custom_Remington.txt 2.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117
  1. // Remington 870
  2. WeaponData
  3. {
  4. // Weapon data is loaded by both the Game and Client DLLs.
  5. "printname" "Remington 870"
  6. "viewmodel" "models/weapons/v_Remington.mdl"
  7. "playermodel" "models/weapons/w_Remington.mdl"
  8. "anim_prefix" "shotgun"
  9. "bucket" "3"
  10. "bucket_position" "11"
  11. "clip_size" "8"
  12. "primary_ammo" "Nerv_buckshot"
  13. "secondary_ammo" "None"
  14. "weight" "4"
  15. "item_flags" "0"
  16. "ironsightoffset"
  17. {
  18. "x" "-4.00"
  19. "y" "-5.50"
  20. "z" "3.20"
  21. }
  22. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  23. SoundData
  24. {
  25. "empty" "Weapon_Remington.Empty"
  26. "reload" "Weapon_Remington.Reload"
  27. "special1" "Weapon_Remington.Special1"
  28. "single_shot" "Weapon_Remington.Single"
  29. "double_shot" "Weapon_Remington.Double"
  30. // NPC WEAPON SOUNDS
  31. "reload_npc" "Weapon_Remington.NPC_Reload"
  32. "single_shot_npc" "Weapon_Remington.NPC_Single"
  33. }
  34. // Weapon Sprite data is loaded by the Client DLL.
  35. TextureData
  36. {
  37. "weapon"
  38. {
  39. "font" "WeaponIcons"
  40. "character" "b"
  41. }
  42. "weapon_s"
  43. {
  44. "font" "WeaponIconsSelected"
  45. "character" "b"
  46. }
  47. "ammo"
  48. {
  49. "font" "WeaponIcons"
  50. "character" "s"
  51. }
  52. "crosshair"
  53. {
  54. "font" "Crosshairs"
  55. "character" "Q"
  56. }
  57. "autoaim"
  58. {
  59. "file" "sprites/crosshairs"
  60. "x" "0"
  61. "y" "48"
  62. "width" "24"
  63. "height" "24"
  64. }
  65. }
  66. "Advanced" // only for Weapon_Scripted
  67. {
  68. // **Primary Attack**
  69. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  70. "FireType1" "3"
  71. // Rate of Weapons Fire ( Not for laser or warp )
  72. "FireRate1" "0.3"
  73. // Allow a refire as fast as the player can click, Basic Bullet Only.
  74. "FastFire1" "0"
  75. // Allow Fire Underwater?
  76. "FireUnderWater1" "0"
  77. // How many bullets in a burst. ( For Burst Weapon Only! )
  78. "BurstAmount1" "0"
  79. "BetweenBurstTime1" "0.05"
  80. // For Bullet accuracy
  81. "FireCone1" "10" // Starting Value ( 0-20 )
  82. "FireConeLerp1" "0" // Bool
  83. "FireConeLerpto1" "0" // Value to lerp accuracy too ( 0-20 )
  84. // **Secondary Attack**
  85. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
  86. "FireType2" "0"
  87. // **Global Weapon Settings**
  88. // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  89. // ( Only if a weapon has recoil animations, Not for laser or warp )
  90. "NumberOfRecoilAnims" "0"
  91. // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  92. "RecoilIncrementSpeed" "1"
  93. // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  94. // This is the player animation set that will be used on all players you view ingame.
  95. "PlayerAnimationSet" "5"
  96. }
  97. }