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- WeaponData
- {
- // Weapon data is loaded by both the Game and Client DLLs.
- "printname" "#HL2_Pistol"
- "viewmodel" "models/weapons/v_pistol.mdl"
- "playermodel" "models/weapons/w_pistol.mdl"
- "anim_prefix" "pistol"
- "bucket" "1"
- "bucket_position" "0"
- "clip_size" "45"
- "clip2_size" "-1"
- "default_clip" "45"
- "default_clip2" "-1"
- "primary_ammo" "SMG1"
- "secondary_ammo" "SMG1_Grenade"
- "weight" "2"
- "item_flags" "0"
- "BuiltRightHanded" "0"
- "AllowFlipping" "0"
- "DisableFreeaim" "1" //disable RO freeaim
- "NoDrop" "0"
- "UseClip" "1" //uses clips or draws all ammo from the reserve pool
- "RegenerateAmmo" "0" //regenerates ammo?
- "RegenerateAmmoRate" "0.5"
- "RegenerateAmmoDelay" "0.5"
- "MuzzleType" "COMBINE" // override muzzle flash used by the weapon
- "MuzzleSizeMult" "1.5" // size of the muzzle
- "MuzzleAttach" "0" // force muzzle to attach to "MUZZLE" attachment
- "MuzzleAdjustX" "-3" // xyz adjustment of the muzzle position
- "MuzzleAdjustY" "-3"
- "MuzzleAdjustZ" "-3"
- "IsCSViewModel" "0" // if this uses CSS QC code, set to 1.
- "IsCSWorldModel" "0" // forces NPC compatibility for CSS world models. will not fix crotch guns
- "AttachWorldModel "0" // fixes crotch guns by assigning gun model to an attachment
- "AttachName" "anim_attachment_RH"
- "GiveWithHEV" "0" //give the player this weapon when picking up the HEV suit
- "NewWeaponOnSecondPickup" "1" // give another weapon when the player picks up this weapon twice
- "NewWeaponName" "weapon_dualpistol" // name of the weapon when the player picks up this weapon twice
- "Origin" { // same as "Adjust" from SMOD
- "Right" "0"
- "Up" "0"
- "Forward" "0"
- "FOV" "0"
- "Pitch" "0"
- "Yaw" "0"
- "Roll" "0"
- }
- "SprintOrigin" { // if shooting while sprinting is disabled, use this to position the weapon on the screen while sprinting
- "Right" "-6.42"
- "Up" "2.55"
- "Forward" "10"
- "FOV" "5"
- "Pitch" "50"
- "Yaw" "20"
- "Roll" "10"
- }
- "Crosshair" { // lifted almost wholesale from SMOD2's smod_crosshair.txt. delete or leave blank to use default
- Color "255 0 0 255" // set to "0 0 0 0" to not draw crosshair
- Data "l -4 -4 -1 -1 -2 -2 l 4 -4 1 -1 2 -2 l -4 4 -1 1 -2 2 l 4 4 1 1 2 2 l 0 0 1 1 0 0 e"
- MinSize "20.0"
- MaxSize "64.0"
- }
- // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
- SoundData
- {
- "reload" "Weapon_Pistol.Reload"
- "reload_npc" "Weapon_Pistol.NPC_Reload"
- "empty" "Weapon_Pistol.Empty"
- "single_shot" "Weapon_Pistol.Single"
- "single_shot_npc" "Weapon_Pistol.NPC_Single"
- "special1" "Weapon_Pistol.Special1"
- "special2" "Weapon_Pistol.Special2"
- "burst" "Weapon_Pistol.Burst"
- }
- // Weapon Sprite data is loaded by the Client DLL.
- TextureData
- {
- "weapon"
- {
- "font" "WeaponIcons"
- "character" "d"
- }
- "weapon_s"
- {
- "font" "WeaponIconsSelected"
- "character" "d"
- }
- "ammo"
- {
- "font" "WeaponIcons"
- "character" "p"
- }
- "crosshair"
- {
- "font" "Crosshairs"
- "character" "Q"
- }
- "autoaim"
- {
- "file" "sprites/crosshairs"
- "x" "0"
- "y" "48"
- "width" "24"
- "height" "24"
- }
- }
- "WeaponSpec"
- {
- "Options" {
- "DryFireAnimation" "1" // use dry fire animations
- "RecoilAnimation" "1" // use HL2 recoil animations
- "RecoilAnimRate" "2" // number of shots between recoil animations
- "LoweringAnimation" "1" // use HL2 lowering/raising animations
- "FireModeAnimation" "0" // use firemode switch animation
- "IronsightAnimation" "0" // use ironsight in/out/idle/fire animations
- "ReloadEmptyAnimation" "0" // use special empty reload animation
- "AnimSpeedMult" "2.0" // multiplies animation speed
- "UseReloadSoundData" "1" // use reload sound as defined in the SoundData
- "UseBurstSoundData" "1" // use burst sound for burst firemode as defined in the SoundData
- "UseLastFireSoundData" "1" // use lastfire sound as defined in "special3" in the SoundData
- "IsAkimbo" "0" // use akimbo animations and events
- "AkimboSecondaryFire" "0" // allow akimbo weapons to use secondary fire and clip2 for the righthand gun
- "OnlyReloadOnEmpty" "1" // Can only reload the weapon when the clip is empty
- "FireSoundRange" "2048" // distance NPCs can hear the fire sound. leave blank for default
- "ViewModelSkin" "0" // skingroup to use
- "ViewModelBodygroups" "0000000" // bodygroups to use for the weapon
- }
- "ActivityOverride" {
- "PrimaryFire" ""
- "SecondaryFire" ""
- "HitCenter" ""
- "MissCenter" ""
- "HitKill" ""
- "Recoil1" ""
- "Recoil2" ""
- "Recoil3" ""
- "Reload" ""
- "ReloadEmpty" ""
- "DryFire" ""
- "DryFireLeft" ""
- "Idle" ""
- "GLFire" ""
- "FireModeSwitch" ""
- "Deploy" ""
- "IronSightIn" ""
- "IronSightOut" ""
- "IronSightIdle" ""
- "IronSightPrimaryFire" ""
- "ShotgunReloadStart" ""
- "ShotgunReload" ""
- "ShotgunReloadFinish" ""
- "ShotgunPump" ""
- "GatlingPrefire" ""
- "GatlingSpinup" ""
- "GatlingSpindown" ""
- }
- "PrimaryFire" { // anything in this block will use the primary fire.
- "WeaponType" "0" // 0 : single, 1 : automatic, 2 : shotgun, 3 : autoshotgun, 4 : melee, 5 : grenade, 6 : gatling
- "FireRate" "0.1"
- "CanJam" "0" // can using the primary fire jam the weapon
- "JamChance" "0.0005" // chance per-shot that the weapon can jam, requiring a reload to clear it ala STALKER. this should also display a hud hint message when it happens so players don't get confused
- "FireUnderWater" "1" // can fire underwater
- "GatlingSpinUpTime" "0.8" // time needed to spin up the gatling gun before firing
- "Bullet" {
- "AmmoType" "Pistol"
- "ShootAttachment" "MUZZLE" // attachment name to generate the bullets from. perhaps move this to "Primary/SecondaryFire" instead?
- "PlayerDamage" "6" // damage done by the weapon when used by the player
- "NPCDamage" "3" // damage done by the weapon when used by NPCs
- "ShotCount" "1"
- "TracerFreq" "3"
- "ForceMult" "0.5"
- "Bounce" "1" // enable ricochet
- "BounceAng" "90" // for revolver ocelot wannabes who want to do sicknasty trickshots
- "ImpactEffect" "1" // 0:none 1:default 2:ar2 3:big (jeep? airboat?) 4:custom
- "AmmoConsumed" "1" // amount of ammo consumed per-shot
- "Penetrate" "128" // measured in units instead of SMOD's strange way of doing it
- "DMGDropoffStart" "4096" // units that the bullet can travel before damage dropoff takes effect
- "DMGDropoffEnd" "8096" // units that the bullet can travel before damage dropoff is maximum
- "TraceLenght" "9048" // maximum distance the projectile can travel before it is removed from the game world
- }
- "EnergyBullet_" { // No longer tied to "Bullet" code. the "_" means this is ignored by the script.
- "IsHitscan" "0" // use hitscan projectiles or real-time
- "UseChargeUp" "0" // can projectile be charged up to be more powerful
- "ChargeTime" "1" // seconds to take to max charge
- "DamageType" "DMG_ENERGYBEAM"
- "PlayerDamage" "10" // damage done by the weapon when used by the player
- "NPCDamage" "5" // damage done by the weapon when used by NPCs
- "ChargeDamage "100" // damage dealt on max charge
- "IsExplosive" "0" // can this cause explosions on contact
- "ExplodeDamage" "100" // damage for the boom
- "ExplodeRadius" "128" // radius for the boom
- "ShotCount" "1"
- "ChargeShotCount" "1" // how many shots to fire on max charge
- "Bounce" "2"
- "BounceAng" "90" // maximum angle for bounce to happen
- "Size" "1"
- "LightRadius" "8"
- "LightColor" "255 180 90"
- "Speed" "5000" //ALLOW SPEEDS OVER 3000 PLEASE!
- "SpriteMaterial" "effects/redflare"
- "Gravity" "100"
- "TrailSize" "2"
- "TrailTime" ".2"
- "FlyTime" "10"
- "Penetrate" "128"
- "ChargePenetrate" "256" // units penetrated on max charge
- "AmmoConsumed" "1" // amount of ammo consumed per-shot
- "ChargedAmmoConsumed" "10" // amount of ammo consumed on max charge
- }
- "Spread" {
- "X" "3.0"
- "Y" "3.0"
- "Z" "3.0"
- "MaxX" "6.0"
- "MaxY" "6.0"
- "MaxZ" "3.0"
- "RunSpread" "10.0"
- "RunSpeed" "90"
- "CrouchMult" "0.8"
- "FireMult" "1.3"
- }
- "Recoil" {
- "EnablePunch" "1"
- "PunchPitch" "0.1 -0.1"
- "PunchYaw" "-0.1 0.1"
- "EnableSnap" "1"
- "SnapPitch" "-0.5 0.0"
- "SnapYaw" "-0.1 0.1"
- "CrouchMult" "0.8"
- "FireMult" "1.6"
- "PunchLimit" "4.0"
- "SnapLimit" "3.0"
- }
- }
- "SecondaryFire" { // anything in this block will use the secondary fire.
- "WeaponType" "1" // 0 : single, 1 : automatic, 2 : shotgun, 3 : autoshotgun, 4 : melee, 5 : grenade, 6 : gatling
- "FireRate" "0.1"
- "FireUnderWater" "0" // can fire underwater
- "ProjectileLauncher" { // can be used for much more than just grenades...
- "Class" "custom_projectile" // not just explosives anymore.
- "Type" "SMG1Grenade"
- "Model" "" // model override for the projectile
- "ShootAttachment" "MUZZLE" // attachment name to shoot the projectile from
- "XVector" "0" // correction vectors from the center to fire the projectile from
- "YVector" "0"
- "ZVector" "40"
- "XAngle" "0"
- "YAngle" "25" // angle that the projectile is fired from. for mortars, etc
- "ZAngle" "0"
- "Power" "1200"
- "AngVelocity" "1000"
- "LaunchAngle" "-90" //the rotation angle of the projectile on launch
- "Mass" "100"
- "RemoveTime" "0" // seconds before removing projectile from the game world. set to 0 or leave blank to never remove
- "Gravity" "0" // gravity override setting used by the projectile. set to 0 for no gravity
- "TrackLaser" "1" // does the projectile follow the laser pointer
- "IsSeeking" "1" // can the projectile home in on hostile NPCs
- "IsSticky" "0" // projectiles stick to world/npcs on contact
- }
- "Beam_" { //bzzzzzzzz. will this even use firerate? the "_" means this is ignored by the script.
- "UseChargeUp" "0" // can beam be charged up to be more powerful
- "ChargeTime" "1" // seconds to take to max charge
- "ShootAttachment" "MUZZLE" // attachment name to shoot the beam from
- "DamageType" "DMG_ENERGYBEAM"
- "PlayerDamage" "10" // damage done by the weapon when used by the player
- "NPCDamage" "5" // damage done by the weapon when used by NPCs
- "ChargeDamage "100" // damage dealt on max charge
- "IsExplosive" "0" // can the beam cause explosions on contact
- "ExplodeDamage" "100" // damage for the boom
- "ExplodeRadius" "128" // radius for the boom
- "Bounce" "2"
- "BounceAng" "90" // maximum angle for bounce to happen
- "BeamSize" "1"
- "BeamLength" "64"
- "BeamDieTime" ".2"
- "BeamColor" "255 180 90"
- "Material" "effects/redflare"
- "MaxRange" "2048"
- "Penetrate" "256"
- "ChargePenetrate" "512" // units the beam can penetrate on max charge
- "AmmoConsumeRate" "5" // amount of ammo consumed per-second
- "ChargeAmmoConsumeRate" "10" // amount of ammo consumed on max charge
- }
- "Spread" { // see PrimaryFire
- }
- "Recoil" { // see PrimaryFire
- }
- "Melee_" { // for melee attack. the "_" means this is ignored by the script.
- "IsThrowable" "0" // is this "melee" attack actually throwing the weapon?
- "ThrowPower" "1200" // power of the throw
- "ThrowDamage" "50"
- "ThrowStick" "0" // does the thrown weapon stick in walls/NPCs
- "Range" "80"
- "Frame" "10"
- "NextAttack" "15"
- "DamageType" "DMG_ENERGYBEAM"
- "PlayerDamage" "6" // damage done by the weapon when used by the player
- "NPCDamage" "3" // damage done by the weapon when used by NPCs
- "Force" "5.0"
- "ImpactEffect" "2" // 0:default 1:nodecal 2:nodecal,nosound 3:noeffect
- "Decal" "ManhackCut"
- }
- "HandGrenade_" { // separate from the old SMOD "BulletEntitySpawn" or "GrenadeLauncher" blocks. the "_" means this is ignored by the script.
- "Class" "custom_projectile" // not just explosives anymore. can use stock HL2 entities too
- "Type" "FragGrenade"
- "ThrowPower" "1200"
- "AllowCooking" "1" // can the grenade be "cooked" by holding down the button
- "XVector" "0" // correction vectors from the center to throw the grenade from
- "YVector" "0"
- "ZVector" "40"
- "YAngle" "25" // vertical angle that the grenade is thrown at
- "XAngle" "0"
- "ZAngle" "0"
- "ThrowFrame" "3" // -1 = use animation event
- "IsSticky" "0" // projectiles stick to world/npcs on contact
- "IsSeeking" "0" // can the projectile home in on hostile NPCs
- }
- }
- "UseButton" { // anything in this block will use the +use button.
- "LaserSight" {
- "SpreadMult" "0.5"
- "RecoilMult" "2.0"
- "FireRateMult" "2.0"
- "DeactivateOnReload" "1"
- "Material" "sprites/laserpointer.vmt"
- "Color" "255 0 0"
- "SwitchSound" "1"
- "MaxDrawRange" "512"
- "TraceLength" "64"
- "FixSize" "0"
- "PointerSize" "1"
- "DrawBeam" "1" // draw a beam between the gun and the dot
- "BeamAttachment" "MUZZLE" // attachment name to start the beam from
- "DrawOnlyWithNVG" "1" // dot and beam only show when using night vision goggles
- }
- "Flashlight_" { // for weapon attached flashlights
- "DeactivateOnReload" "1"
- "Material" "sprites/laserpointer.vmt"
- "Color" "255 255 255" // light color
- "Brightness" "5" // brightness of the light
- "BeamAttachment" "MUZZLE" // attachment name to start the beam from
- "SwitchSound" "1"
- "MaxDrawRange" "512"
- "TraceLength" "64"
- "FixSize" "0"
- "PointerSize" "1"
- }
- "FireMode_" { // allows firemode to use different buttons instead of SecondaryFire
- "AllowSemi" "1"
- "AllowBurst" "1"
- "AllowAuto" "1"
- "AllowGL" "1" // count grenade launcher as firemode instead of taking up a fire button. still must be defined in code block
- "AllowROFToggle" "1" // can toggle between different fire rates
- "ROFToggleFireRate "0.05"
- }
- "Burst_" { // if "AllowBurst" is set to 1 in "FireMode", can be switched to, if 0 or undefined, this will trigger whenever the button is pressed
- "BurstFireCount" "3"
- "BurstDelay" "0.2"
- "BurstSpreadMult" "2.0"
- "BurstRecoilMult" "0.5" // recoil multiplier when using bursts
- "BurstFireRateMult" "0.5" // firerate multiplier when using bursts
- }
- "Silencer_" { // yay
- "SpreadMult" "0.9"
- "RecoilMult" "1.0"
- "DamageMult" "0.9"
- "FireSoundRange" "512" // decrease NPC hearing radius to this when the silencer is on
- "TracerFreq" "5" // overrides "Bullet" code
- }
- }
- "IronsightButton" { // anything in this block will use the ironsight button. Best used for ironsights or scopes.
- "IronSight" {
- "Right" "-6.42"
- "Up" "2.55"
- "Forward" "-12"
- "FOV" "-14"
- "Pitch" "0"
- "Yaw" "0"
- "Roll" "0"
- "InTime" "0.1" // how long it takes to enter irons
- "OutTime" "0.1" // how long it takes to exit irons
- "WalkSpeedMult" "0.5" // per-weapon player speed while using ironsights
- "SpreadMult" "0.5" // accuracy bonus while using ironsights
- "RecoilMult" "0.8" // recoil bonus while using ironsights
- "IsGatlingSpinUp" "0" // use ironsight function to "prefire" a gatling gun.
- "Drift" "0.1" // much like SMOD's scope drift setting, but for ironsights
- "IronOffOnShoot" "1" // kick player out of irons when shooting
- }
- }
- "ZoomButton" { // anything in this block will override the HEV zoom. Best used for scopes.
- "Scope" {
- "Material" "vgui/customscope1.vmt" // path to scope texture. leave blank for none
- "UseOverlay" "0" // use color overlay
- "OverlayColor" "50 255 100" // overlay color
- "OverlayAlpha "100" // alpha for the overlay color
- "ZoomLevels" "1" // amount of zoom levels the scope has (divided by maxzoomfactor)
- "MaxZoomFactor" "8.0" // maximum possible zoom
- "DisableCrosshair" "0" // disable crosshair when using scope
- "SpreadMult" "0.07" // accuracy multiplier
- "FireRate" "0.3" // overrides typical weapon firerate
- "InTime" "0.1" // how long it takes to enter scope
- "OutTime" "0.1" // how long it takes to exit scope
- "Drift" "0.5" // copy of SMOD's drift setting. possibly use different xyz settings?
- "DrawViewmodel" "0" // draw the view model when using the scope
- "ScopeOffOnShoot" "1" // kick player out of scope when shooting
- }
- }
- "NPC" {
- "AnimTypeOverride" "SMG1" // override anim_prefix for NPCs
- "SpreadMult" "0.75" // NPC-only spread multiplier
- "BurstMax" "10"
- "BurstMin" "4"
- "RestMax" "0.5" // max time before the NPC can fire between bursts
- "RestMin" "0.1" // min time before the NPC can fire between bursts
- "FireRate" "0.07"
- "Range" "2048"
- "UseMuzzleFlash" "1"
- "UseLaserSight" "1"
- "UseGL" "1" // can NPCs use projectile launcher
- "CanFireOnDeath" "0" // can NPCs fire this when killed
- "DeathBurstMax" "5" // maximum rounds the NPC fires when dead
- "DeathBurstMin" "2" // minimum rounds the NPC fires when dead
- }
- }
- }
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