fortressforever-scripts/scripts/ff_weapon_shotgun.txt

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.5" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "24" // Damage per burst
"RecoilAmount" "0.5" // Amount of recoil
// Projectile weapons
"Speed" "-1" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "6" // Bullets to shoot
"BulletSpread" "0.03" // Spread of projectiles
"PreReloadTime" "0.4" // Time taken for the weapon to move to reload state
"ReloadTime" "0.25" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "1" // Time taken to move weapon back to firing state
"SpinTime" "-1" // For AC
"clip_size" "8"
"primary_ammo" "AMMO_SHELLS"
"secondary_ammo" "None"
"ffencrypted" "1" // required for the script to load
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_SHOTGUN"
"viewmodel" "models/weapons/shotgun/v_shotgun.mdl"
"playermodel" "models/weapons/shotgun/w_shotgun.mdl"
"anim_prefix" "anim"
// This is the pose we want the model to be in for testin purposes
"PlayerAnimationExtension" "shotgun"
"bucket" "1"
"bucket_position" "0"
"weight" "20"
"item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "shotgun.single_shot"
"reload" "shotgun.reload"
"cock" "shotgun.cock"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "g"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "g"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "1"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "g"
}
}
ModelBounds
{
Viewmodel
{
Mins "-13 -3 -13"
Maxs "26 10 -3"
}
World
{
Mins "-9 -8 -5"
Maxs "28 9 9"
}
}
}