind = WEAPON_PISTOL
SWEP.CanBuy = { ROLE_TRAITOR, ROLE_DETECTIVE }
SWEP.EquipMenuData = {
type = "Weapon",
desc = "High damage pistol firing mini-rockets.\nUses standard magnum ammo.",
}
end