fortressforever-scripts/scripts/ff_weapon_rpg.txt

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WeaponData
{
// Weapon characteristics:
"CycleTime" "0.7" // was .8 Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "102" // Damage per burst
"RecoilAmount" "1" // Amount of recoil
// Projectile weapons
"Speed" "1000" // 900 Speed for projectile to travel at, possibly wrong. Old FF value = 800.
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" ".3" // was .4 Time taken for the weapon to move to reload state
"ReloadTime" "0.9" // was 1.3 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" "4"
"primary_ammo" "AMMO_ROCKETS"
"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_RPG"
"viewmodel" "models/weapons/rpg/v_rpg.mdl"
"playermodel" "models/weapons/rpg/w_rpg.mdl"
"anim_prefix" "rpg"
"PlayerAnimationExtension" "rpg"
"bucket" "4"
"bucket_position" "0"
"weight" "60"
"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"
"reload" "rpg.reload"
"single_shot" "rpg.single_shot"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "q"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "q"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "8"
}
"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" "q"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}