custom_bull.txt 2.5 KB

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  1. "WeaponData"
  2. {
  3. // Weapon data is loaded by both the Game and Client DLLs.
  4. "printname" "Raging Bull"
  5. "viewmodel" "models/weapons/v_NERVbull.mdl"
  6. "playermodel" "models/weapons/w_pist_bull.mdl"
  7. "anim_prefix" "pistol"
  8. "bucket" "1"
  9. "bucket_position" "9"
  10. "clip_size" "7"
  11. "clip2_size" "-1"
  12. "default_clip" "7"
  13. "default_clip2" "-1"
  14. "primary_ammo" "Nerv_357"
  15. "secondary_ammo" "None"
  16. "weight" "2"
  17. "item_flags" "0"
  18. "BuiltRightHanded" "0"
  19. "AllowFlipping" "1"
  20. "csviewmodel" "1"
  21. "ironsightoffset"
  22. {
  23. "x" "-3.00"
  24. "y" "2.75"
  25. "z" "1"
  26. "xori" "-0.25"
  27. "yori" "0"
  28. "zori" "0"
  29. }
  30. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  31. "SoundData"
  32. {
  33. "reload_npc" "Weapon_Pistol.NPC_Reload"
  34. "empty" "Default.ClipEmpty_Pistol"
  35. "single_shot" "Weapon_DEagle.Single"
  36. "single_shot_npc" "Weapon_DEagle.Single"
  37. "reload" "weapon_deagle.wheel_out"
  38. }
  39. // Weapon Sprite data is loaded by the Client DLL.
  40. "TextureData"
  41. {
  42. "weapon"
  43. {
  44. "font" "CSWeaponIcons"
  45. "character" "f"
  46. }
  47. "weapon_s"
  48. {
  49. "font" "CSWeaponIconsSelected"
  50. "character" "f"
  51. }
  52. "ammo"
  53. {
  54. "font" "WeaponIcons"
  55. "character" "q"
  56. }
  57. "crosshair"
  58. {
  59. "font" "Crosshairs"
  60. "character" "Q"
  61. }
  62. "autoaim"
  63. {
  64. "file" "sprites/crosshairs"
  65. "x" "0"
  66. "y" "48"
  67. "width" "24"
  68. "height" "24"
  69. }
  70. }
  71. "Advanced" // only for Weapon_Scripted
  72. {
  73. // **Primary Attack**
  74. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  75. "FireType1" "1"
  76. // Rate of Weapons Fire ( Not for laser or warp )
  77. "FireRate1" "0.6"
  78. // Allow a refire as fast as the player can click, Single Only.
  79. "FastFire1" "0"
  80. // Allow Fire Underwater?
  81. "FireUnderWater1" "1"
  82. // For Bullet accuracy
  83. "FireCone1" "1" // Starting Value ( 0-20 )
  84. "FireConeLerp1" "0" // Bool
  85. // **Secondary Attack**
  86. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
  87. "FireType2" "0"
  88. // **Global Weapon Settings**
  89. // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  90. // ( Only if a weapon has recoil animations, Not for laser or warp )
  91. "NumberOfRecoilAnims" "0"
  92. // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  93. "RecoilIncrementSpeed" "1"
  94. // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  95. // This is the player animation set that will be used on all players you view ingame.
  96. "PlayerAnimationSet" "1"
  97. }
  98. }