Add super basic weapon script for the scout jumpgun

This commit is contained in:
squeek 2016-04-04 21:52:56 -07:00
parent f024737ad1
commit 2a7bb8673c
2 changed files with 117 additions and 0 deletions

View file

@ -28,6 +28,7 @@ PlayerClassData
{
"weapon" "ff_weapon_crowbar"
"weapon" "ff_weapon_shotgun"
"weapon" "ff_weapon_jumpgun"
"weapon" "ff_weapon_nailgun"
"weapon" "ff_weapon_deploymancannon"

View file

@ -0,0 +1,116 @@
WeaponData
{
// Weapon characteristics:
"CycleTime" "0.2" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle
"Damage" "0" // Damage per burst
"DamageRadius" "0" // Radius of damage
// Projectile weapons
"Speed" "1500" // Speed for projectile to travel at
"RecoilAmount" "2" // Amount of recoil
// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles
"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
"ReloadTime" "-1" // 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" "-1"
"clip2_size" "-1"
"default_clip" "50"
"default_clip2" "-1"
"primary_ammo" "AMMO_NAILS"
"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_JUMPGUN"
"viewmodel" "models/weapons/railgun/v_railgun.mdl"
"playermodel" "models/weapons/railgun/w_railgun.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "railgun"
"bucket" "2"
"bucket_position" "2"
"weight" "50"
"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" "railgun.single_shot"
"double_shot" "railgun.charged_shot"
"special1" "railgun.chargeloop"
"special2" "railgun.halfcharge" // half charge notification
"special3" "railgun.fullcharge" // full charge notification
"burst" "railgun.overcharge" // overcharge
// "special2" "ambient.electrical_zap_8" // half charge notification
// "special3" "ambient.electrical_zap_9" // full charge notification
// "burst" "ambient.electrical_zap_5" // overcharge
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "t"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "t"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "7"
}
"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" "u"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}