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

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Lua
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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "РПК-74"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "3Security"
SWEP.SubCatType = "5Machine Gun"
SWEP.Description = "Light machine gun derived from an infantry rifle. High damage and good recoil, but mobility and spread is poor."
SWEP.Description_Quote = "A simple yet effective concept."
SWEP.Trivia_Caliber = "7.62x39mm"
SWEP.Trivia_Manufacturer = "Molot" // I checked, neither Izhmash nor Tula ever manufactured the original RPK.
SWEP.Trivia_Year = "1961"
SWEP.Faction = TacRP.FACTION_MILITIA
SWEP.Credits = [[
Assets: Call To Arms
Animation: Tactical Intervention
]]
SWEP.ViewModel = "models/weapons/tacint_shark/v_rpk.mdl"
SWEP.WorldModel = "models/weapons/tacint_shark/w_rpk.mdl"
SWEP.Slot = 2
SWEP.SlotAlt = 3
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 35,
Damage_Min = 24,
Spread = 0.003,
},
[TacRP.BALANCE_TTT] = {
Damage_Max = 20,
Damage_Min = 15,
Range_Min = 800,
Range_Max = 3500,
ClipSize = 50,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.9,
[HITGROUP_RIGHTARM] = 0.9,
[HITGROUP_LEFTLEG] = 0.75,
[HITGROUP_RIGHTLEG] = 0.75,
[HITGROUP_GEAR] = 0.9
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 12,
Damage_Min = 5,
Spread = 0.005,
},
[TacRP.BALANCE_OLDSCHOOL] = {
RecoilMaximum = 20,
HipFireSpreadPenalty = 0.015
}
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.MachineGun
// "ballistics"
SWEP.Damage_Max = 30
SWEP.Damage_Min = 19
SWEP.Range_Min = 1000 // distance for which to maintain maximum damage
SWEP.Range_Max = 4500 // distance at which we drop to minimum damage
SWEP.Penetration = 10 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.775
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 2.5,
[HITGROUP_CHEST] = 1,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 1,
[HITGROUP_RIGHTARM] = 1,
[HITGROUP_LEFTLEG] = 0.9,
[HITGROUP_RIGHTLEG] = 0.9,
[HITGROUP_GEAR] = 0.9
}
SWEP.MuzzleVelocity = 25000
// misc. shooting
SWEP.Firemodes = {
2,
1
}
SWEP.RPM = 550
SWEP.Spread = 0.0075
SWEP.ShootTimeMult = 0.5
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 20
SWEP.RecoilResetTime = 0.22
SWEP.RecoilDissipationRate = 20
SWEP.RecoilFirstShotMult = 2 // multiplier for the first shot's recoil amount
SWEP.RecoilVisualKick = 1
SWEP.RecoilKick = 4
SWEP.RecoilStability = 0.4
SWEP.RecoilAltMultiplier = 300
SWEP.RecoilSpreadPenalty = 0.0012
SWEP.HipFireSpreadPenalty = 0.035
SWEP.PeekPenaltyFraction = 0.25
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.875
SWEP.ShootingSpeedMult = 0.5
SWEP.SightedSpeedMult = 0.5
SWEP.ReloadSpeedMult = 0.25
SWEP.AimDownSightsTime = 0.45
SWEP.SprintToFireTime = 0.5
// hold types
SWEP.HoldType = "ar2"
SWEP.HoldTypeSprint = "passive"
SWEP.HoldTypeBlindFire = false
SWEP.GestureShoot = ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
SWEP.GestureReload = ACT_HL2MP_GESTURE_RELOAD_SMG1
SWEP.PassiveAng = Angle(0, 0, 0)
SWEP.PassivePos = Vector(0, -2, -4)
SWEP.BlindFireAng = Angle(0, 5, 0)
SWEP.BlindFirePos = Vector(3, -2, -5)
SWEP.SprintAng = Angle(30, -15, 0)
SWEP.SprintPos = Vector(5, 0, -2)
SWEP.SightAng = Angle(0.05, -0.7, 0)
SWEP.SightPos = Vector(-4.68, -7.5, -2.9)
SWEP.CorrectivePos = Vector(0, 0, -0.05)
SWEP.CorrectiveAng = Angle(0.75, 0.7, 0)
SWEP.HolsterVisible = true
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK2
SWEP.HolsterPos = Vector(5, 6, -8)
SWEP.HolsterAng = Angle(0, 0, 0)
SWEP.Sway = 2
SWEP.ScopedSway = 0.175
SWEP.FreeAimMaxAngle = 6
SWEP.Bipod = true
SWEP.BipodRecoil = 0.4
SWEP.BipodKick = 0.4
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 50
SWEP.DefaultAmmo = 0
SWEP.Ammo = "ar2"
-- Принудительное обнуление при создании (Initialize)
function SWEP:Initialize()
self.BaseClass.Initialize(self)
-- Обнуляем патроны внутри самого оружия
self:SetClip1(0)
-- Обнуляем резервные патроны у игрока через мгновение после спавна
if SERVER then
timer.Simple(0, function()
if IsValid(self) and IsValid(self:GetOwner()) then
self:GetOwner():SetAmmo(0, self:GetPrimaryAmmoType())
end
end)
end
end
SWEP.ReloadTimeMult = 1.3
SWEP.DropMagazineModel = "models/weapons/tacint_shark/magazines/rpk.mdl"
SWEP.DropMagazineImpact = "metal"
SWEP.ReloadUpInTime = 1.55
SWEP.DropMagazineTime = 0.6
// sounds
local path = "tacrp/weapons/ak47/ak47_"
local path1 = "tacint_shark/rpk/"
local path2 = "tacrp_extras/ak47/"
SWEP.Sound_Shoot = "^" .. path1 .. "shoot-2.wav"
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
SWEP.Vol_Shoot = 130
SWEP.ShootPitchVariance = 2.5 // amount to vary pitch by each shot
// effects
// the .qc attachment for the muzzle
SWEP.QCA_Muzzle = 1
// ditto for shell
SWEP.QCA_Eject = 2
SWEP.MuzzleEffect = "muzzleflash_ak47"
SWEP.EjectEffect = 2
// anims
SWEP.AnimationTranslationTable = {
["deploy"] = "unholster",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
["melee"] = {"melee1", "melee2"},
["jam"] = "mid_reload",
}
SWEP.DeployTimeMult = 3
// attachments
SWEP.AttachmentElements = {
["tactical"] = {
BGs_VM = {
{2, 1}
},
BGs_WM = {
{2, 1}
},
},
["bipod"] = {
BGs_VM = {
{1, 1}
},
BGs_WM = {
{1, 1}
},
},
["akmount"] = {
BGs_VM = {
{2, 0}
},
BGs_WM = {
{2, 0}
},
AttPosMods = {
[1] = {
Pos_VM = Vector(-5.3, 0.4, 3),
Pos_WM = Vector(-0.4, 2, 0.5),
}
},
SortOrder = 2,
},
}
SWEP.NoRMR = true
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper", "optic_ak"},
Bone = "ValveBiped.AK47_rootbone",
WMBone = "Box01",
InstalledElements = {"tactical"},
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
VMScale = 0.8,
Pos_VM = Vector(-5.3, 0.15, 4),
Ang_VM = Angle(90, 0, 0),
Pos_WM = Vector(0, 3, 0.5),
Ang_WM = Angle(0, -90, 0),
},
[2] = {
PrintName = "Muzzle",
Category = {"silencer", "muzz_ak"},
Bone = "ValveBiped.AK47_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/silencer_on.wav",
DetachSound = "tacrp/weapons/silencer_off.wav",
VMScale = 0.9,
Pos_VM = Vector(-3.35, 0.15, 33),
Pos_WM = Vector(0, 31, -1.75),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, -90, 0),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped.AK47_rootbone",
WMBone = "Box01",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
Pos_VM = Vector(-3.2, -0.1, 25),
Pos_WM = Vector(-0.5, 19, -1.75),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, -90, 90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_sling", "acc_duffle", "extendedbelt", "acc_bipod"},
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
},
[5] = {
PrintName = "Bolt",
Category = {"bolt_automatic"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[6] = {
PrintName = "Trigger",
Category = {"trigger_auto"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[7] = {
PrintName = "Ammo",
Category = {"ammo_rifle"},
AttachSound = "TacRP/weapons/flashlight_on.wav",
DetachSound = "TacRP/weapons/flashlight_off.wav",
},
[8] = {
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_rpk.remove_clip", path1 .. "rpk_magout.wav")
addsound("tacint_rpk.insert_clip", path1 .. "rpk_magin.wav")
addsound("tacint_rpk.boltaction", path2 .. "bolt.mp3")
addsound("tacint_rpk.Buttstock_Back", path .. "buttstock_back.wav")