254 lines
5.7 KiB
Lua
254 lines
5.7 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 = "FIM-92 Stinger"
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SWEP.AbbrevName = "Stinger"
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SWEP.Category = "[FT] Специальное Оружие"
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SWEP.NoAimAssist = true
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SWEP.SubCatTier = "9Special"
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SWEP.SubCatType = "6Launcher"
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SWEP.Description = "Homing anti-air missile launcher. High blast damage but limited effect on armored targets.\nRequires a lock-on in order to fire."
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SWEP.Description_Quote = "\"A cornered fox is more dangerous than a jackal!\""
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SWEP.Trivia_Caliber = "Infrared Homing Missile"
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SWEP.Trivia_Manufacturer = "Raytheon Missiles and Defense"
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SWEP.Trivia_Year = "1967"
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SWEP.Faction = TacRP.FACTION_COALITION
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SWEP.Credits = "Assets: Modern Warfare 2\nAnimations: Tactical Intervention"
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SWEP.ViewModel = "models/weapons/tacint/v_stinger.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_stinger.mdl"
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SWEP.NoRanger = true
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SWEP.Slot = 2
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SWEP.SlotAlt = 4
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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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},
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}
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// "ballistics"
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SWEP.Damage_Max = 100 // just to fool the ratings
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SWEP.Damage_Min = 100
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SWEP.Range_Max = 30000
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SWEP.Range_Min = 5000
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SWEP.ShootEnt = "tacrp_proj_stinger"
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SWEP.ShootEntForce = 2000
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SWEP.Num = 1
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// misc. shooting
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SWEP.Firemode = 1
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SWEP.FiremodeName = "Single-Shot" // only used externally for firemode name distinction
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SWEP.RPM = 60
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SWEP.Spread = 0.01
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 1
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SWEP.RecoilResetTime = 0.2// time after you stop shooting for recoil to start dissipating
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SWEP.RecoilDissipationRate = 1
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SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
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SWEP.RecoilVisualKick = 5
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SWEP.RecoilVisualShake = 0.2
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SWEP.RecoilKick = 0
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SWEP.RecoilSpreadPenalty = 0 // extra spread per one unit of recoil
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SWEP.CanBlindFire = false
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SWEP.CannotHipFire = true
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// lockon
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// SWEP.LockOnAngle = math.cos(math.rad(5))
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SWEP.LockOnTrackAngle = 5
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SWEP.LockOnRange = 40000
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SWEP.LockOnTime = 1
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SWEP.ProvideTargetData = true
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SWEP.LockOnOutOfSights = false
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SWEP.LockOnInSights = true
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SWEP.ShootOffset = Vector(0, 0, 0)
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SWEP.ShootOffsetAngle = Angle(0, 0, 0)
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SWEP.RequireLockOn = true // Cannot shoot without a lock
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// handling
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SWEP.MoveSpeedMult = 0.8
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SWEP.ShootingSpeedMult = 0.25
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SWEP.SightedSpeedMult = 0.5
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SWEP.ReloadSpeedMult = 0.2
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SWEP.AimDownSightsTime = 0.6
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SWEP.SprintToFireTime = 0.8 // multiplies how long it takes to recover from sprinting
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SWEP.DeployTimeMult = 1.25
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// hold types
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SWEP.HoldType = "passive"
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SWEP.HoldTypeSprint = "passive"
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SWEP.HoldTypeSighted = "rpg"
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SWEP.HoldTypeBlindFire = false
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SWEP.HoldTypeNPC = "ar2"
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SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_AR2
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SWEP.PassiveAng = Angle(40, -15, 0)
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SWEP.PassivePos = Vector(4, 0, -4)
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SWEP.SprintMidPoint = {
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Pos = Vector(0, 0, 0),
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Ang = Angle(0, 0, 0)
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}
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SWEP.BlindFireAng = Angle(0, 0, 0)
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SWEP.BlindFirePos = Vector(1, -3, 0)
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SWEP.BlindFireLeftAng = Angle(75, 0, 0)
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SWEP.BlindFireLeftPos = Vector(8, 10, -6)
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SWEP.BlindFireSuicideAng = Angle(0, 125, 0)
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SWEP.BlindFireSuicidePos = Vector(-2, 25, -24)
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SWEP.SprintAng = Angle(40, -15, 0)
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SWEP.SprintPos = Vector(4, 0, -4)
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SWEP.SightAng = Angle(0, 0, 0)
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SWEP.SightPos = Vector(-0.62, -10, -4.57)
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SWEP.HolsterVisible = true
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SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_SPECIAL
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SWEP.HolsterPos = Vector(5, 0, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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// sway
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SWEP.Sway = 3
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SWEP.ScopedSway = 0.25
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SWEP.FreeAimMaxAngle = 5
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// melee
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SWEP.CanMeleeAttack = false
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// reload
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SWEP.ClipSize = 1
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SWEP.Ammo = "rpg_round"
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// sounds
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local path = "TacRP/weapons/rpg7/"
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SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
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SWEP.Sound_StartLockOn = "tacrp/check1.wav"
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SWEP.Sound_FinishLockOn = "tacrp/locked1.wav"
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SWEP.Vol_Shoot = 130
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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_deagle"
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "unholster",
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["blind_fire"] = "aimed_fire",
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["blind_idle"] = "aimed_idle",
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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 = "Ammo",
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Category = {"ammo_stinger"},
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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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[2] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_duffle", "acc_sling"},
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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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[3] = {
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PrintName = "Perk",
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Category = {"perk", "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_rpg7.jingle", path .. "handling-1.wav")
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addsound("TacInt_rpg7.insert_rocket", path .. "insert_rocket.wav")
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addsound("TacInt_rpg7.flipup_sight", path .. "flipup_sight.wav")
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if engine.ActiveGamemode() == "terrortown" then
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SWEP.AutoSpawnable = false
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SWEP.Kind = WEAPON_EQUIP
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SWEP.Slot = 6
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SWEP.CanBuy = { ROLE_TRAITOR }
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SWEP.LimitedStock = true
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SWEP.EquipMenuData = {
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type = "Weapon",
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desc = "Rocket launcher. Can't explode at point blank.\nComes with 2 rockets.\n\nBEWARE: May be visible while holstered!",
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}
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function SWEP:TTTBought(buyer)
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buyer:GiveAmmo(1, "RPG_Round")
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end
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end
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function SWEP:ShouldAutoReload()
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return !self:GetValue("NoAutoReload")
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end
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function SWEP:DoOldSchoolScopeBehavior()
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return false
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end
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