328 lines
8.5 KiB
Lua
328 lines
8.5 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 = "Molot Bekas-16M"
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SWEP.AbbrevName = "Bekas-16M"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "4Consumer"
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SWEP.SubCatType = "5Shotgun"
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SWEP.Description = "Accurate hunting shotgun with low damage."
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SWEP.Description_Quote = "\"If you can hear them but can't shoot them, you can probably grenade them.\"" --Hardcore Henry (2016) (It's not a Bekas in that exact scene, but one is used later on in the complex so uuuuhhhhh explode)
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SWEP.Trivia_Caliber = "16 Gauge"
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SWEP.Trivia_Manufacturer = "Molot"
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SWEP.Trivia_Year = "1999"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = "Assets: Tactical Intervention"
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SWEP.ViewModel = "models/weapons/tacint/v_bekas.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_bekas.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 = 24,
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Damage_Min = 10,
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Range_Min = 1200,
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ClipSize = 6,
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 14,
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Damage_Min = 6,
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Range_Min = 400,
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Range_Max = 2500,
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Num = 6,
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ClipSize = 6,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 2.5,
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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] = 0.75,
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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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Range_Min = 500,
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Range_Max = 2500,
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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] = 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] = 0.9
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},
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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RecoilDissipationRate = 5,
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RecoilMaximum = 12,
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RecoilSpreadPenalty = 0.01,
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HipFireSpreadPenalty = 0.015,
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.Shotgun
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// "ballistics"
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SWEP.Damage_Max = 18
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SWEP.Damage_Min = 5
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SWEP.Range_Min = 200 // distance for which to maintain maximum damage
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SWEP.Range_Max = 2000 // 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 = 0.47
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SWEP.ArmorBonus = 0.25
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SWEP.Num = 6
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SWEP.MuzzleVelocity = 11000
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SWEP.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] = 0.9,
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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.FiremodeName = "Pump-Action" // only used externally for firemode name distinction
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SWEP.RPM = 60
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SWEP.ShootTimeMult = 0.85
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SWEP.Spread = 0.015
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SWEP.ShotgunPelletSpread = 0.0075
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SWEP.HipFireSpreadPenalty = 0.025
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SWEP.MidAirSpreadPenalty = 0
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SWEP.ScopedSpreadPenalty = 0
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 3
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SWEP.RecoilResetTime = 0.25 // time after you stop shooting for recoil to start dissipating
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SWEP.RecoilDissipationRate = 1
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SWEP.RecoilFirstShotMult = 1.1
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SWEP.RecoilVisualKick = 2
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SWEP.RecoilKick = 15
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SWEP.RecoilStability = 0.4
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SWEP.RecoilSpreadPenalty = 0.02
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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 = 0.7
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SWEP.SightedSpeedMult = 0.7
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.36
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SWEP.SprintToFireTime = 0.4
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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.HoldTypeNPC = "shotgun"
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, -2, -4)
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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(-0.57, -0.6, 2)
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SWEP.SightPos = Vector(-3.45, -5, -2.7)
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SWEP.CorrectivePos = Vector(0.275, 0, -0.2)
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SWEP.CorrectiveAng = Angle(1.21, 0.1, 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 = 5
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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.ShotgunReload = true
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SWEP.ReloadTimeMult = 1
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// sounds
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local path = "TacRP/weapons/bekas/"
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SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
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SWEP.Sound_Shoot_Silenced = "TacRP/weapons/sg551/sg551_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_shotgun"
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SWEP.EjectEffect = 3
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SWEP.EjectDelay = 0.5
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// anims
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SWEP.AnimationTranslationTable = {
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["fire"] = {"shoot1", "shoot2"},
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["blind_fire"] = {"blind_shoot1"},
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["melee"] = {"melee1", "melee2"},
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["reload"] = {"reload", "reload2"},
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["jam"] = "reload_finish"
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}
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// attachments
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SWEP.AttachmentElements = {
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["optic"] = {
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BGs_VM = {
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{5, 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"},
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Bone = "ValveBiped.bekas_rootbone",
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WMBone = "ValveBiped.Bip01_R_Hand",
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InstalledElements = {"optic"},
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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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Pos_VM = Vector(-3.2, 0, 8),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(11, 0.85, -7),
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Ang_WM = Angle(-25, 3.5, 180),
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},
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[2] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom"},
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Bone = "ValveBiped.bekas_rootbone",
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AttachSound = "TacRP/weapons/flashlight_on.wav",
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DetachSound = "TacRP/weapons/flashlight_off.wav",
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InstalledElements = {"tactical"},
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VMScale = 1.25,
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Pos_VM = Vector(-1, -0.3, 24),
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Ang_VM = Angle(90, 0, -90),
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Pos_WM = Vector(25, 0, -12),
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Ang_WM = Angle(-25, 3.5, 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", "acc_extmag_shotgun_tube"},
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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_manual"},
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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_manual", "trigger_pump2"},
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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_shotgun"},
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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_Bekas.Insertshell", path .. "insertshell-1.wav")
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addsound("TacInt_Bekas.Movement", path .. "movement-1.wav")
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addsound("TacInt_Bekas.PumpBack", path .. "pump_backward-1.wav")
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addsound("TacInt_Bekas.PumpForward", path .. "pump_forward-1.wav")
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