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- LIGHTNING HANDGUN / FREEZE GRENADE SPITBALL GUN
- I'm pretty sure this will fuck up the fight with Sullivan because I think these projectiles are the things that blow up the rooftop, but I'm not @h@entirely sure since I haven't tested it yet.
- For the spitball gun that fires freeze grenades, add this value to the end of the spitball gun (SpitballGun)
- Remove the properties "ThrowRange" and "ThrowForce", and the vertical offset property.
- cGunProjectileInfoItem pbg_proj
- {
- DR2 = "true"
- PropToShoot = "GunshipMinorExplosion"
- Support= "true"
- }
- and change this item to these values:
- cExplosiveItem GunshipMinorExplosion
- {
- AssetFilename = "data/models/weapons/ball_topper_proxy"
- AttackDamage0 = "0"
- AudioFilename = "fx_freezerbomb"
- AudioItemName = "FreezerBomb"
- AudioUnloadDeferralTime = "5"
- Can_Freeze = "true"
- CanExplodeInExplosion = "true"
- CanExplodeOnCollision = "true"
- CollidableQuality = "0"
- CollisionAudioDissipationFactor = "0.01"
- CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
- CollisionType = "3"
- DestroyOnThrownImpact = "true"
- DetonateOnThrow = "false"
- DetonationDelay = "0"
- DisplayName = "50093"
- DR2 = "true"
- EffectOnImpact1 = "86"
- EffectOnVictim0 = "14"
- EffectOnVictim1 = "25"
- EjectRagdollUpInTheAir = "true"
- ExplodeRadius = "5"
- ExplosionAudioEffect = "1"
- ExplosionCausesExplosions = "false"
- ExplosionCausesFire = "false"
- ExplosionCausesImpulse = "false"
- FatalHitReaction = "13"
- Fire = "true"
- Friction = "0.1"
- HeavyDamageRadius = "2"
- HandlingStyle = "0"
- HitReaction = "13"
- ImpulseAtCenter = "0"
- ImpulseAtEdge = "0"
- InteractDistance = "1.8"
- InventoryInteractionType = "0"
- LocatorOrientationOffset = "0.000,0.000,0.000,1.000"
- LocatorPositionOffset = "0.000,0.000,0.000"
- MaxDamage = "100"
- MaxProjectileDamage = "0"
- MergedFilename = "data/dynamicprops/FireSpitter_ball"
- NPC = "true"
- ProjectileFatalHitReaction = "13"
- ProjectileHitImpulse = "0"
- ProjectileHitReaction = "13"
- PropAudioType = "1024"
- PropEffectLocator0 = "16"
- PropEffectLocator1 = "16"
- PropEffectLocator2 = "16"
- PropEffectLocator3 = "16"
- PropEffectLocatorIndex0 = "0"
- PropEffectLocatorIndex1 = "1"
- PropEffectLocatorIndex2 = "2"
- PropEffectLocatorIndex3 = "3"
- PropEffectsOnCondition0 = "16"
- PropEffectsOnCondition1 = "16"
- PropEffectsOnCondition2 = "16"
- PropEffectsOnCondition3 = "13"
- PyroEffect0 = "66"
- PyroEffect1 = "66"
- PyroEffect2 = "66"
- PyroEffect3 = "181"
- Restitution = "1"
- Support = "true"
- ThrowAngleDegrees = "0"
- ThrowForce = "15"
- ThrowSpin = "0,0,0"
- ThrowEffectOnImpact = "279"
- ThrowEffectOnVictim = "14"
- UnlimitedDurability = "true"
- WeaponType = "6"
- Weight = "100"
- cPropHitZombieInfoItem sb_hzombie
- {
- DR2 = "true"
- PropHitZombieEffect = "1"
- Support = "true"
- }
- }
- For the ball lightning handgun, add this value to the end of the handgun:
- cGunProjectileInfoItem pbg_proj
- {
- DR2 = "true"
- PropToShoot = "GunshipMajorExplosion"
- Support= "true"
- }
- And change this item to these values:
- cExplosiveItem GunshipMajorExplosion
- {
- AssetFilename = "data/models/weapons/fire_spitter_ball"
- AttackDamage0 = "100"
- AudioFilename = "fx_teslaball"
- AudioItemName = "TeslaBall"
- AudioUnloadDeferralTime = "5"
- CanExplodeInExplosion = "true"
- CanExplodeOnCollision = "false"
- Can_Electrocute= "true"
- CollidableQuality = "3"
- CollisionAudioDissipationFactor = "0.01"
- CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP"
- CollisionType = "11"
- DestroyOnThrownImpact = "true"
- DetonateOnThrow = "false"
- DetonationDelay = "0"
- DisplayName = "50093"
- DR2 = "true"
- EjectRagdollUpInTheAir = "true"
- ExplodeRadius = "0"
- ExplosionAudioEffect = "1"
- ExplosionCausesExplosions = "false"
- ExplosionCausesFire = "false"
- ExplosionCausesImpulse = "false"
- FatalHitReaction = "74"
- Friction = "0.1"
- HandlingStyle = "0"
- HitReaction = "74"
- ImpulseAtCenter = "4"
- ImpulseAtEdge = "3"
- InteractDistance = "1.8"
- InventoryInteractionType = "0"
- LocatorOrientationOffset = "0.000,0.000,0.000,1.000"
- LocatorPositionOffset = "0.000,0.000,0.000"
- MaxDamage = "100"
- MaxProjectileDamage = "0"
- MergedFilename = "data/dynamicprops/FireSpitter_ball"
- NPC = "true"
- ProjectileFatalHitReaction = "51"
- ProjectileHitReaction = "51"
- PropAudioType = "1024"
- PropEffectDuration0 = "5000"
- PropEffectLocator0 = "16"
- PropEffectLocatorIndex0 = "1"
- PropEffectsOnCondition0 = "4"
- PropEffectStartDelay0 = "0"
- PyroEffect0 = "213"
- Restitution = "1"
- Support = "true"
- ThrowAngleDegrees = "0"
- ThrowForce = "30"
- ThrowSpin = "0,0,0"
- ThrowRange= "100"
- UnlimitedDurability = "true"
- WeaponType = "6"
- Weight = "100"
- }
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