347 lines
8.7 KiB
Lua
347 lines
8.7 KiB
Lua
SWEP.Base = "tacrp_base"
|
||
SWEP.Spawnable = true
|
||
|
||
AddCSLuaFile()
|
||
|
||
// names and stuff
|
||
SWEP.PrintName = "HK XM8 LMG"
|
||
SWEP.AbbrevName = "XM8 LMG"
|
||
SWEP.Category = "[FT] Оружие"
|
||
|
||
SWEP.SubCatTier = "2Operator"
|
||
SWEP.SubCatType = "5Machine Gun"
|
||
|
||
SWEP.Description = "Experimental multi-purpose carbine in MG configuration. Light, high capacity and low recoil, but damage is poor.\nHas an adjustable integrated 2-8x scope."
|
||
SWEP.Description_Quote = "\"How ya like me now, bitch!?\"" -- Battlefield: Bad Company 2
|
||
|
||
SWEP.Trivia_Caliber = "5.56x45mm"
|
||
SWEP.Trivia_Manufacturer = "Heckler & Koch"
|
||
SWEP.Trivia_Year = "2003"
|
||
|
||
SWEP.Faction = TacRP.FACTION_COALITION
|
||
SWEP.Credits = [[
|
||
Model: End Of Days
|
||
Texture: Copkiller, Twinke Masta & Wangchung
|
||
Animation: Tactical Intervention
|
||
]]
|
||
|
||
SWEP.ViewModel = "models/weapons/tacint_extras/v_xm8lmg.mdl"
|
||
SWEP.WorldModel = "models/weapons/tacint_extras/w_xm8lmg.mdl"
|
||
|
||
SWEP.Slot = 2
|
||
SWEP.SlotAlt = 3
|
||
|
||
SWEP.BalanceStats = {
|
||
[TacRP.BALANCE_SBOX] = {
|
||
},
|
||
[TacRP.BALANCE_TTT] = {
|
||
Damage_Max = 12,
|
||
Damage_Min = 6,
|
||
Range_Min = 750,
|
||
Range_Max = 3000,
|
||
RPM = 750,
|
||
|
||
RecoilSpreadPenalty = 0.0009,
|
||
|
||
BodyDamageMultipliers = {
|
||
[HITGROUP_HEAD] = 3,
|
||
[HITGROUP_CHEST] = 1.25,
|
||
[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 = 10,
|
||
Damage_Min = 7,
|
||
RPM = 700,
|
||
},
|
||
[TacRP.BALANCE_OLDSCHOOL] = {
|
||
RecoilSpreadPenalty = 0.001,
|
||
HipFireSpreadPenalty = 0.01,
|
||
RecoilMaximum = 14
|
||
}
|
||
}
|
||
|
||
SWEP.TTTReplace = TacRP.TTTReplacePreset.MachineGun
|
||
|
||
// "ballistics"
|
||
|
||
SWEP.Damage_Max = 18
|
||
SWEP.Damage_Min = 10
|
||
SWEP.Range_Min = 1200
|
||
SWEP.Range_Max = 3000
|
||
SWEP.Penetration = 7 // units of metal this weapon can penetrate
|
||
SWEP.ArmorPenetration = 0.7
|
||
|
||
SWEP.BodyDamageMultipliers = {
|
||
[HITGROUP_HEAD] = 4.5,
|
||
[HITGROUP_CHEST] = 1,
|
||
[HITGROUP_STOMACH] = 1.25,
|
||
[HITGROUP_LEFTARM] = 1,
|
||
[HITGROUP_RIGHTARM] = 1,
|
||
[HITGROUP_LEFTLEG] = 0.9,
|
||
[HITGROUP_RIGHTLEG] = 0.9,
|
||
[HITGROUP_GEAR] = 0.9
|
||
}
|
||
|
||
SWEP.MuzzleVelocity = 32000
|
||
|
||
// misc. shooting
|
||
|
||
SWEP.Firemodes = {
|
||
2,
|
||
1
|
||
}
|
||
|
||
SWEP.RPM = 750
|
||
|
||
SWEP.Spread = 0.008
|
||
|
||
SWEP.ShootTimeMult = 0.5
|
||
|
||
SWEP.RecoilPerShot = 1
|
||
SWEP.RecoilMaximum = 25
|
||
SWEP.RecoilResetTime = 0.1 // time after you stop shooting for recoil to start dissipating
|
||
SWEP.RecoilDissipationRate = 20
|
||
SWEP.RecoilFirstShotMult = 1 // multiplier for the first shot's recoil amount
|
||
|
||
SWEP.RecoilVisualKick = 0.5
|
||
SWEP.RecoilKick = 2
|
||
SWEP.RecoilStability = 0.5
|
||
|
||
SWEP.RecoilSpreadPenalty = 0.0007
|
||
SWEP.HipFireSpreadPenalty = 0.035
|
||
|
||
SWEP.CanBlindFire = true
|
||
|
||
// handling
|
||
|
||
SWEP.MoveSpeedMult = 0.9
|
||
SWEP.ShootingSpeedMult = 0.75
|
||
SWEP.SightedSpeedMult = 0.75
|
||
|
||
SWEP.ReloadSpeedMult = 0.5
|
||
|
||
SWEP.AimDownSightsTime = 0.42
|
||
SWEP.SprintToFireTime = 0.37
|
||
|
||
SWEP.Sway = 1
|
||
SWEP.ScopedSway = 0.225
|
||
|
||
SWEP.FreeAimMaxAngle = 4.5
|
||
|
||
SWEP.Bipod = true
|
||
SWEP.BipodRecoil = 0.65
|
||
SWEP.BipodKick = 0.3
|
||
|
||
// 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, -5)
|
||
|
||
SWEP.BlindFireAng = Angle(0, 5, 0)
|
||
SWEP.BlindFirePos = Vector(3, -2, -5)
|
||
|
||
SWEP.SprintAng = Angle(40, -15, 0)
|
||
SWEP.SprintPos = Vector(5, 0, -4)
|
||
|
||
SWEP.SightAng = Angle(0, 0, 0)
|
||
SWEP.SightPos = Vector(-4.03, -2.5, -4.1)
|
||
|
||
SWEP.CorrectivePos = Vector(0, 0, 0.1)
|
||
SWEP.CorrectiveAng = Angle(0, 0, 0)
|
||
|
||
SWEP.HolsterVisible = true
|
||
SWEP.HolsterSlot = TacRP.HOLSTER_SLOT_BACK
|
||
SWEP.HolsterPos = Vector(5, 0, -6)
|
||
SWEP.HolsterAng = Angle(0, 0, 0)
|
||
|
||
// scope
|
||
|
||
SWEP.Scope = true
|
||
SWEP.ScopeOverlay = Material("tacrp/scopes/scopeddot.png", "mips smooth") // Material("path/to/overlay")
|
||
SWEP.ScopeFOV = 90 / 2
|
||
SWEP.ScopeLevels = 1 // 2 = like CS:S
|
||
SWEP.ScopeHideWeapon = true
|
||
|
||
// reload
|
||
|
||
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
|
||
SWEP.ClipSize = 100
|
||
SWEP.DefaultAmmo = 0
|
||
SWEP.Ammo = "smg1"
|
||
|
||
-- 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 = 1.5
|
||
SWEP.DropMagazineModel = "models/weapons/tacint_extras/magazines/xm8lmg.mdl"
|
||
SWEP.DropMagazineImpact = "plastic"
|
||
|
||
SWEP.ReloadUpInTime = 1.4
|
||
SWEP.DropMagazineTime = 0.4
|
||
|
||
// sounds
|
||
|
||
local path = "tacrp/weapons/g36k/g36k_"
|
||
local path1 = "tacint_extras/xm8/"
|
||
SWEP.Sound_Shoot = "^" .. path1 .. "m249-1.wav"
|
||
SWEP.Sound_Shoot_Silenced = path .. "fire_silenced-1.wav"
|
||
|
||
SWEP.Vol_Shoot = 120
|
||
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"}
|
||
}
|
||
SWEP.DeployTimeMult = 2.25
|
||
|
||
// attachments
|
||
|
||
SWEP.AttachmentElements = {
|
||
["foldstock"] = {
|
||
BGs_VM = {
|
||
{1, 1}
|
||
},
|
||
BGs_WM = {
|
||
{1, 1}
|
||
}
|
||
},
|
||
["tactical"] = {
|
||
BGs_VM = {
|
||
{2, 1}
|
||
},
|
||
},
|
||
["bipod"] = {
|
||
BGs_VM = {
|
||
{3, 1}
|
||
},
|
||
BGs_WM = {
|
||
{3, 1}
|
||
}
|
||
},
|
||
}
|
||
|
||
|
||
SWEP.Attachments = {
|
||
[1] = {
|
||
PrintName = "Optic",
|
||
Category = {"optic_xm8"},
|
||
AttachSound = "tacrp/weapons/mp5/mp5_fire_select-1.wav",
|
||
DetachSound = "tacrp/weapons/mp5/mp5_fire_select-3.wav",
|
||
},
|
||
[2] = {
|
||
PrintName = "Muzzle",
|
||
Category = "silencer",
|
||
Bone = "ValveBiped.g36k_rootbone",
|
||
WMBone = "ValveBiped.Bip01_R_Hand",
|
||
AttachSound = "TacRP/weapons/silencer_on.wav",
|
||
DetachSound = "TacRP/weapons/silencer_off.wav",
|
||
WMScale = 0.9,
|
||
Pos_VM = Vector(-3.65, 0.3, 31),
|
||
Pos_WM = Vector(35, 1.2, -4.7),
|
||
Ang_VM = Angle(90, 0, 0),
|
||
Ang_WM = Angle(0, -0, 0),
|
||
},
|
||
[3] = {
|
||
PrintName = "Tactical",
|
||
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
|
||
Bone = "ValveBiped.g36k_rootbone",
|
||
WMBone = "ValveBiped.Bip01_R_Hand",
|
||
AttachSound = "TacRP/weapons/flashlight_on.wav",
|
||
DetachSound = "TacRP/weapons/flashlight_off.wav",
|
||
InstalledElements = {"tactical"},
|
||
Pos_VM = Vector(-3.75, -0.8, 17),
|
||
Pos_WM = Vector(20, 2, -5),
|
||
Ang_VM = Angle(90, 0, -80),
|
||
Ang_WM = Angle(-0, 0, 90),
|
||
},
|
||
[4] = {
|
||
PrintName = "Accessory",
|
||
Category = {"acc", "acc_foldstock2", "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_xm8.remove_clip", path1 .. "magout.wav")
|
||
addsound("tacint_xm8.insert_clip", path1 .. "magin.wav")
|
||
addsound("tacint_xm8.bolt_action", path .. "bolt_action.wav")
|
||
addsound("tacint_xm8.fire_select", path .. "fire_selector.wav")
|
||
addsound("tacint_xm8.Buttstock_Back", path .. "buttstock_back.wav")
|