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Monkthespy

bodygroup

Oct 14th, 2013
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  1. "bodygroup"
  2. {
  3. "reddot.smd" {
  4. "bind" "A" //Not sure if possible to do this, but would be nice.
  5. "Toggle" "1" // Toggles bodygroup if it gets input.
  6. "UseButton" "1" // Uses the "use" button to turn on.
  7. "LowerWeapon" "1" // Lowers and hides the weapon before toggling the bodygroup.
  8. "UseIronsight" "1" // Turns on if ironsight is on.
  9. "DeactivateinReload" "1" // Turns off in reload.
  10. "ChangeIronsight" "1" // Changes Ironsight when on
  11. IronSight {
  12. "right" "2.85"
  13. "up" "0.2"
  14. "AdjustAccuracy" "0.4"
  15. }
  16. }
  17. // Those are the main options I could think of if you're just adding a sight or maybe a laser sight.
  18. // Other options could involve enabling secondary fire or changing damage value, sounds, and other things. I thought that would be too complicated so I didn't include it in the above. Those are the options I would mainly want. Here is some other ones that would be nice to have.
  19. "EnableSecondaryFire" "1" // Enables Secondary fire while this bodygroup is on.
  20. "EnableIronsight" "1" // Ironsights can only be used if this bodygroup is on.
  21. "ChangeDamage" "40" // Changes damage to this value.
  22. "ChangeSoundData" "1" // Changes sound files if bodygroup is on. You put sounddata after this like normal.
  23.  
  24. // Here is a real example of a bodygroup for an ACOG.
  25.  
  26. "bodygroup"
  27. {
  28. "acog.smd" {
  29. "bind" "p"
  30. "Toggle" "1"
  31. "LowerWeapon" "1"
  32. "ChangeIronsight" "1"
  33. IronSight {
  34. "right" "2.85"
  35. "up" "0.2"
  36. "AdjustAccuracy" "0.4"
  37. }
  38. }
  39.  
  40. // Here is an another example for a laser sight. Very simple. This will be included within the bodygroup block.
  41.  
  42. "laser.smd" {
  43. "bind" "o"
  44. "Toggle" "1"
  45. }
  46. }
  47.  
  48. // So basically that's all you need to do. If this is very hard to implement I understand.
  49. // Thanks for reading.
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