// FN2000 WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Pulse_Rifle" "viewmodel" "models/weapons/v_Fisher.mdl" "playermodel" "models/weapons/w_Fisher.mdl" "anim_prefix" "ar2" "bucket" "2" "bucket_position" "10" "clip_size" "30" "default_clip" "30" "clip2_size" "-1" "default_clip2" "-1" "primary_ammo" "Nerv_556" "secondary_ammo" "SMG1_Grenade" "weight" "3" "item_flags" "0" "ironsightoffset" { "x" "-5.00" "y" "-5.80" "z" "2.30" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "special1" "Weapon_SMG1.Special1" "empty" "Weapon_Fisher.Empty" "double_shot" "Weapon_Fisher.Single" "reload" "Weapon_Fisher.Reload" "single_shot" "Weapon_Fisher.Single" // NPC SECTION "single_shot_npc" "Weapon_Fisher.NPC_Single" "reload_npc" "Weapon_Fisher.NPC_Reload" "double_shot_npc" "Weapon_Fisher.NPC_Double" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "l" } "weapon_s" { "font" "WeaponIconsSelected" "character" "l" } "ammo" { "font" "WeaponIcons" "character" "u" } "ammo2" { "font" "WeaponIcons" "character" "z" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } "Advanced" // only for Weapon_Scripted { // **Primary Attack** // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp "FireType1" "1" // Rate of Weapons Fire ( Not for laser or warp ) "FireRate1" "0.07" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire1" "1" // Allow Fire Underwater? "FireUnderWater1" "0" // For Bullet accuracy "FireCone1" "4" // Starting Value ( 0-20 ) "FireConeLerp1" "0" // Bool "FireConeLerpto1" "4" // Value to lerp accuracy too ( 0-20 ) // **Secondary Attack** // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope "FireType2" "8" // **Global Weapon Settings** // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations. // ( Only if a weapon has recoil animations, Not for laser or warp ) "NumberOfRecoilAnims" "0" // Shots fired till next recoil animation. ( Only if a weapon has recoil animations ) "RecoilIncrementSpeed" "1" // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 // This is the player animation set that will be used on all players you view ingame. "PlayerAnimationSet" "6" } }