Merge pull request #54 from fortressforever/jumpgun

Add scripts for the scout jumpgun
This commit is contained in:
Ryan Liptak 2016-05-29 16:55:55 -07:00
commit 4cec0584e1
4 changed files with 121 additions and 1 deletions

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

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@ -0,0 +1,108 @@
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" "jumpgun.single_shot"
}
// 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"
}
}
}

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@ -430,6 +430,17 @@
"wave" "weapons/pipelauncher/pipe_bounce1.wav" "wave" "weapons/pipelauncher/pipe_bounce1.wav"
} }
//---------------- //----------------
// Jump gun
//----------------
"jumpgun.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"wave" "weapons/jumpgun/jumpgun-fire.wav"
}
//----------------
//Railgun, poor thing, you kicked arse in Quake 3 //Railgun, poor thing, you kicked arse in Quake 3
//---------------- //----------------
"railgun.single_shot" "railgun.single_shot"
@ -804,4 +815,4 @@
"CompatibilityAttenuation" "1.0" "CompatibilityAttenuation" "1.0"
"pitch" "95,105" "pitch" "95,105"
"wave" "weapons/umbrella/umbrella_miss.wav" "wave" "weapons/umbrella/umbrella_miss.wav"
} }