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VnUtest/garrysmod/addons/tacrp/lua/weapons/tacrp_hk417.lua
2026-03-31 10:27:04 +03:00

341 lines
8.8 KiB
Lua
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SWEP.Base = "tacrp_base"
SWEP.Spawnable = true
AddCSLuaFile()
// names and stuff
SWEP.PrintName = "HK HK417"
SWEP.AbbrevName = "HK417"
SWEP.Category = "[FT] Оружие"
SWEP.SubCatTier = "1Elite"
SWEP.SubCatType = "5Battle Rifle"
SWEP.Description = "Battle rifle with superb damage, fire rate and precision. Capable of automatic fire, although it is very unstable."
SWEP.Description_Quote = "\"Hey, he saved our asses back there, and right now he's all we got.\"" -- Spec Ops: The Line (2012)
SWEP.Trivia_Caliber = "7.62x51mm"
SWEP.Trivia_Manufacturer = "Heckler & Koch"
SWEP.Trivia_Year = "2006"
SWEP.Faction = TacRP.FACTION_COALITION
SWEP.Credits = "Assets: Tactical Intervention"
SWEP.ViewModel = "models/weapons/tacint/v_hk417.mdl"
SWEP.WorldModel = "models/weapons/tacint/w_hk417.mdl"
SWEP.Slot = 2
SWEP.BalanceStats = {
[TacRP.BALANCE_SBOX] = {
Damage_Max = 38,
Damage_Min = 25,
ShootingSpeedMult = 0.5,
RecoilStability = 0.5,
},
[TacRP.BALANCE_TTT] = {
Description = "Battle rifle with high rate of fire.",
Damage_Max = 28,
Damage_Min = 20,
Range_Min = 600,
Range_Max = 2500,
RPM = 360,
RecoilResetInstant = true,
RecoilResetTime = 0.15,
RecoilDissipationRate = 12,
RecoilMaximum = 9,
RecoilSpreadPenalty = 0.01,
BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[HITGROUP_CHEST] = 1.25,
[HITGROUP_STOMACH] = 1,
[HITGROUP_LEFTARM] = 0.75,
[HITGROUP_RIGHTARM] = 0.75,
[HITGROUP_LEFTLEG] = 0.5,
[HITGROUP_RIGHTLEG] = 0.5,
[HITGROUP_GEAR] = 0.5
},
},
[TacRP.BALANCE_PVE] = {
Damage_Max = 18,
Damage_Min = 14,
RecoilDissipationRate = 10,
RecoilSpreadPenalty = 0.006,
},
}
SWEP.TTTReplace = TacRP.TTTReplacePreset.BattleRifle
// "ballistics"
SWEP.Damage_Max = 42
SWEP.Damage_Min = 35
SWEP.Range_Min = 1200 // distance for which to maintain maximum damage
SWEP.Range_Max = 4200 // distance at which we drop to minimum damage
SWEP.Penetration = 12 // units of metal this weapon can penetrate
SWEP.ArmorPenetration = 0.875
SWEP.BodyDamageMultipliers = {
[HITGROUP_HEAD] = 3,
[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 = 29500
// misc. shooting
SWEP.Firemodes = {1, 2}
SWEP.RPM = 700
SWEP.Spread = 0.0005
SWEP.ShootTimeMult = 0.4
SWEP.RecoilResetInstant = false
SWEP.RecoilPerShot = 1
SWEP.RecoilMaximum = 7
SWEP.RecoilResetTime = 0.04
SWEP.RecoilDissipationRate = 13
SWEP.RecoilFirstShotMult = 0.75
SWEP.RecoilVisualKick = 1.5
SWEP.RecoilKick = 8
SWEP.RecoilStability = 0.7
SWEP.RecoilSpreadPenalty = 0.005
SWEP.HipFireSpreadPenalty = 0.06
SWEP.PeekPenaltyFraction = 0.2
SWEP.CanBlindFire = true
// handling
SWEP.MoveSpeedMult = 0.875
SWEP.ShootingSpeedMult = 0.75
SWEP.SightedSpeedMult = 0.6
SWEP.ReloadSpeedMult = 0.4
SWEP.AimDownSightsTime = 0.4
SWEP.SprintToFireTime = 0.42
SWEP.Sway = 1.5
SWEP.ScopedSway = 0.1
SWEP.FreeAimMaxAngle = 5.5
// 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, -5)
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, 0)
SWEP.SightPos = Vector(-4.495, -7.5, -4.17)
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)
// reload
-- Устанавливаем размер магазина и начальное кол-во патрон на 0
SWEP.ClipSize = 20
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
SWEP.DropMagazineModel = "models/weapons/tacint/magazines/g36k.mdl"
SWEP.DropMagazineImpact = "plastic"
SWEP.ReloadUpInTime = 1.3
SWEP.DropMagazineTime = 0.3
// sounds
local path = "tacrp/weapons/hk417/"
SWEP.Sound_Shoot = "^" .. path .. "fire-1.wav"
SWEP.Sound_Shoot_Silenced = "tacrp/weapons/sg551/sg551_fire_silenced-1.wav"
SWEP.Vol_Shoot = 110
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 = {
["fire_iron"] = "dryfire",
["fire1"] = "fire1_M",
["fire2"] = "fire2_M",
["fire3"] = "fire3_M",
["fire4"] = {"fire4_M", "fire4_L", "fire4_R"},
["melee"] = {"melee1", "melee2"}
}
SWEP.ProceduralIronFire = {
vm_pos = Vector(0, -1, -0.1),
vm_ang = Angle(0, 0.4, 0),
t = 0.25,
tmax = 0.25,
}
// attachments
SWEP.AttachmentElements = {
["sights"] = {
BGs_VM = {
{1, 1}
},
},
["foldstock"] = {
BGs_VM = {
{2, 1}
},
BGs_WM = {
{1, 1}
},
},
}
SWEP.Attachments = {
[1] = {
PrintName = "Optic",
Category = {"optic_cqb", "optic_medium", "optic_sniper"},
Bone = "ValveBiped._ROOT_HK417",
InstalledElements = {"sights"},
AttachSound = "tacrp/weapons/optic_on.wav",
DetachSound = "tacrp/weapons/optic_off.wav",
VMScale = 0.85,
Pos_VM = Vector(-4.7, 0.6, 5),
Pos_WM = Vector(10, 1.25, -6.25),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, 0, 180),
},
[2] = {
PrintName = "Muzzle",
Category = "silencer",
Bone = "ValveBiped._ROOT_HK417",
AttachSound = "tacrp/weapons/silencer_on.wav",
DetachSound = "tacrp/weapons/silencer_off.wav",
Pos_VM = Vector(-2.9, 0.6, 24),
Pos_WM = Vector(27, 1.25, -4.25),
Ang_VM = Angle(90, 0, 0),
Ang_WM = Angle(0, 0, 180),
},
[3] = {
PrintName = "Tactical",
Category = {"tactical", "tactical_zoom", "tactical_ebullet"},
Bone = "ValveBiped._ROOT_HK417",
AttachSound = "tacrp/weapons/flashlight_on.wav",
DetachSound = "tacrp/weapons/flashlight_off.wav",
InstalledElements = {"tactical"},
Pos_VM = Vector(-3, -0.35, 15),
Pos_WM = Vector(19, 2.25, -4.4),
Ang_VM = Angle(90, 0, -90),
Ang_WM = Angle(0, 0, 90),
},
[4] = {
PrintName = "Accessory",
Category = {"acc", "acc_foldstock2", "acc_extmag_rifle2", "acc_sling", "acc_duffle", "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_hk417.clip_out", path .. "clip_out.wav")
addsound("tacint_hk417.clip_in", path .. "clip_in.wav")
addsound("tacint_hk417.bolt_action", path .. "bolt_action.wav")
addsound("tacint_hk417.bolt_latch", path .. "bolt_latch.wav")
addsound("tacint_hk417.fire_select", path .. "fire_select.wav")
addsound("tacint_hk417.Buttstock_Back", path .. "buttstock_back.wav")