"WeaponData" { // Weapon data is loaded by both the Game and Client DLLs. "printname" "M24 Sniper Rifle" "viewmodel" "models/weapons/oc_back/v_hecum24.mdl" "playermodel" "models/weapons/oc_back/w_hecum24.mdl" "anim_prefix" "python" "bucket" "4" "bucket_position" "3" "clip_size" "5" "clip2_size" "0" "default_clip" "15" "default_clip2" "0" "primary_ammo" "SniperRound" "secondary_ammo" "None" "weight" "3" "item_flags" "0" "BuiltRightHanded" "0" "AllowFlipping" "1" "csviewmodel" "1" "fov" "55" "ironsightoffset" //Coordinates for the ironsights { "x" "-3" "y" "3.25" "z" "2.5" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) "SoundData" { "reload_npc" "Weapon_SniperRifle.NPC_Reload" "empty" "Default.ClipEmpty_Rifle" "single_shot" "Weapon_scout.Fire" "single_shot_npc" "Weapon_scout.Fire" //Zoom in "special1" "Weapon_SniperRifle.Special1" //Zoom out "special2" "Weapon_SniperRifle.Special2" } // Weapon Sprite data is loaded by the Client DLL. "TextureData" { "weapon" { "font" "ObsidianWeaponIcons" "character" "C" } "weapon_s" { "font" "ObsidianWeaponIconsSelected" "character" "C" } "ammo" { "font" "ObsidianWeaponIcons" "character" "s" } "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" "2" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire1" "0" // Allow Fire Underwater? "FireUnderWater1" "0" // For Bullet accuracy "FireCone1" "1" // Starting Value ( 0-20 ) "FireConeLerp1" "1" // Bool "FireConeLerpto1" "1" // 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" "7" // **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" "2" "UseScopedFireCone" "1" "ScopedFireCone" "0" "ScopedColorR" "0" "ScopedColorG" "0" "ScopedColorB" "0" } }