"WeaponData" { // Weapon data is loaded by both the Game and Client DLLs. "printname" "Stg44" "viewmodel" "models/weapons/v_irifle.mdl" "playermodel" "models/weapons/oc_snowstorm/w_mp44.mdl" "anim_prefix" "ar2" "bucket" "3" "bucket_position" "19" "clip_size" "30" "clip2_size" "0" "default_clip" "192" "default_clip2" "0" "primary_ammo" "ar2" "secondary_ammo" "None" "weight" "0" "item_flags" "0" "BuiltRightHanded" "1" "AllowFlipping" "0" "csviewmodel" "0" "ironsightoffset" { "x" "-8" "y" "-3.65" "z" "1.4" } // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) "SoundData" { "empty" "Default.ClipEmpty_RifleDOD" "single_shot" "Weapon_Mp44.Shoot" "special1" "Weapon_Mp44.Shoot" "single_shot_npc" "Weapon_Mp44.Shoot" "reload_npc" "Weapon_AR2.NPC_Reload" } // Weapon Sprite data is loaded by the Client DLL. "TextureData" { "weapon" { "file" "sprites/hud/dod_weapons01" "x" "360" "y" "110" "width" "156" "height" "44" } "weapon_s" { "file" "sprites/hud/dod_weapons01" "x" "360" "y" "110" "width" "156" "height" "44" } "ammo" { "file" "sprites/hud/clips_bullets" "x" "242" "y" "200" "width" "80" "height" "187" } "crosshair" { "file" "vgui/crosshairs/crosshair1" "x" "0" "y" "0" "width" "64" "height" "64" } "autoaim" { "file" "vgui/crosshairs/crosshair1" "x" "0" "y" "0" "width" "64" "height" "64" } } "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" "3" // Starting Value ( 0-20 ) "FireConeLerp1" "1" // Bool "FireConeLerpto1" "3" // 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" "1" // Rate of Weapons Fire ( Not for laser or warp ) "FireRate1" "0.4" // Allow a refire as fast as the player can click, Basic Bullet Only. "FastFire1" "1" // 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 ) // **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" "24" "NPCMaxRange1" "2000" "NPCMinRange2" "24" "NPCMaxRange2" "200" } }