342 lines
8.5 KiB
Lua
342 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 = "AAC Honey Badger"
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SWEP.AbbrevName = "Honey Badger"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "1Elite"
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SWEP.SubCatType = "4Assault Rifle"
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SWEP.Description = "A lightweight assault rifle with an integral suppressor. Powerful in close quarters and has no visible tracer, but has poor performance at range."
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SWEP.Description_Quote = "\"We're Ghosts, Merrick. We finish the mission.\"" -- Call of Duty: Ghosts (2013)
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SWEP.Trivia_Caliber = ".300 Blackout"
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SWEP.Trivia_Manufacturer = "AAC"
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SWEP.Trivia_Year = "2011"
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SWEP.Faction = TacRP.FACTION_COALITION
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SWEP.Credits = "Model: Hyper \nAnimations: Tactical Intervention"
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SWEP.ViewModel = "models/weapons/tacint_shark/v_aac_hb2.mdl"
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SWEP.WorldModel = "models/weapons/tacint_shark/w_aac_hb2.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 = 28,
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Damage_Min = 8,
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ClipSize = 24,
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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 = 800,
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Range_Max = 2200,
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RPM = 650,
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RecoilSpreadPenalty = 0.002,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 3,
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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 = 15,
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Damage_Min = 8,
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Range_Min = 500,
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Range_Max = 2500,
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RPM = 700,
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RecoilSpreadPenalty = 0.0017,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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Spread = 0.0098,
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RecoilMaximum = 20,
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RecoilDissipationRate = 18
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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 = 34
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SWEP.Damage_Min = 10
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SWEP.Range_Min = 300
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SWEP.Range_Max = 1800
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SWEP.Penetration = 6 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.7
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 4,
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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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SWEP.MuzzleVelocity = 10000
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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 = 800
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SWEP.Spread = 0.0089
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 14
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SWEP.RecoilResetTime = 0.11
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SWEP.RecoilDissipationRate = 18
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SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
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SWEP.RecoilVisualKick = 0.75
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SWEP.RecoilKick = 4
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SWEP.RecoilStability = 0.2
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SWEP.RecoilAltMultiplier = 150
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SWEP.RecoilSpreadPenalty = 0.0027
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SWEP.HipFireSpreadPenalty = 0.02
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SWEP.PeekPenaltyFraction = 0.2
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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 = 0.75
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SWEP.SightedSpeedMult = 0.75
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.3
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SWEP.SprintToFireTime = 0.32
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SWEP.Sway = 1
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SWEP.ScopedSway = 0.2
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SWEP.FreeAimMaxAngle = 4
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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.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, -2, -6)
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SWEP.BlindFireAng = Angle(0, 5, 0)
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SWEP.BlindFirePos = Vector(3, -2, -5)
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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(0.2, -0.16, 0)
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SWEP.SightPos = Vector(-4.165, -7.5, -4.19)
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SWEP.CorrectivePos = Vector(-0.05, 0, 0.05)
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SWEP.CorrectiveAng = Angle(0.03, 0.45, 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, 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 = 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.ReloadTimeMult = 1
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SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/aac.mdl"
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SWEP.DropMagazineImpact = "metal"
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SWEP.ReloadUpInTime = 1.3
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SWEP.DropMagazineTime = 0.4
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// sounds
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local path = "tacint_shark/weapons/aac/"
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local path1 = "TacRP/weapons/m4/m4_"
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SWEP.Sound_Shoot = "^" .. path .. "HB_Fire.wav"
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SWEP.Sound_Shoot_Silenced = "^" .. path .. "HB_Fire.wav"
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SWEP.Silencer = true
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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.TracerNum = 0
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// anims
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SWEP.AnimationTranslationTable = {
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["fire_iron"] = "dryfire",
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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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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -1, -0.1),
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vm_ang = Angle(0, 0.4, 0),
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t = 0.25,
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tmax = 0.25,
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}
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// attachments
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SWEP.AttachmentElements = {
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["foldstock"] = {
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BGs_VM = {
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{1, 1}
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},
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BGs_WM = {
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{1, 1}
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},
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},
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["sights"] = {
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BGs_VM = {
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{2, 1}
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},
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BGs_WM = {
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{2, 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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InstalledElements = {"sights"},
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Bone = "ValveBiped.m4_rootbone",
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WMBone = "Box01",
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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 = 0.95,
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Pos_VM = Vector(-5.55, -0.05, 6),
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Pos_WM = Vector(0.5, 4, 1.15),
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Ang_VM = Angle(90, 0, 0),
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Ang_WM = Angle(0, -90 + 3.5, 0),
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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 = "ValveBiped.m4_rootbone",
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WMBone = "Box01",
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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(-2.8, -0.05, 14),
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Pos_WM = Vector(1.1, 12, -1.5),
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Ang_VM = Angle(90, 0, 180),
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Ang_WM = Angle(180, -90 + 3.5, 0),
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},
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[3] = {
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PrintName = "Accessory",
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Category = {"acc", "acc_foldstock2", "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_aac.Remove_Clip", path .. "magout.wav")
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addsound("tacint_aac.Insert_Clip", path .. "magin.ogg")
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addsound("tacint_aac.Insert_Clip-mid", path .. "magin.ogg")
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addsound("tacint_aac.bolt_action", path .. "boltback.wav")
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addsound("tacint_aac.bolt_slap", path .. "boltforward.ogg")
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addsound("tacint_aac.throw_catch", path1 .. "throw_catch.wav")
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