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Add super basic weapon script for the scout jumpgun
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2 changed files with 117 additions and 0 deletions
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@ -28,6 +28,7 @@ PlayerClassData
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{
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"weapon" "ff_weapon_crowbar"
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"weapon" "ff_weapon_shotgun"
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"weapon" "ff_weapon_jumpgun"
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"weapon" "ff_weapon_nailgun"
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"weapon" "ff_weapon_deploymancannon"
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116
scripts/ff_weapon_jumpgun.txt
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116
scripts/ff_weapon_jumpgun.txt
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@ -0,0 +1,116 @@
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WeaponData
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{
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// Weapon characteristics:
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"CycleTime" "0.2" // Rate of fire
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"CycleDecrement" "1" // Number of bullets fired per cycle
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"Damage" "0" // Damage per burst
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"DamageRadius" "0" // Radius of damage
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// Projectile weapons
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"Speed" "1500" // Speed for projectile to travel at
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"RecoilAmount" "2" // Amount of recoil
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// Hitscan weapons
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"Bullets" "-1" // Bullets to shoot
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"BulletSpread" "-1" // Spread of projectiles
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"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
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"ReloadTime" "-1" // Time taken to reload a shell/rocket/etc
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"PostReloadTime" "-1" // Time taken to move weapon back to firing state
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"SpinTime" "-1" // For AC
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"clip_size" "-1"
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"clip2_size" "-1"
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"default_clip" "50"
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"default_clip2" "-1"
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"primary_ammo" "AMMO_NAILS"
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"secondary_ammo" "None"
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"ffencrypted" "1" // required for the script to load
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// Weapon data is loaded by both the Game and Client DLLs.
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"printname" "#FF_WPNHUD_JUMPGUN"
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"viewmodel" "models/weapons/railgun/v_railgun.mdl"
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"playermodel" "models/weapons/railgun/w_railgun.mdl"
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"anim_prefix" "anim"
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"PlayerAnimationExtension" "railgun"
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"bucket" "2"
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"bucket_position" "2"
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"weight" "50"
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"item_flags" "0"
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// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
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SoundData
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{
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"empty" "generic.empty"
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"single_shot" "railgun.single_shot"
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"double_shot" "railgun.charged_shot"
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"special1" "railgun.chargeloop"
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"special2" "railgun.halfcharge" // half charge notification
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"special3" "railgun.fullcharge" // full charge notification
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"burst" "railgun.overcharge" // overcharge
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// "special2" "ambient.electrical_zap_8" // half charge notification
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// "special3" "ambient.electrical_zap_9" // full charge notification
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// "burst" "ambient.electrical_zap_5" // overcharge
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}
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// Weapon Sprite data is loaded by the Client DLL.
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TextureData
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{
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"weapon"
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{
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"font" "WeaponIcons"
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"character" "t"
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}
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"weapon_s"
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{
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"font" "WeaponIconsSelected"
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"character" "t"
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}
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"ammo"
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{
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"font" "WeaponIconsSmall"
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"character" "7"
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}
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"crosshair"
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{
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"file" "sprites/crosshairs"
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"x" "0"
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"y" "48"
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"width" "24"
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"height" "24"
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}
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"autoaim"
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{
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"file" "sprites/crosshairs"
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"x" "0"
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"y" "48"
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"width" "24"
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"height" "24"
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}
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"deathnotice"
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{
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"font" "StatusGlyphsSmall"
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"character" "u"
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}
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}
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ModelBounds
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{
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Viewmodel
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{
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Mins "-10 -4 -13"
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Maxs "21 9 -1"
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}
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World
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{
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Mins "-10 -7 -6"
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Maxs "22 8 9"
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}
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}
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}
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