custom_misato.txt 2.5 KB

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  1. // MK23
  2. WeaponData
  3. {
  4. // Weapon data is loaded by both the Game and Client DLLs.
  5. "printname" "MK23"
  6. "viewmodel" "models/weapons/v_misato.mdl"
  7. "playermodel" "models/weapons/w_misato.mdl"
  8. "anim_prefix" "pistol"
  9. "bucket" "1"
  10. "bucket_position" "6"
  11. "clip_size" "12"
  12. "primary_ammo" "Nerv_45"
  13. "secondary_ammo" "None"
  14. "weight" "0"
  15. "item_flags" "0"
  16. "ironsightoffset"
  17. {
  18. "x" "-9"
  19. "y" "-3.9"
  20. "z" "2"
  21. }
  22. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  23. SoundData
  24. {
  25. "reload" "Weapon_misato.Reload"
  26. "reload_npc" "Weapon_misato.NPC_Reload"
  27. "empty" "Weapon_Pistol.Empty"
  28. "single_shot" "Weapon_misato.Single"
  29. "single_shot_npc" "Weapon_misato.NPC_Single"
  30. "special1" "Weapon_misato.Special1"
  31. "special2" "Weapon_misato.Special2"
  32. "burst" "Weapon_misato.Burst"
  33. }
  34. // Weapon Sprite data is loaded by the Client DLL.
  35. TextureData
  36. {
  37. "weapon"
  38. {
  39. "font" "WeaponIcons"
  40. "character" "d"
  41. }
  42. "weapon_s"
  43. {
  44. "font" "WeaponIconsSelected"
  45. "character" "d"
  46. }
  47. "ammo"
  48. {
  49. "font" "WeaponIcons"
  50. "character" "p"
  51. }
  52. "crosshair"
  53. {
  54. "font" "Crosshairs"
  55. "character" "Q"
  56. }
  57. "autoaim"
  58. {
  59. "file" "sprites/crosshairs"
  60. "x" "0"
  61. "y" "48"
  62. "width" "24"
  63. "height" "24"
  64. }
  65. }
  66. "Advanced" // only for Weapon_Scripted
  67. {
  68. // **Primary Attack**
  69. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  70. "FireType1" "1"
  71. // Rate of Weapons Fire ( Not for laser or warp )
  72. "FireRate1" "0.8"
  73. // Allow a refire as fast as the player can click, Basic Bullet Only.
  74. "FastFire1" "1"
  75. // Allow Fire Underwater?
  76. "FireUnderWater1" "1"
  77. // For Bullet accuracy
  78. "FireCone1" "2" // Starting Value ( 0-20 )
  79. "FireConeLerp1" "0" // Bool
  80. "FireConeLerpto1" "4" // Value to lerp accuracy too ( 0-20 )
  81. // **Secondary Attack**
  82. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
  83. "FireType2" "0"
  84. // **Global Weapon Settings**
  85. // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  86. // ( Only if a weapon has recoil animations, Not for laser or warp )
  87. "NumberOfRecoilAnims" "0"
  88. // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  89. "RecoilIncrementSpeed" "1"
  90. // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  91. // This is the player animation set that will be used on all players you view ingame.
  92. "PlayerAnimationSet" "1"
  93. }
  94. }