fortressforever-scripts/scripts/ff_weapon_assaultcannon.txt
squeek 5d4aa75c4b Unencrypt the player/weapon scripts
* Encryption no longer serves a purpose with FF being open source and the original reason for the encryption should be addressed by fortressforever/fortressforever#7 instead
 * Them being unencrypted allows for understandable/reviewable commits
2015-02-01 03:08:28 -08:00

114 lines
2.5 KiB
Text

WeaponData
{
// Weapon characteristics:
"CycleTime" "0.1" // Rate of fire
"CycleDecrement" "2" // Number of bullets fired per cycle
"Damage" "12" // Damage from burst
"RecoilAmount" "0.4" // Amount of recoil
// Projectile weapons
"Speed" "-1" // Speed for projectile to travel at
// Hitscan weapons
"Bullets" "2" // Bullets to shoot
"BulletSpread" "0.08" // 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" "0.7" // For AC
"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "200"
"default_clip2" "-1"
"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_ASSAULTCANNON"
"viewmodel" "models/weapons/assaultcannon/v_assaultcannon.mdl"
"playermodel" "models/weapons/assaultcannon/w_assaultcannon.mdl"
"anim_prefix" "anim"
"PlayerAnimationExtension" "assaultcannon"
"bucket" "4"
"bucket_position" "3"
// Misc
"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"
"special1" "Assaultcannon.Windup"
"special2" "Assaultcannon.Winddown"
"special3" "assaultcannon.overheat"
"double_shot" "Assaultcannon.loop_shot" // changing to double_shot so I can add the rotate sound
"single_shot" "assaultcannon.single_shot"
"burst" "assaultcannon.rotate" // going to play for all players
"stop" "Weapon.StopSound"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "r"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "r"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "4"
}
"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" "r"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}