539 lines
20 KiB
Modula-2
539 lines
20 KiB
Modula-2
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/***********************************************************************
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N80 Assault Rifle
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exportmodels weapons/assaultrifle.def
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***********************************************************************/
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// ========================================================================
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// Export
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//
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export hauser {
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options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle grenade_barrel_joint grenade_joint grenade_sight_joint -keepmesh left_arm_mesh gui_holder_mesh gui_mesh left_hand_mesh right_arm_mesh right_hand_mesh assault_rifle reflex_site charge_handle crosshair glass backup_site arch
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/*
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mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_rework.md5mesh
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anim assault_rifle_rework_idle.mb -dest models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim
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anim assault_rifle_rework_raise.mb -dest models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim -range 1 15
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anim assault_rifle_rework_lower.mb -dest models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim
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anim assault_rifle_rework_firenew.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim
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anim assault_rifle_rework_firenew2.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim
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anim assault_rifle_rework_firenew3.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim
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*/
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anim assault_rifle_rework_reload.mb -dest models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim
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/*
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anim assault_rifle_rework_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_rework_sprint.md5anim
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*/
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anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim -range 1 6
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anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim -range 6 12
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anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_idle.md5anim -range 6 6
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/*
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anim assault_rifle_rework_sprint_start.mb -dest models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim -range 1 6
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anim assault_rifle_rework_sprint_leave.mb -dest models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim -range 6 11
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*/
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anim assault_rifle_rework_zoom_fire.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim -xyzprecision 0.001
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/*
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anim assault_rifle_rework_switch_to_grenade.mb -dest models/weapons/gdf_assault_rifle/assault_rework_switch_to_grenade.md5anim -range 0 20
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anim assault_rifle_rework_switch_to_grenade.mb -dest models/weapons/gdf_assault_rifle/assault_rework_switch_from_grenade.md5anim -range 20 40
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*/
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}
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export hauser {
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options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle grenade_barrel_joint grenade_joint grenade_sight_joint -keepmesh grenade_shell left_arm_mesh gui_holder_mesh gui_mesh left_hand_mesh right_arm_mesh right_hand_mesh assault_rifle reflex_site grenade_launcher grenade_launcher_barrel charge_handle grenade_launcher_sight_2 crosshair glass backup_site arch
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/*
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mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh
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anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_rework.md5anim
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anim assault_rifle_rework_grenade_idle.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_idle.md5anim
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anim assault_rifle_rework_grenade_raise.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim -range 1 10
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anim assault_rifle_rework_grenade_lower.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim -range 12 19
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anim assault_rifle_rework_grenade_fire.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim -range 0 4
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anim assault_rifle_rework_grenade_fire.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim -range 5 85
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anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_in.md5anim -range 1 10
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anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_out.md5anim -range 10 20
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anim assault_rifle_rework_grenade_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim -range 0 6
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anim assault_rifle_rework_grenade_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim -range 6 12
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//anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim -range 7 7
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*/
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}
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/*
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export hauser {
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options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle grenade_barrel_joint grenade_joint grenade_sight_joint -keepmesh left_arm_mesh gui_holder_mesh gui_mesh left_hand_mesh right_arm_mesh right_hand_mesh assault_rifle scope charge_handle scope_lens backup_site crosshair
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mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_scope_rework.md5mesh
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}
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*/
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// ========================================================================
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// VIEW Models
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//
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model viewmodel_assaultrifle_rework {
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mesh models/weapons/gdf_assault_rifle/assault_rework.md5mesh
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anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim
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anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim {
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frame begin sound_channel snd_weapon_raise snd_raise
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}
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anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim {
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}
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anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim {
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}
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anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim {
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}
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anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim {
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}
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anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim {
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frame 5 sound_channel snd_weapon_reload snd_reload
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frame 49 sound_channel snd_weapon_cock snd_cock
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}
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anim zoomin models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim {
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frame 1 sound_channel snd_weapon_foley snd_sights_up
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}
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anim zoomout models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim {
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frame 1 sound_channel snd_weapon_foley snd_sights_down
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}
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anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim
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anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim
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anim fire_zoom models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim
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anim idle_zoom models/weapons/gdf_assault_rifle/assault_rework_zoom_idle.md5anim
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}
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model viewmodel_assaultrifle_grenade_rework {
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mesh models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh
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// Normal Mode
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anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim {
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}
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anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim {
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frame begin sound_channel snd_weapon_raise snd_raise
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}
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anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim {
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}
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anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim {
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}
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anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim {
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}
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anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim {
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}
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anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim {
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frame 5 sound_channel snd_weapon_reload snd_reload
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frame 49 sound_channel snd_weapon_cock snd_cock
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}
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anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim {
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}
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anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim {
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}
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// **********GRENADE MODE***********
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anim alt_idle models/weapons/gdf_assault_rifle/assault_grenadelauncher_idle.md5anim {
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}
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anim alt_raise models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim {
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frame begin sound_channel snd_weapon_raise snd_raise
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}
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anim alt_putaway models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim {
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}
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anim alt_fire models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim {
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}
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anim alt_reload models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim {
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frame 11 sound_channel snd_weapon_reload snd_gren_reload
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frame 35 sound_channel snd_weapon_brass snd_gren_eject
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}
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anim alt_start_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim {
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}
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anim alt_leave_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim {
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}
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anim switch_to_grenade models/weapons/gdf_assault_rifle/assault_rework_switch_to_grenade.md5anim {
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frame begin sound_channel snd_weapon_raise snd_raise
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frame 7 sound_channel snd_weapon_raise snd_sights_up
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}
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anim switch_from_grenade models/weapons/gdf_assault_rifle/assault_rework_switch_from_grenade.md5anim {
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frame begin sound_channel snd_weapon_raise snd_raise
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frame 6 sound_channel snd_weapon_raise snd_sights_down
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}
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}
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model viewmodel_assaultrifle_grenadelauncher_rework {
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mesh models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh
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anim idle models/weapons/gdf_assault_rifle/assault_grenadelauncher_rework.md5anim
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anim raise models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim {
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frame begin sound_channel snd_weapon_raise snd_raise
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}
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anim putaway models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim
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anim fire models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim
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anim reload models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim {
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// Inserting next grenade cartridge
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//frame 5 sound_channel snd_weapon_reload snd_greneject
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//frame 7 sound_channel snd_weapon_reload snd_grenload
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//frame 7 sound_channel snd_weapon_reload snd_greneject_02
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}
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anim zoomin models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_in.md5anim {
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frame begin sound_channel snd_weapon_foley snd_sights_up
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}
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anim zoomout models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_out.md5anim {
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frame begin sound_channel snd_weapon_foley snd_sights_down
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}
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anim start_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim
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anim leave_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim
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}
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model viewmodel_assaultrifle_scope_rework {
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mesh models/weapons/gdf_assault_rifle/assault_scope_rework.md5mesh
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anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim
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anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim {
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frame begin sound_channel snd_weapon_raise snd_raise
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}
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anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim
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anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim {
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}
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anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim {
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}
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anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim {
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}
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anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim {
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frame 5 sound_channel snd_weapon_reload snd_reload
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frame 49 sound_channel snd_weapon_cock snd_cock
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}
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anim zoomin models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim {
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frame begin sound_channel snd_weapon_foley snd_sights_up
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}
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anim zoomout models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim {
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frame begin sound_channel snd_weapon_foley snd_sights_down
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}
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anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim
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anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim
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}
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// ========================================================================
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// WORLD Models
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//
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model worldmodel_assaultrifle {
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mesh models/weapons/gdf_assault_rifle/assault_world.md5mesh
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anim raise models/weapons/gdf_assault_rifle/assault_world.md5anim {
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}
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anim idle models/weapons/gdf_assault_rifle/assault_world.md5anim {
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}
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anim aim models/weapons/gdf_assault_rifle/assault_world.md5anim {
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}
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anim fire1 models/weapons/gdf_assault_rifle/assault_world.md5anim {
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}
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anim reload models/weapons/gdf_assault_rifle/assault_world.md5anim {
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}
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anim noammo models/weapons/gdf_assault_rifle/assault_world.md5anim {
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}
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anim putaway models/weapons/gdf_assault_rifle/assault_world.md5anim {
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}
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}
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model worldmodel_assaultrifle_scope {
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mesh models/weapons/gdf_assault_rifle/assault_scope_world.md5mesh
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anim raise models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
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}
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anim idle models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
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}
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anim aim models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
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}
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anim fire1 models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
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}
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anim reload models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
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}
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anim noammo models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
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}
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anim putaway models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
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}
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}
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model worldmodel_assaultrifle_grenade {
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mesh models/weapons/gdf_assault_rifle/assault_grenade_world.md5mesh
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anim raise models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
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}
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anim idle models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
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}
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anim aim models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
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}
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anim fire1 models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
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}
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anim reload models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
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}
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anim noammo models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
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}
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anim putaway models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
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}
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}
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invItemDef inventory/weapons/assaultrifle_dummy {
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type "weapon"
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slot "twohanded"
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name "game/weapons/assaultrifle"
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model "models/weapons/gdf_assault_rifle/assault_player.lwo"
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joint "Spine2"
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|
||
|
data {
|
||
|
"inherit" "inventory/weapons/assaultrifle"
|
||
|
"weapon_scriptobject" "weapon_dummy"
|
||
|
}
|
||
|
}
|
||
|
|
||
|
invItemDef inventory/weapons/assaultrifle {
|
||
|
type "weapon"
|
||
|
slot "twohanded"
|
||
|
name "game/weapons/assaultrifle"
|
||
|
model "models/weapons/gdf_assault_rifle/assault_player.lwo"
|
||
|
joint "Spine2"
|
||
|
|
||
|
data {
|
||
|
"model_view" "viewmodel_assaultrifle_rework"
|
||
|
"model_world" "worldmodel_assaultrifle"
|
||
|
|
||
|
"anim_limbomenu" "menu_assault"
|
||
|
|
||
|
"view_offset" "-2 0.5 0.79"
|
||
|
"view_foreshorten" "0.8"
|
||
|
|
||
|
"joint_attach" "weapon"
|
||
|
"anim_prefix" "machinegun"
|
||
|
"anim_prefix_class" "twohanded"
|
||
|
|
||
|
"weapon_scriptobject" "weapon_assaultrifle"
|
||
|
|
||
|
"muzzle_kick_time" "0.1"
|
||
|
"muzzle_kick_maxtime" "0.6"
|
||
|
"muzzle_kick_angles" "-1 0 0"
|
||
|
"muzzle_kick_offset" "0.15 0 0.1"
|
||
|
|
||
|
"recoilTime" "120"
|
||
|
"recoilAngles" "-0.25 0 0"
|
||
|
"kickback" "0.25"
|
||
|
"kickback_prone" "0.13"
|
||
|
|
||
|
"stat_name" "assaultrifle"
|
||
|
|
||
|
"fx_muzzle_flash" "effects/weapons/assaultrifle_muzzleflash_view"
|
||
|
"fx_muzzle_flash_world" "effects/weapons/assaultrifle_muzzleflash_world"
|
||
|
|
||
|
"fx_tracer" "effects/base/tracers_small"
|
||
|
"effectchance fx_tracer" "0.1"
|
||
|
|
||
|
"snd_fire" "sounds/weapons/assaultrifle/fire"
|
||
|
"snd_fire_far" "sounds/weapons/assaultrifle/fire/far"
|
||
|
"snd_fire_local" "sounds/weapons/assaultrifle/fire/local"
|
||
|
"snd_safe" "sounds/weapons/assaultrifle/safe"
|
||
|
"snd_cock" "sounds/weapons/assaultrifle/cock"
|
||
|
"snd_reload" "sounds/weapons/assaultrifle/reload"
|
||
|
"snd_mech" "sounds/weapons/assaultrifle/mech"
|
||
|
"snd_modeswitch" "sounds/weapons/misc/mode_switch"
|
||
|
"snd_lowammo" "sounds/weapons/misc/ammo_warning"
|
||
|
"snd_raise" "sounds/weapons/assaultrifle/raise"
|
||
|
"snd_sights_up" "sounds/weapons/assaultrifle/sights/up"
|
||
|
"snd_sights_down" "sounds/weapons/assaultrifle/sights/down"
|
||
|
"snd_dryfire" "sounds/weapons/misc/dryfire"
|
||
|
|
||
|
"fov_zoom" "60"
|
||
|
"fov_time" "0.25"
|
||
|
"fov_speed" "0.5"
|
||
|
"fov_spread" "0.5"
|
||
|
|
||
|
"fire_rate" "0.12"
|
||
|
"num_projectiles" "1"
|
||
|
|
||
|
"low_ammo" "8"
|
||
|
|
||
|
"gui_sight" "game/sights/assaultrifle_scope"
|
||
|
"mtr_weaponmenu" "guis/assets/icons/weapons/assaultrifle"
|
||
|
|
||
|
"climate_skin_key" "weapon_gdf"
|
||
|
|
||
|
"crosshair" "large"
|
||
|
|
||
|
"crosshair_spread_min" "-0.5"
|
||
|
"crosshair_spread_max" "4"
|
||
|
"crosshair_spread_scale" "2"
|
||
|
|
||
|
"spread_min" "1"
|
||
|
"spread_max" "3.5"
|
||
|
"spread_inc" "1"
|
||
|
|
||
|
"spread_viewrate_min" "1"
|
||
|
"spread_viewrate_max" "3.5"
|
||
|
"spread_viewrate_inc" "2.5"
|
||
|
|
||
|
"spread_max_settle_time" "600"
|
||
|
|
||
|
"spread_crouch_min" "0.75"
|
||
|
"spread_crouch_max" "2.8"
|
||
|
"spread_crouch_inc" "1"
|
||
|
|
||
|
"spread_crouch_viewrate_min" "0.75"
|
||
|
"spread_crouch_viewrate_max" "2.8"
|
||
|
"spread_crouch_viewrate_inc" "2.5"
|
||
|
|
||
|
"spread_crouch_max_settle_time" "550"
|
||
|
|
||
|
"spread_prone_min" "0.5"
|
||
|
"spread_prone_max" "2"
|
||
|
"spread_prone_inc" "1"
|
||
|
|
||
|
"spread_prone_viewrate_min" "0.5"
|
||
|
"spread_prone_viewrate_max" "2"
|
||
|
"spread_prone_viewrate_inc" "2.5"
|
||
|
|
||
|
"spread_prone_max_settle_time" "500"
|
||
|
|
||
|
"spread_jump_min" "4"
|
||
|
"spread_jump_max" "4"
|
||
|
"spread_jump_inc" "4"
|
||
|
|
||
|
"spread_jump_max_settle_time" "600"
|
||
|
|
||
|
"tt_intro_1" "assaultrifle_intro_1"
|
||
|
"tt_intro_2" "generic_weapon_fire"
|
||
|
"tt_intro_ironsights_1" "assaultrifle_ironsights"
|
||
|
"tt_intro_ironsights_2" "generic_weapon_ironsights"
|
||
|
"tt_intro_reload" "generic_weapon_reload"
|
||
|
|
||
|
"autoswitch_priority" "5"
|
||
|
|
||
|
"player_weapon_num" "2"
|
||
|
}
|
||
|
|
||
|
clip {
|
||
|
"projectile" "projectile_assaultrifle"
|
||
|
"client_projectile" "projectile_bullet"
|
||
|
"type" "assaultrifle"
|
||
|
"ammo_per_shot" "1"
|
||
|
"max_ammo" "40"
|
||
|
}
|
||
|
}
|
||
|
|
||
|
toolTip assaultrifle_intro_1 {
|
||
|
sound "sounds/ui/main/neutral"
|
||
|
text "game/tt/intro/assaultrifle_1"
|
||
|
}
|
||
|
|
||
|
toolTip assaultrifle_ironsights {
|
||
|
sound "sounds/ui/main/neutral"
|
||
|
text "game/tt/intro/generic/ironsights_1"
|
||
|
}
|
||
|
|
||
|
entityDef projectile_assaultrifle {
|
||
|
"spawnclass" "idProjectile"
|
||
|
"inherit" "projectile_bullet_base"
|
||
|
|
||
|
"range" "8192"
|
||
|
|
||
|
"min_damage_percent" "10"
|
||
|
|
||
|
"dmg_damage" "damage_assaultrifle"
|
||
|
}
|
||
|
|
||
|
// Needs to be exactly like the projectile_assaultrifle,
|
||
|
// but with the grenade launcher obituary text
|
||
|
entityDef projectile_assaultrifle_gren_bullet {
|
||
|
"inherit" "projectile_assaultrifle"
|
||
|
"dmg_damage" "damage_assaultrifle_gren_bullet"
|
||
|
}
|
||
|
|
||
|
damageDef damage_assaultrifle {
|
||
|
damage "damage_assaultrifle"
|
||
|
|
||
|
prof_damage "pro_light_weapons_damage"
|
||
|
|
||
|
knockback 1
|
||
|
push 5000
|
||
|
|
||
|
record_hit_stats
|
||
|
|
||
|
stat_name "assaultrifle"
|
||
|
|
||
|
tt_obituary "tooltips/killmsgs/weapons/assaultrifle"
|
||
|
tt_obituary_team_kill "tooltips/killmsgs/weapons/assaultrifle/teamkill"
|
||
|
}
|
||
|
|
||
|
// Needs to be exactly like the damage_assaultrifle,
|
||
|
// but with the grenade launcher obituary text
|
||
|
damageDef damage_assaultrifle_gren_bullet {
|
||
|
damage "damage_assaultrifle"
|
||
|
|
||
|
prof_damage "pro_light_weapons_damage"
|
||
|
|
||
|
knockback 1
|
||
|
push 5000
|
||
|
|
||
|
record_hit_stats
|
||
|
|
||
|
stat_name "assaultrifle"
|
||
|
|
||
|
tt_obituary "tooltips/killmsgs/weapons/grenadelauncher"
|
||
|
tt_obituary_team_kill "tooltips/killmsgs/weapons/grenadelauncher/teamkill"
|
||
|
}
|
||
|
|
||
|
damageFilter damage_assaultrifle {
|
||
|
type {
|
||
|
target "target_player_all"
|
||
|
damage 13
|
||
|
}
|
||
|
|
||
|
type {
|
||
|
target "target_veh_light_all"
|
||
|
damage 15
|
||
|
}
|
||
|
|
||
|
type {
|
||
|
target "target_veh_heavy_all"
|
||
|
damage 8
|
||
|
}
|
||
|
|
||
|
type {
|
||
|
target "target_deployables_all"
|
||
|
damage 15
|
||
|
}
|
||
|
}
|
||
|
|