320 lines
8.2 KiB
Lua
320 lines
8.2 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 = "FN P90"
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SWEP.AbbrevName = "P90"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "2Operator"
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SWEP.SubCatType = "3Submachine Gun"
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SWEP.Description = "Bullpup PDW with a generous top-loaded magazine and controllable spread. High velocity rounds retain effectiveness at range and pierces armor easily."
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SWEP.Description_Quote = "\"This is a weapon of war, it's made to kill your enemy.\"" // SG-1 Stargate
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SWEP.Trivia_Caliber = "5.7x28mm"
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SWEP.Trivia_Manufacturer = "FN Herstal"
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SWEP.Trivia_Year = "1990"
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SWEP.Faction = TacRP.FACTION_COALITION
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SWEP.Credits = "Assets: Tactical Intervention"
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SWEP.ViewModel = "models/weapons/tacint/v_p90.mdl"
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SWEP.WorldModel = "models/weapons/tacint/w_p90.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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Damage_Max = 14,
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Damage_Min = 12,
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RecoilKick = 2,
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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 10,
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Damage_Min = 8,
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Range_Min = 1000,
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Range_Max = 2000,
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RPM = 800,
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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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[TacRP.BALANCE_PVE] = {
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Damage_Max = 9,
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Damage_Min = 7,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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RecoilSpreadPenalty = 0.0025,
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RecoilMaximum = 25
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}
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}
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SWEP.TTTReplace = TacRP.TTTReplacePreset.SMG
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// "ballistics"
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SWEP.Damage_Max = 15
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SWEP.Damage_Min = 12
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SWEP.Range_Min = 1000 // distance for which to maintain maximum damage
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SWEP.Range_Max = 5000 // distance at which we drop to minimum damage
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SWEP.Penetration = 10 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.875
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SWEP.ArmorBonus = 2
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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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] = 0.9,
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[HITGROUP_RIGHTLEG] = 0.9,
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[HITGROUP_GEAR] = 0.9
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}
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SWEP.MuzzleVelocity = 25000
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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 = 850
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SWEP.Spread = 0.006
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SWEP.RecoilResetInstant = false
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 20
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SWEP.RecoilResetTime = 0.05
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SWEP.RecoilDissipationRate = 45
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SWEP.RecoilFirstShotMult = 2
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SWEP.RecoilVisualKick = 0.75
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SWEP.RecoilKick = 1.5
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SWEP.RecoilStability = 0.1
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SWEP.RecoilSpreadPenalty = 0.0014
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SWEP.CanBlindFire = true
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// handling
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SWEP.MoveSpeedMult = 0.925
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SWEP.ShootingSpeedMult = 0.85
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SWEP.SightedSpeedMult = 0.7
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.35
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SWEP.SprintToFireTime = 0.375
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SWEP.Sway = 0.75
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SWEP.ScopedSway = 0.25
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SWEP.FreeAimMaxAngle = 3
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// hold types
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SWEP.HoldType = "smg"
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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_AR2
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SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
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SWEP.PassiveAng = Angle(0, 0, 0)
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SWEP.PassivePos = Vector(0, -4, -5)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(0, -4, -3)
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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(0.01, 0, 0)
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SWEP.SightPos = Vector(-3.705, -15, -4.6)
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SWEP.CorrectivePos = Vector(0.02, 0, 0.1)
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SWEP.CorrectiveAng = Angle(0, 0, 0)
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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, 6, -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 = 50
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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/magazines/p90.mdl"
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SWEP.DropMagazineImpact = "plastic"
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SWEP.ReloadUpInTime = 1.85
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SWEP.DropMagazineTime = 0.55
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// sounds
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local path = "tacrp/weapons/p90/"
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SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
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SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
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SWEP.Vol_Shoot = 115
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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_smg"
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SWEP.EjectEffect = 2
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// anims
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SWEP.AnimationTranslationTable = {
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["fire_iron"] = "fire1_M",
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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", "fire4_L", "fire4_R"},
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["melee"] = {"melee1", "melee2"}
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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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{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"},
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Bone = "p90_ROOT",
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AttachSound = "tacrp/weapons/optic_on.wav",
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DetachSound = "tacrp/weapons/optic_off.wav",
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InstalledElements = {"optic"},
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Pos_VM = Vector(-5.35, 0, 6.5),
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Pos_WM = Vector(8, 1.5, -7),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, -3.5, 180),
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},
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[2] = {
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PrintName = "Muzzle",
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Category = "silencer",
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Bone = "p90_ROOT",
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AttachSound = "tacrp/weapons/silencer_on.wav",
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DetachSound = "tacrp/weapons/silencer_off.wav",
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Pos_VM = Vector(-1.85, 0, 14),
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Pos_WM = Vector(16, 2.25, -3.5),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, -3.5, 180),
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},
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[3] = {
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PrintName = "Tactical",
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Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
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Bone = "p90_ROOT",
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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 = {"rail"},
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Pos_VM = Vector(-4.35, -0.6, 7.6),
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Pos_WM = Vector(10, 1.3, -4),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, -3.5, -90),
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},
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[4] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_sling", "acc_duffle", "acc_extmag_smg"},
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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 = "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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[6] = {
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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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[7] = {
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PrintName = "Ammo",
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Category = {"ammo_rifle"},
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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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[8] = {
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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_p90.Clip_Out", path .. "clip_out.wav")
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addsound("tacint_p90.Clip_In", path .. "clip_in.wav")
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addsound("tacint_p90.Clip_slap", path .. "clip_slap.wav")
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addsound("tacint_p90.bolt_release", path .. "bolt_release.wav")
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addsound("tacint_p90.bolt_back", path .. "bolt_back.wav")
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addsound("tacint_p90.bolt_forward", path .. "bolt_forward.wav")
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addsound("tacint_p90.fire_select", path .. "fire_select.wav")
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addsound("tacint_p90.mag_release", path .. "mag_release.wav")
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