custom_melts.txt 3.0 KB

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  1. // G36
  2. WeaponData
  3. {
  4. // Weapon data is loaded by both the Game and Client DLLs.
  5. "printname" "#HL2_G36"
  6. "viewmodel" "models/weapons/v_NERV36.mdl"
  7. "playermodel" "models/weapons/w_NERV36.mdl"
  8. "anim_prefix" "ar2"
  9. "bucket" "2"
  10. "bucket_position" "11"
  11. "clip_size" "30"
  12. "default_clip" "30"
  13. "clip2_size" "-1"
  14. "default_clip2" "-1"
  15. "primary_ammo" "Nerv_556"
  16. "secondary_ammo" "SMG1_Grenade"
  17. "weight" "3"
  18. "item_flags" "0"
  19. "ironsightoffset"
  20. {
  21. "x" "-5.00"
  22. "y" "-5.80"
  23. "z" "2.30"
  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. "special1" "Weapon_CombineGuard.Special1"
  29. "empty" "Weapon_melts.Empty"
  30. "double_shot" "Weapon_melts.Single"
  31. "reload" "Weapon_melts.Reload"
  32. "single_shot" "Weapon_melts.Single"
  33. // NPC SECTION
  34. "single_shot_npc" "Weapon_melts.NPC_Single"
  35. "reload_npc" "Weapon_melts.NPC_Reload"
  36. "double_shot_npc" "Weapon_melts.NPC_Double"
  37. }
  38. // Weapon Sprite data is loaded by the Client DLL.
  39. TextureData
  40. {
  41. "weapon"
  42. {
  43. "font" "WeaponIcons"
  44. "character" "l"
  45. }
  46. "weapon_s"
  47. {
  48. "font" "WeaponIconsSelected"
  49. "character" "l"
  50. }
  51. "ammo"
  52. {
  53. "font" "WeaponIcons"
  54. "character" "u"
  55. }
  56. "ammo2"
  57. {
  58. "font" "WeaponIcons"
  59. "character" "z"
  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" "1"
  84. // Allow Fire Underwater?
  85. "FireUnderWater1" "0"
  86. // For Bullet accuracy
  87. "FireCone1" "4" // Starting Value ( 0-20 )
  88. "FireConeLerp1" "0" // Bool
  89. "FireConeLerpto1" "4" // 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" "8"
  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" "2"
  102. "NPCRateofFire" "0.2"
  103. "NPCMinBursts" "1"
  104. "NPCMaxBursts" "4"
  105. "NPCMinRest" "0.3"
  106. "NPCMaxRest" "0.6"
  107. // 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.
  108. "NPCMinRange1" "24"
  109. "NPCMaxRange1" "1500"
  110. "NPCMinRange2" "24"
  111. "NPCMaxRange2" "200"
  112. }
  113. }