Custom_MP7.txt 2.7 KB

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  1. //H&K MP7
  2. WeaponData
  3. {
  4. // Weapon data is loaded by both the Game and Client DLLs.
  5. "printname" "H&K MP7"
  6. "viewmodel" "models/weapons/v_NERVmp7.mdl"
  7. "playermodel" "models/weapons/w_smg1.mdl"
  8. "anim_prefix" "smg2"
  9. "bucket" "2"
  10. "bucket_position" "1"
  11. "clip_size" "40"
  12. "clip2_size" "0"
  13. "default_clip" "45"
  14. "default_clip2" "-1"
  15. "primary_ammo" "Nerv_46"
  16. "secondary_ammo" "None"
  17. "weight" "3"
  18. "item_flags" "0"
  19. "ironsightoffset"
  20. {
  21. "x" "-8.00"
  22. "y" "-4.33"
  23. "z" "1.59"
  24. }
  25. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  26. SoundData
  27. {
  28. "reload" "Weapon_SMG1.Reload"
  29. "reload_npc" "Weapon_SMG1.NPC_Reload"
  30. "empty" "Weapon_SMG1.Empty"
  31. "single_shot" "Weapon_SMG1.Single"
  32. "single_shot_npc" "Weapon_SMG1.NPC_Single"
  33. "special1" "Weapon_SMG1.Special1"
  34. "special2" "Weapon_SMG1.Special2"
  35. "double_shot" "Weapon_SMG1.Double"
  36. "burst" "Weapon_SMG1.Burst"
  37. }
  38. // Weapon Sprite data is loaded by the Client DLL.
  39. TextureData
  40. {
  41. "weapon"
  42. {
  43. "font" "WeaponIcons"
  44. "character" "a"
  45. }
  46. "weapon_s"
  47. {
  48. "font" "WeaponIconsSelected"
  49. "character" "a"
  50. }
  51. "ammo"
  52. {
  53. "font" "WeaponIcons"
  54. "character" "r"
  55. }
  56. "ammo2"
  57. {
  58. "font" "WeaponIcons"
  59. "character" "t"
  60. }
  61. "crosshair"
  62. {
  63. "font" "Crosshairs"
  64. "character" "Q"
  65. }
  66. "autoaim"
  67. {
  68. "file" "sprites/crosshairs"
  69. "x" "0"
  70. "y" "48"
  71. "width" "24"
  72. "height" "24"
  73. }
  74. }
  75. "Advanced" // only for Weapon_Scripted
  76. {
  77. // **Primary Attack**
  78. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  79. "FireType1" "1"
  80. // Rate of Weapons Fire ( Not for laser or warp )
  81. "FireRate1" "0.07"
  82. // Allow a refire as fast as the player can click, Basic Bullet Only.
  83. "FastFire1" "0"
  84. // Allow Fire Underwater?
  85. "FireUnderWater1" "0"
  86. // For Bullet accuracy
  87. "FireCone1" "8" // Starting Value ( 0-20 )
  88. "FireConeLerp1" "1" // Bool
  89. "FireConeLerpto1" "10" // Value to lerp accuracy too ( 0-20 )
  90. // **Secondary Attack**
  91. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
  92. "FireType2" "0"
  93. // **Global Weapon Settings**
  94. // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  95. // ( Only if a weapon has recoil animations, Not for laser or warp )
  96. "NumberOfRecoilAnims" "0"
  97. // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  98. "RecoilIncrementSpeed" "1"
  99. // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  100. // This is the player animation set that will be used on all players you view ingame.
  101. "PlayerAnimationSet" "6"
  102. }
  103. }