Spray 'n Pray P90
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Spray 'n Pray P90
- Cod:
WeaponData
{
// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_smg"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_smg"
"HeatEffect" "weapon_muzzle_smoke"
"HeatPerShot" "0.35"
"AddonLocation" "primary_smg"
// model for the shell casing to eject when we fire bullets
"EjectBrassEffect" "weapon_shell_casing_9mm"
// the tracer particle effect and frequency
"TracerEffect" "weapon_tracers_smg"
// 0 = never, 1 = every shot, 2 = every other, etc
"TracerFrequency" "3"
"MaxPlayerSpeed" 400
"WeaponType" "SubMachinegun"
"FullAuto" 1
"WeaponPrice" "1000"
"KillAward" "50"
"WeaponArmorRatio" "2.00"
"CrosshairMinDistance" "7"
"CrosshairDeltaDistance" "3"
"Team" "ANY"
"BuiltRightHanded" "1"
"PlayerAnimationExtension" "p90"
"CanEquipWithShield" "0"
// Weapon characteristics:
"Penetration" "2"
"Damage" "5"
"Range" "5000"
"RangeModifier" "2.00"
"Bullets" "1"
"CycleTime" "0.07"
"TimeToIdle" "2"
"IdleInterval" "20"
FlinchVelocityModifierLarge 0.0 // now defined in the weapon schema
FlinchVelocityModifierSmall 0.0 // now defined in the weapon schema
// accuracy model parameters
"Spread" 0.05
"InaccuracyCrouch" 00.05
"InaccuracyStand" 00.05
"InaccuracyJump" 0.05
"InaccuracyLand" 0.005
"InaccuracyLadder" 000.05
"InaccuracyFire" 0.05
"InaccuracyMove" 05
"RecoveryTimeCrouch" 0.000005
"RecoveryTimeStand" 0.000005
"RecoilAngle" 0
"RecoilAngleVariance" 05
"RecoilMagnitude" 05
"RecoilMagnitudeVariance" 1
"RecoilSeed" 6213
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#SFUI_WPNHUD_P90"
"viewmodel" "models/weapons/v_smg_p90.mdl"
"playermodel" "models/weapons/w_smg_p90.mdl"
"anim_prefix" "anim"
"bucket" "0"
"bucket_position" "0"
"clip_size" "75"
"default_clip" "-1"
"default_clip2" "-1"
"primary_ammo" "BULLET_PLAYER_57MM"
"secondary_ammo" "None"
"weight" "10"
"item_flags" "0"
"rumble" "3"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
//"reload" "Default.Reload"
//"empty" "Default.ClipEmpty_Rifle"
"single_shot" "Weapon_P90.Single"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "CSweaponsSmall"
"character" "M"
}
"weapon_s"
{
"font" "CSweapons"
"character" "M"
}
"ammo"
{
"font" "CSTypeDeath"
"character" "S"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
ModelBounds
{
Viewmodel
{
Mins "-8 -3 -13"
Maxs "19 9 -1"
}
World
{
Mins "-8 -1 -3"
Maxs "14 3 9"
}
}
}
:: ENJOYGAME # GAMES :: Counter Strike: GO :: Scripts
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