"WeaponData" { // Weapon data is loaded by both the Game and Client DLLs. "printname" "TANG!" "viewmodel" "models/weapons/v_smg1.mdl" "playermodel" "models/weapons/w_smg1.mdl" "anim_prefix" "smg2" "bucket" "2" "bucket_position" "9" "clip_size" "45" "clip2_size" "-1" "default_clip" "45" "default_clip2" "-1" "primary_ammo" "SMG1" "secondary_ammo" "None" "weight" "3" "item_flags" "0" "ironsightoffset" { "x" "-8.00" "y" "-6.45" "z" "2.53" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "reload" "Weapon_SMG1.Reload" "reload_npc" "Weapon_SMG1.NPC_Reload" "empty" "Weapon_SMG1.Empty" "single_shot" "Weapon_SMG1.Single" "single_shot_npc" "Weapon_SMG1.NPC_Single" "special1" "Weapon_SMG1.Special1" "special2" "Weapon_SMG1.Special2" "double_shot" "Weapon_SMG1.Double" "burst" "Weapon_SMG1.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "a" } "weapon_s" { "font" "WeaponIconsSelected" "character" "a" } "ammo" { "font" "WeaponIcons" "character" "r" } "ammo2" { "font" "WeaponIcons" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } "Advanced" // only for Weapon_Scripted { // **Primary Attack** // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp "FireType1" "1" // Rate of Weapons Fire ( Not for laser or warp ) "FireRate1" "0.18" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire1" "0" // Allow Fire Underwater? "FireUnderWater1" "0" // How many bullets in a burst. ( For Burst Weapon Only! ) "BurstAmount1" "0" "BetweenBurstTime1" "0.0" // For Bullet accuracy "FireCone1" "1" // Starting Value ( 0-20 ) (SHOTGUNS LOOK BEST AT 10) "FireConeLerp1" "0" // Bool "FireConeLerpto1" "0" // Value to lerp accuracy too ( 0-20 ) // **Secondary Attack** // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope "FireType2" "0" // Rate of Weapons Fire ( Not for laser or warp ) "FireRate2" "0.08" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire2" "0" // Allow Fire Underwater? "FireUnderWater2" "0" // How many bullets in a burst. ( For Burst Weapon Only! ) "BurstAmount2" "4" "BetweenBurstTime2" "0.00" // Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo. "SecondaryAmmoUsed" "0" // For Bullet accuracy "FireCone1" "10" // Starting Value ( 0-20 ) "FireConeLerp1" "0" // Bool "FireConeLerpto1" "0" // Value to lerp accuracy too ( 0-20 ) // **Global Weapon Settings** // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations. // ( Only if a weapon has recoil animations, Not for laser or warp ) "NumberOfRecoilAnims" "0" // Shots fired till next recoil animation. ( Only if a weapon has recoil animations ) "RecoilIncrementSpeed" "1" // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 // This is the player animation set that will be used on all players you view ingame. "PlayerAnimationSet" "6" //Tracer type ( Bullet weapons only ) // 0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat "TracerType" "4" //Tracer Frequency "TracerFrequency" "1" // Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter "ImpactEffect" "6" } }