custom_nervpunch.txt 2.5 KB

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  1. // Crowbar
  2. WeaponData
  3. {
  4. // Weapon data is loaded by both the Game and Client DLLs.
  5. "printname" "Fists"
  6. "viewmodel" "models/weapons/v_nervpun.mdl"
  7. "playermodel" "models/weapons/w_crowbar.mdl"
  8. "anim_prefix" "crowbar"
  9. "bucket" "0"
  10. "bucket_position" "2"
  11. "MeleeWeapon" "1"
  12. "clip_size" "1"
  13. "clip2_size" "-1"
  14. "default_clip" "1"
  15. "default_clip2" "-1"
  16. "primary_ammo" "None"
  17. "secondary_ammo" "None"
  18. "weight" "1"
  19. "item_flags" "18
  20. // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  21. SoundData
  22. {
  23. "single_shot" "Weapon_Crowbar.Single"
  24. "melee_hit" "Weapon_Crowbar.Melee_Hit"
  25. "melee_hit_world" "Weapon_Crowbar.Melee_HitWorld"
  26. }
  27. // Weapon Sprite data is loaded by the Client DLL.
  28. TextureData
  29. {
  30. "weapon"
  31. {
  32. "font" "WeaponIcons"
  33. "character" "c"
  34. }
  35. "weapon_s"
  36. {
  37. "font" "WeaponIconsSelected"
  38. "character" "c"
  39. }
  40. "ammo"
  41. {
  42. "font" "WeaponIcons"
  43. "character" "c"
  44. }
  45. "ammo2"
  46. {
  47. "file" "sprites/640hud7"
  48. "x" "48"
  49. "y" "72"
  50. "width" "24"
  51. "height" "24"
  52. }
  53. "crosshair"
  54. {
  55. "font" "Crosshairs"
  56. "character" "Q"
  57. }
  58. "autoaim"
  59. {
  60. "file" "sprites/crosshairs"
  61. "x" "0"
  62. "y" "48"
  63. "width" "24"
  64. "height" "24"
  65. }
  66. }
  67. //"Advanced" // only for Weapon_Scripted
  68. {
  69. // **Primary Attack**
  70. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  71. "FireType1" "1"
  72. // Rate of Weapons Fire ( Not for laser or warp )
  73. "FireRate1" "1"
  74. // Allow a refire as fast as the player can click, Basic Bullet Only.
  75. "FastFire1" "0"
  76. // Allow Fire Underwater?
  77. "FireUnderWater1" "1"
  78. // For Bullet accuracy
  79. "FireCone1" "1" // Starting Value ( 0-20 )
  80. "FireConeLerp1" "0" // Bool
  81. "FireConeLerpto1" "1" // Value to lerp accuracy too ( 0-20 )
  82. // **Secondary Attack**
  83. // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
  84. "FireType2" "0"
  85. // **Global Weapon Settings**
  86. // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  87. // ( Only if a weapon has recoil animations, Not for laser or warp )
  88. "NumberOfRecoilAnims" "0"
  89. // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  90. "RecoilIncrementSpeed" "1"
  91. // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  92. // This is the player animation set that will be used on all players you view ingame.
  93. //"PlayerAnimationSet" "0"
  94. }
  95. }