mirror of
https://github.com/fortressforever/fortressforever-scripts.git
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90b3a9f15d
* Those values are defined in C++
105 lines
2.1 KiB
Text
105 lines
2.1 KiB
Text
WeaponData
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{
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// Weapon characteristics:
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"CycleTime" "0.7" // was .8 Rate of fire
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"CycleDecrement" "1" // Number of bullets fired per cycle
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"Damage" "102" // Damage per burst
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"RecoilAmount" "1" // Amount of recoil
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// Projectile weapons
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"Speed" "1000" // 900 Speed for projectile to travel at, possibly wrong. Old FF value = 800.
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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" ".3" // was .4 Time taken for the weapon to move to reload state
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"ReloadTime" "0.9" // was 1.3 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" "4"
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"primary_ammo" "AMMO_ROCKETS"
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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_RPG"
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"viewmodel" "models/weapons/rpg/v_rpg.mdl"
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"playermodel" "models/weapons/rpg/w_rpg.mdl"
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"anim_prefix" "rpg"
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"PlayerAnimationExtension" "rpg"
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"bucket" "4"
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"bucket_position" "0"
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"weight" "60"
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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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"reload" "rpg.reload"
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"single_shot" "rpg.single_shot"
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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" "q"
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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" "q"
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}
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"ammo"
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{
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"font" "WeaponIconsSmall"
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"character" "8"
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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" "q"
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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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