Custom_M4A1.txt 2.8 KB

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  1. // M4A1
  2. WeaponData
  3. {
  4. // Weapon data is loaded by both the Game and Client DLLs.
  5. "printname" "M4A1"
  6. "viewmodel" "models/weapons/v_M4A1.mdl"
  7. "playermodel" "models/weapons/w_M4A1.mdl"
  8. "anim_prefix" "ar2"
  9. "bucket" "2"
  10. "bucket_position" "0"
  11. "clip_size" "30"
  12. "clip2_size" "0"
  13. "default_clip" "30"
  14. "default_clip2" "-1"
  15. "primary_ammo" "Nerv_556"
  16. "secondary_ammo" "None"
  17. "weight" "3"
  18. "item_flags" "0"
  19. "BuiltRightHanded" "1"
  20. "AllowFlipping" "1"
  21. "csviewmodel" "1"
  22. "ironsightoffset"
  23. {
  24. "x" "-5.00"
  25. "y" "-4.20"
  26. "z" "1.56"
  27. }
  28. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  29. SoundData
  30. {
  31. "reload" "Weapon_M4A1.Reload"
  32. "reload_npc" "Weapon_M4A1.NPC_Reload"
  33. "empty" "Weapon_M4A1.Empty"
  34. "single_shot" "Weapon_M4A1.Single"
  35. "single_shot_npc" "Weapon_M4A1.NPC_Single"
  36. }
  37. // Weapon Sprite data is loaded by the Client DLL.
  38. TextureData
  39. {
  40. "weapon"
  41. {
  42. "font" "CSWeaponIcons"
  43. "character" "w"
  44. }
  45. "weapon_s"
  46. {
  47. "font" "CSWeaponIconsSelected"
  48. "character" "w"
  49. }
  50. "ammo"
  51. {
  52. "font" "WeaponIcons"
  53. "character" "r"
  54. }
  55. "ammo2"
  56. {
  57. "font" "WeaponIcons"
  58. "character" "t"
  59. }
  60. "crosshair"
  61. {
  62. "font" "Crosshairs"
  63. "character" "Q"
  64. }
  65. "autoaim"
  66. {
  67. "file" "sprites/crosshairs"
  68. "x" "0"
  69. "y" "48"
  70. "width" "24"
  71. "height" "24"
  72. }
  73. }
  74. "Advanced" // only for Weapon_Scripted
  75. {
  76. // **Primary Attack**
  77. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  78. "FireType1" "1"
  79. // Rate of Weapons Fire ( Not for laser or warp )
  80. "FireRate1" "0.09"
  81. // Allow a refire as fast as the player can click, Basic Bullet Only.
  82. "FastFire1" "0"
  83. // Allow Fire Underwater?
  84. "FireUnderWater1" "0"
  85. // For Bullet accuracy
  86. "FireCone1" "1" // Starting Value ( 0-20 )
  87. "FireConeLerp1" "1" // Bool
  88. "FireConeLerpto1" "4" // Value to lerp accuracy too ( 0-20 )
  89. // **Secondary Attack**
  90. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
  91. "FireType2" "0"
  92. // **Global Weapon Settings**
  93. // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  94. // ( Only if a weapon has recoil animations, Not for laser or warp )
  95. "NumberOfRecoilAnims" "0"
  96. // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  97. "RecoilIncrementSpeed" "1"
  98. // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  99. // This is the player animation set that will be used on all players you view ingame.
  100. "PlayerAnimationSet" "2"
  101. "TracerType" "1" // 0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat
  102. "TracerFrequency" "4"
  103. }
  104. }