"WeaponData" { // Weapon data is loaded by both the Game and Client DLLs. "printname" "M4A1 with M203" "viewmodel" "models/weapons/oc_back/v_hecum4.mdl" "playermodel" "models/weapons/oc_back/w_hecum4.mdl" "anim_prefix" "ar2" "bucket" "3" "bucket_position" "2" "clip_size" "50" "clip2_size" "-1" "default_clip" "240" "primary_ammo" "m4ammo" "secondary_ammo" "m203" "weight" "5" "item_flags" "0" "BuiltRightHanded" "1" "AllowFlipping" "1" "csviewmodel" "0" "fov" "55" "ironsightoffset" { "x" "-1" "y" "-5" "z" "0.8" "xori" "0" "yori" "0" "zori" "0" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) "SoundData" { //"reload" "m4m203.Reload_Rotate" //"empty" "Default.ClipEmpty_Rifle" //"single_shot" "Weapon_m4m203.Single" //"single_shot_npc" "Weapon_m4m203.Single" //"special1" "Weapon_m4m203.Double" "special1" "Weapon_m4m203.Double" "empty" "Weapon_SMG1.Empty" "double_shot" "Weapon_m4m203.Double" "reload" "m4m203.Reload_Rotate" "single_shot" "Weapon_m4m203.Single" // NPC SECTION "single_shot_npc" "Weapon_m4m203.Single" "reload_npc" "m4m203.Reload_Rotate" "double_shot_npc" "Weapon_AR2.NPC_Double" } // Weapon Sprite data is loaded by the Client DLL. "TextureData" { "weapon" { "font" "WeaponIcons" "character" "l" } "weapon_s" { "font" "WeaponIconsSelected" "character" "l" } "ammo" { "font" "WeaponIcons" "character" "u" } "ammo2" { "font" "WeaponIcons" "character" "z" } "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" "0.09" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire1" "0" // Allow Fire Underwater? "FireUnderWater1" "0" // For Bullet accuracy "FireCone1" "15" // 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 8 = Launch Nade "FireType2" "8" // Rate of Weapons Fire ( Not for laser or warp ) "FireRate2" "1" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire2" "0" // Allow Fire Underwater? "FireUnderWater2" "1" // How many bullets in a burst. ( For Burst Weapon Only! ) "BurstAmount2" "4" "BetweenBurstTime2" "0.1" // Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo. "SecondaryAmmoUsed" "0" // **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" // **NPC Weapon Settings** // NPCs use a ShotRegulator in code, these settings corrispond with it. "NPCRateofFire" "0.2" "NPCMinBursts" "10" "NPCMaxBursts" "40" "NPCMinRest" "0.3" "NPCMaxRest" "0.6" // 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. "NPCMinRange1" "2" "NPCMaxRange1" "1500" "NPCMinRange2" "100" "NPCMaxRange2" "500" } }