ReverendV92

custom_slar

Mar 16th, 2018 (edited)
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  1. // SLAR
  2.  
  3. WeaponData
  4. {
  5.     // Weapon data is loaded by both the Game and Client DLLs.
  6.     "printname" "S-LAR"
  7.     "viewmodel" "models/jessev92/weapons/slar_v_ar2.mdl"
  8.     "playermodel" "models/jessev92/weapons/slar_w.mdl"
  9.     "anim_prefix" "ar2"
  10.     "bucket" "2"
  11.     "bucket_position" "32"
  12.  
  13.     "clip_size" "30"
  14.     "clip2_size" "-1"
  15.  
  16.  
  17.     "default_clip" "30"
  18.     "default_clip2" "-1"
  19.  
  20.     "primary_ammo" "ar2"
  21.     "secondary_ammo" "None" //SMG1_Grenade
  22.  
  23.     "weight" "3"
  24.     "item_flags" "0"
  25.    
  26.     "ironsightoffset"
  27.     {
  28.         "x"   "-8.00"
  29.         "y"   "-6.45"
  30.         "z"   "1.95"
  31.     }
  32.  
  33.     // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
  34.     SoundData
  35.     {
  36.         "empty"         "Weapon_AR2.Empty"
  37.         "reload"        "Weapon_AR2.Reload"
  38.         "single_shot"       "Weapon_AR2.Single"
  39.         //Shot when zoomed in
  40.         "burst"         "Weapon_OICW.ZoomedShot"
  41.         //Zoom in
  42.         "special1"      "Weapon_AR2.Special1"
  43.         //Zoom out
  44.         "special2"      "Weapon_AR2.Special2"
  45.         //"double_shot"     "Weapon_AR2.Double"
  46.         "double_shot"       "Weapon_AR2.Double"
  47.  
  48.         // NPC SECTION
  49.         "single_shot_npc"   "Weapon_AR2.NPC_Single"
  50.         "reload_npc"        "Weapon_AR2.NPC_Reload"
  51.         "double_shot_npc"   "Weapon_AR2.NPC_Double"
  52.     }
  53.  
  54.     // Weapon Sprite data is loaded by the Client DLL.
  55.     TextureData
  56.     {
  57.         "weapon"
  58.         {
  59.                 "font"      "CustomWeaponIcons"
  60.                 "character" "O"
  61.         }
  62.         "weapon_s"
  63.         {  
  64.                 "font"      "CustomWeaponIconsSelected"
  65.                 "character" "O"
  66.         }
  67.         "ammo"
  68.         {
  69.                 "font"      "WeaponIcons"
  70.                 "character" "r"
  71.         }
  72.         "ammo2"
  73.         {
  74.                 "font"      "WeaponIcons"
  75.                 "character" "t"
  76.         }
  77.         "crosshair"
  78.         {
  79.                 "font"      "Crosshairs"
  80.                 "character" "Q"
  81.         }
  82.         "autoaim"
  83.         {
  84.                 "file"      "sprites/crosshairs"
  85.                 "x"         "0"
  86.                 "y"         "48"
  87.                 "width"     "24"
  88.                 "height"    "24"
  89.         }
  90.     }
  91.     "Advanced" // only for Weapon_Scripted
  92.     {
  93.  
  94.     // **Primary Attack**
  95.  
  96.         // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
  97.         "FireType1" "1"
  98.  
  99.  
  100.         // Rate of Weapons Fire ( Not for laser or warp )
  101.         "FireRate1" "0.12"
  102.  
  103.         // Allow a refire as fast as the player can click, Basic Bullet Only.
  104.         "FastFire1" "0"
  105.  
  106.         // Allow Fire Underwater?
  107.         "FireUnderWater1" "0"
  108.  
  109.         // How many bullets in a burst. ( For Burst Weapon Only! )
  110.         "BurstAmount1"  "0"
  111.         "BetweenBurstTime1" "0.05"
  112.  
  113.         // For Bullet accuracy
  114.         "FireCone1" "2" // Starting Value ( 0-20 )
  115.         "FireConeLerp1" "1" // Bool
  116.         "FireConeLerpto1" "6" // Value to lerp accuracy too ( 0-20 )
  117.  
  118.     // **Secondary Attack**
  119.  
  120.         // 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope, 8 = grenade
  121.         "FireType2" "0"
  122.  
  123.         // Rate of Weapons Fire ( Not for laser or warp )
  124.         "FireRate2" "1.0"
  125.  
  126.         // Allow a refire as fast as the player can click, Basic Bullet Only.
  127.         "FastFire2" "0"
  128.  
  129.         // Allow Fire Underwater?
  130.         "FireUnderWater2" "0"
  131.  
  132.         // How many bullets in a burst. ( For Burst Weapon Only! )
  133.         "BurstAmount2" "4"
  134.         "BetweenBurstTime2" "0.05"
  135.  
  136.         // Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.
  137.         "SecondaryAmmoUsed" "0"
  138.  
  139.     // **Global Weapon Settings**
  140.  
  141.         // Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
  142.         // ( Only if a weapon has recoil animations, Not for laser or warp )
  143.         "NumberOfRecoilAnims" "3"
  144.  
  145.         // Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
  146.         "RecoilIncrementSpeed" "3"
  147.  
  148.         // 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
  149.         // This is the player animation set that will be used on all players you view ingame.
  150.         "PlayerAnimationSet" "2"
  151.  
  152.         // Grenade Damage
  153.         "GrenadeDamage" "100.0"
  154.  
  155.         // Grenade Radius
  156.         "GrenadeRadius" "250.0"
  157.  
  158.         //Tracer type ( Bullet weapons only )
  159.         // 0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat
  160.         "TracerType" "3"
  161.  
  162.         //Tracer Frequency
  163.         "TracerFrequency" "1"
  164.  
  165.         // Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter
  166.         "ImpactEffect"  "2"
  167.  
  168.         // Sniper Scope Settings
  169.         "UseScopedFireCone" "1"
  170.         "ScopedFireCone"    "0"
  171.         "ScopedColorR"      "90"
  172.         "ScopedColorG"      "241"
  173.         "ScopedColorB"      "122"
  174.  
  175.     // **NPC Weapon Settings**
  176.  
  177.         // NPCs use a ShotRegulator in code, these settings corrispond with it.
  178.         "NPCRateofFire"     "0.2"
  179.         "NPCMinBursts"      "1"
  180.         "NPCMaxBursts"      "4"
  181.         "NPCMinRest"        "0.3"
  182.         "NPCMaxRest"        "0.6"
  183.  
  184.         // 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.
  185.         "NPCMinRange1"      "24"
  186.         "NPCMaxRange1"      "1500"
  187.         "NPCMinRange2"      "24"
  188.         "NPCMaxRange2"      "200"
  189.     }
  190. }
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