123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133 |
- "WeaponData"
- {
- // Weapon data is loaded by both the Game and Client DLLs.
- "printname" "MP5n"
- "viewmodel" "models/weapons/v_smg_mp5n.mdl"
- "playermodel" "models/weapons/w_smg_mp5n.mdl"
- "anim_prefix" "smg2"
- "bucket" "2"
- "bucket_position" "10"
- "clip_size" "30"
- "clip2_size" "0"
- "default_clip" "30"
- "default_clip2" "-1"
- "primary_ammo" "Nerv_9"
- "secondary_ammo" "None"
- "weight" "3"
- "item_flags" "0"
- "BuiltRightHanded" "0"
- "AllowFlipping" "1"
- "csviewmodel" "1"
- "ironsightoffset"
- {
- "x" "-9"
- "y" "3.96"
- "z" "2"
- }
- // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
- "SoundData"
- {
- "reload_npc" "Weapon_SMG1.NPC_Reload"
- "empty" "Default.ClipEmpty_Rifle"
- "single_shot" "Weapon_mp5navy.Single"
- "single_shot_npc" "Weapon_mp5navy.Single"
- }
- // Weapon Sprite data is loaded by the Client DLL.
- "TextureData"
- {
- "weapon"
- {
- "font" "CSWeaponIcons"
- "character" "x"
- }
- "weapon_s"
- {
- "font" "CSWeaponIconsSelected"
- "character" "x"
- }
- "ammo"
- {
- "font" "WeaponIcons"
- "character" "r"
- }
- "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" "0.10"
- // Allow a refire as fast as the player can click, Basic Bullet Only.
- "FastFire1" "0"
- // Allow Fire Underwater?
- "FireUnderWater1" "0"
- // For Bullet accuracy
- "FireCone1" "2" // Starting Value ( 0-20 )
- "FireConeLerp1" "1" // 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" "0"
- // **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" "2"
- // **NPC Weapon Settings**
- // NPCs use a ShotRegulator in code, these settings corrispond with it.
- "NPCRateofFire" "0.2"
- "NPCMinBursts" "1"
- "NPCMaxBursts" "4"
- "NPCMinRest" "0.3"
- "NPCMaxRest" "0.6"
- // 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.
- "NPCMinRange1" "24"
- "NPCMaxRange1" "1500"
- "NPCMinRange2" "24"
- "NPCMaxRange2" "200"
- }
- }
|