custom_NERVump45.txt 3.0 KB

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  1. "WeaponData"
  2. {
  3. // Weapon data is loaded by both the Game and Client DLLs.
  4. "printname" "UMP45"
  5. "viewmodel" "models/weapons/v_NRV_ump45.mdl"
  6. "playermodel" "models/weapons/w_NRV_ump45.mdl"
  7. "anim_prefix" "smg2"
  8. "bucket" "2"
  9. "bucket_position" "11"
  10. "clip_size" "25"
  11. "clip2_size" "0"
  12. "default_clip" "25"
  13. "default_clip2" "0"
  14. "primary_ammo" "SMG1"
  15. "secondary_ammo" "None"
  16. "weight" "3"
  17. "item_flags" "0"
  18. "BuiltRightHanded" "0"
  19. "AllowFlipping" "1"
  20. "csviewmodel" "0"
  21. "ironsightoffset"
  22. {
  23. "x" "-5.00"
  24. "y" "7.3"
  25. "z" "3.22"
  26. "xori" "1.25"
  27. "yori" "0.2"
  28. "zori" "2"
  29. }
  30. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  31. "SoundData"
  32. {
  33. "reload_npc" "Weapon_SMG1.NPC_Reload"
  34. "empty" "Default.ClipEmpty_Rifle"
  35. "single_shot" "Weapon_NERVUMP45.Single"
  36. "single_shot_npc" "Weapon_NERVUMP45.Single"
  37. }
  38. // Weapon Sprite data is loaded by the Client DLL.
  39. "TextureData"
  40. {
  41. "weapon"
  42. {
  43. "font" "CSWeaponIcons"
  44. "character" "q"
  45. }
  46. "weapon_s"
  47. {
  48. "font" "CSWeaponIconsSelected"
  49. "character" "q"
  50. }
  51. "ammo"
  52. {
  53. "font" "WeaponIcons"
  54. "character" "r"
  55. }
  56. "crosshair"
  57. {
  58. "font" "Crosshairs"
  59. "character" "Q"
  60. }
  61. "autoaim"
  62. {
  63. "file" "sprites/crosshairs"
  64. "x" "0"
  65. "y" "48"
  66. "width" "24"
  67. "height" "24"
  68. }
  69. }
  70. "Advanced" // only for Weapon_Scripted
  71. {
  72. // **Primary Attack**
  73. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  74. "FireType1" "1"
  75. // Rate of Weapons Fire ( Not for laser or warp )
  76. "FireRate1" "0.15"
  77. // Allow a refire as fast as the player can click, Basic Bullet Only.
  78. "FastFire1" "0"
  79. // Allow Fire Underwater?
  80. "FireUnderWater1" "0"
  81. // For Bullet accuracy
  82. "FireCone1" "2" // Starting Value ( 0-20 )
  83. "FireConeLerp1" "1" // Bool
  84. "FireConeLerpto1" "3" // Value to lerp accuracy too ( 0-20 )
  85. // **Secondary Attack**
  86. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
  87. "FireType2" "0"
  88. // **Global Weapon Settings**
  89. // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  90. // ( Only if a weapon has recoil animations, Not for laser or warp )
  91. "NumberOfRecoilAnims" "0"
  92. // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  93. "RecoilIncrementSpeed" "1"
  94. // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  95. // This is the player animation set that will be used on all players you view ingame.
  96. "PlayerAnimationSet" "6"
  97. // **NPC Weapon Settings**
  98. // NPCs use a ShotRegulator in code, these settings corrispond with it.
  99. "NPCRateofFire" "0.2"
  100. "NPCMinBursts" "1"
  101. "NPCMaxBursts" "4"
  102. "NPCMinRest" "0.3"
  103. "NPCMaxRest" "0.6"
  104. // Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.
  105. "NPCMinRange1" "24"
  106. "NPCMaxRange1" "1500"
  107. "NPCMinRange2" "24"
  108. "NPCMaxRange2" "200"
  109. }
  110. }