369 lines
9.0 KiB
Lua
369 lines
9.0 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 = "ВСС Винторез"
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SWEP.AbbrevName = "Vintorez"
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SWEP.Category = "[FT] Оружие"
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SWEP.SubCatTier = "2Operator"
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SWEP.SubCatType = "6Marksman Rifle"
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SWEP.Description = "Integrally-suppressed marksman rifle with high fire rate and low recoil, but performs poorly over long bursts.\nEquipped with a 6x scope by default."
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SWEP.Description_Quote = "\"Enemy has no more medicine!\"" -- PAYDAY 2 (2015)
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SWEP.Trivia_Caliber = "9x39mm"
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SWEP.Trivia_Manufacturer = "Tula Arms Plant"
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SWEP.Trivia_Year = "1987"
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SWEP.Faction = TacRP.FACTION_MILITIA
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SWEP.Credits = [[
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Model: Ettubrutesbro, Millenia & Twinke Masta
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Texture: Millenia
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Sound: S.T.A.L.K.E.R. & Vunsunta
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Animation: Tactical Intervention
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]]
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SWEP.ViewModel = "models/weapons/tacint_extras/v_vss.mdl"
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SWEP.WorldModel = "models/weapons/tacint_extras/w_vss.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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},
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[TacRP.BALANCE_TTT] = {
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Damage_Max = 15,
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Damage_Min = 12,
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Range_Min = 800,
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Range_Max = 4000,
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RPM = 650,
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RecoilSpreadPenalty = 0.005,
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HipFireSpreadPenalty = 0.035,
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BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 4,
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[HITGROUP_CHEST] = 1.5,
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[HITGROUP_STOMACH] = 1,
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[HITGROUP_LEFTARM] = 0.8,
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[HITGROUP_RIGHTARM] = 0.8,
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[HITGROUP_LEFTLEG] = 0.6,
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[HITGROUP_RIGHTLEG] = 0.6,
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[HITGROUP_GEAR] = 0.6
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},
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},
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[TacRP.BALANCE_PVE] = {
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Damage_Max = 13,
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Damage_Min = 8,
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Range_Min = 1000,
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Range_Max = 5000,
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RPM = 600,
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},
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[TacRP.BALANCE_OLDSCHOOL] = {
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RecoilSpreadPenalty = 0.004
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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 = 24
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SWEP.Damage_Min = 20
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SWEP.Range_Min = 1000
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SWEP.Range_Max = 2500
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SWEP.Penetration = 9 // units of metal this weapon can penetrate
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SWEP.ArmorPenetration = 0.925
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SWEP.BodyDamageMultipliers = {
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[HITGROUP_HEAD] = 4.5,
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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] = 0.85,
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[HITGROUP_RIGHTLEG] = 0.85,
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[HITGROUP_GEAR] = 0.9
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}
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SWEP.MuzzleVelocity = 16000
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// misc. shooting
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SWEP.Firemodes = {
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1,
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2
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}
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SWEP.RPM = 700
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SWEP.Spread = 0.0005
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SWEP.ShootTimeMult = 0.5
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SWEP.RecoilResetInstant = false
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SWEP.RecoilPerShot = 1
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SWEP.RecoilMaximum = 5
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SWEP.RecoilResetTime = 0.01
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SWEP.RecoilDissipationRate = 28
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SWEP.RecoilFirstShotMult = 0.65
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SWEP.RecoilVisualKick = 0.5
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SWEP.RecoilKick = 3
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SWEP.RecoilStability = 0.5
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SWEP.RecoilAltMultiplier = 400
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SWEP.RecoilSpreadPenalty = 0.0048
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SWEP.HipFireSpreadPenalty = 0.03
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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 = 0.75
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SWEP.SightedSpeedMult = 0.55
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SWEP.ReloadSpeedMult = 0.5
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SWEP.AimDownSightsTime = 0.44
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SWEP.SprintToFireTime = 0.4
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SWEP.Sway = 1.3
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SWEP.ScopedSway = 0.1
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SWEP.FreeAimMaxAngle = 5.5
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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.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, -5)
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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(0.05, 0, 0)
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SWEP.SightPos = Vector(-4.66, -7.5, -2.7)
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SWEP.CorrectivePos = Vector(0, 0, -0.05)
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SWEP.CorrectiveAng = Angle(0.75, 0.7, 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, -2, -6)
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SWEP.HolsterAng = Angle(0, 0, 0)
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// scope
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SWEP.Scope = true
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SWEP.ScopeOverlay = Material("tacrp/scopes/pso1.png", "mips smooth") // Material("path/to/overlay")
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SWEP.ScopeFOV = 90 / 6
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SWEP.ScopeLevels = 1
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SWEP.ScopeHideWeapon = true
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SWEP.ScopeOverlaySize = 0.9
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-- Устанавливаем размер магазина и начальное кол-во патрон на 0
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SWEP.ClipSize = 20
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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_extras/magazines/vss.mdl"
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SWEP.DropMagazineImpact = "plastic"
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SWEP.ReloadUpInTime = 1.65
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SWEP.DropMagazineTime = 0.65
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// sounds
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local path = "tacint_extras/vss/"
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local path1 = "tacrp_extras/ak47/"
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SWEP.Sound_Shoot = "^" .. path .. "fire.wav"
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SWEP.Sound_Shoot_Silenced = "^" .. path .. "fire.wav"
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SWEP.Vol_Shoot = 80
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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.Silencer = true
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// anims
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SWEP.AnimationTranslationTable = {
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["deploy"] = "unholster",
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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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["jam"] = "mid_reload",
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}
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SWEP.ProceduralIronFire = {
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vm_pos = Vector(0, -0.4, -0.1),
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vm_ang = Angle(0, 0.1, 0),
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t = 0.2,
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tmax = 0.2,
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bones = {
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{
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bone = "ValveBiped.bolt",
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pos = Vector(0, 0, -3),
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t0 = 0.01,
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t1 = 0.15,
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},
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},
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}
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SWEP.DeployTimeMult = 2.25
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// attachments
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SWEP.AttachmentElements = {
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["tactical"] = {
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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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["irons"] = {
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BGs_VM = {
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{2, 2}
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},
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BGs_WM = {
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{2, 2}
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},
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},
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["akmount"] = {
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BGs_VM = {
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{2, 2}
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},
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BGs_WM = {
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{2, 2}
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},
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AttPosMods = {
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[1] = {
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Pos_VM = Vector(-5.5, 0.5, 2.5),
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Pos_WM = Vector(-0.4, 2, 0.5),
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}
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},
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SortOrder = 2,
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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 = {"ironsights", "optic_cqb", "optic_medium", "optic_sniper", "optic_ak2"},
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Bone = "ValveBiped.AK47_rootbone",
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WMBone = "Box01",
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InstalledElements = {"tactical"},
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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(-5.25, 0.15, 4),
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Ang_VM = Angle(90, 0, 0),
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Pos_WM = Vector(0, 3, 0.2),
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Ang_WM = Angle(0, -90, 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.AK47_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(-3.25, -0.1, 19),
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Pos_WM = Vector(0, 19, -2),
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Ang_VM = Angle(90, 0, -90),
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Ang_WM = Angle(0, -90, 180),
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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", "perk_extendedmag", "acc_bipod"},
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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_extras_vss.remove_clip", path .. "clipin1.wav")
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addsound("tacint_extras_vss.insert_clip", path .. "clipin2.wav")
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addsound("tacint_extras_vss.boltaction", path1 .. "bolt.mp3")
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addsound("tacint_extras_vss.Buttstock_Back", path .. "buttstock_back.wav")
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