custom_mp5n.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" "MP5n"
  5. "viewmodel" "models/weapons/v_smg_mp5n.mdl"
  6. "playermodel" "models/weapons/w_smg_mp5n.mdl"
  7. "anim_prefix" "smg2"
  8. "bucket" "2"
  9. "bucket_position" "10"
  10. "clip_size" "30"
  11. "clip2_size" "0"
  12. "default_clip" "30"
  13. "default_clip2" "-1"
  14. "primary_ammo" "Nerv_9"
  15. "secondary_ammo" "None"
  16. "weight" "3"
  17. "item_flags" "0"
  18. "BuiltRightHanded" "0"
  19. "AllowFlipping" "1"
  20. "csviewmodel" "1"
  21. "ironsightoffset"
  22. {
  23. "x" "-9"
  24. "y" "3.96"
  25. "z" "2"
  26. }
  27. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  28. "SoundData"
  29. {
  30. "reload_npc" "Weapon_SMG1.NPC_Reload"
  31. "empty" "Default.ClipEmpty_Rifle"
  32. "single_shot" "Weapon_mp5navy.Single"
  33. "single_shot_npc" "Weapon_mp5navy.Single"
  34. }
  35. // Weapon Sprite data is loaded by the Client DLL.
  36. "TextureData"
  37. {
  38. "weapon"
  39. {
  40. "font" "CSWeaponIcons"
  41. "character" "x"
  42. }
  43. "weapon_s"
  44. {
  45. "font" "CSWeaponIconsSelected"
  46. "character" "x"
  47. }
  48. "ammo"
  49. {
  50. "font" "WeaponIcons"
  51. "character" "r"
  52. }
  53. "crosshair"
  54. {
  55. "font" "Crosshairs"
  56. "character" "Q"
  57. }
  58. "autoaim"
  59. {
  60. "file" "sprites/crosshairs"
  61. "x" "0"
  62. "y" "48"
  63. "width" "24"
  64. "height" "24"
  65. }
  66. }
  67. "Advanced" // only for Weapon_Scripted
  68. {
  69. // **Primary Attack**
  70. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  71. "FireType1" "1"
  72. // Rate of Weapons Fire ( Not for laser or warp )
  73. "FireRate1" "0.10"
  74. // Allow a refire as fast as the player can click, Basic Bullet Only.
  75. "FastFire1" "0"
  76. // Allow Fire Underwater?
  77. "FireUnderWater1" "0"
  78. // For Bullet accuracy
  79. "FireCone1" "2" // Starting Value ( 0-20 )
  80. "FireConeLerp1" "1" // Bool
  81. "FireConeLerpto1" "4" // Value to lerp accuracy too ( 0-20 )
  82. // **Secondary Attack**
  83. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
  84. "FireType2" "0"
  85. // **Global Weapon Settings**
  86. // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  87. // ( Only if a weapon has recoil animations, Not for laser or warp )
  88. "NumberOfRecoilAnims" "0"
  89. // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  90. "RecoilIncrementSpeed" "1"
  91. // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  92. // This is the player animation set that will be used on all players you view ingame.
  93. "PlayerAnimationSet" "2"
  94. // **NPC Weapon Settings**
  95. // NPCs use a ShotRegulator in code, these settings corrispond with it.
  96. "NPCRateofFire" "0.2"
  97. "NPCMinBursts" "1"
  98. "NPCMaxBursts" "4"
  99. "NPCMinRest" "0.3"
  100. "NPCMaxRest" "0.6"
  101. // 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.
  102. "NPCMinRange1" "24"
  103. "NPCMaxRange1" "1500"
  104. "NPCMinRange2" "24"
  105. "NPCMaxRange2" "200"
  106. }
  107. }