/*********************************************************************** N80 Assault Rifle exportmodels weapons/assaultrifle.def ***********************************************************************/ // ======================================================================== // Export // export hauser { 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 /* mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_rework.md5mesh anim assault_rifle_rework_idle.mb -dest models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim anim assault_rifle_rework_raise.mb -dest models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim -range 1 15 anim assault_rifle_rework_lower.mb -dest models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim anim assault_rifle_rework_firenew.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim anim assault_rifle_rework_firenew2.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim anim assault_rifle_rework_firenew3.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim */ anim assault_rifle_rework_reload.mb -dest models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim /* anim assault_rifle_rework_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_rework_sprint.md5anim */ anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim -range 1 6 anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim -range 6 12 anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_idle.md5anim -range 6 6 /* anim assault_rifle_rework_sprint_start.mb -dest models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim -range 1 6 anim assault_rifle_rework_sprint_leave.mb -dest models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim -range 6 11 */ anim assault_rifle_rework_zoom_fire.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim -xyzprecision 0.001 /* anim assault_rifle_rework_switch_to_grenade.mb -dest models/weapons/gdf_assault_rifle/assault_rework_switch_to_grenade.md5anim -range 0 20 anim assault_rifle_rework_switch_to_grenade.mb -dest models/weapons/gdf_assault_rifle/assault_rework_switch_from_grenade.md5anim -range 20 40 */ } export hauser { 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 /* mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_rework.md5anim anim assault_rifle_rework_grenade_idle.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_idle.md5anim anim assault_rifle_rework_grenade_raise.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim -range 1 10 anim assault_rifle_rework_grenade_lower.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim -range 12 19 anim assault_rifle_rework_grenade_fire.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim -range 0 4 anim assault_rifle_rework_grenade_fire.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim -range 5 85 anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_in.md5anim -range 1 10 anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_out.md5anim -range 10 20 anim assault_rifle_rework_grenade_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim -range 0 6 anim assault_rifle_rework_grenade_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim -range 6 12 //anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim -range 7 7 */ } /* export hauser { 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 mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_scope_rework.md5mesh } */ // ======================================================================== // VIEW Models // model viewmodel_assaultrifle_rework { mesh models/weapons/gdf_assault_rifle/assault_rework.md5mesh anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim { frame begin sound_channel snd_weapon_raise snd_raise } anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim { } anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim { } anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim { } anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim { } anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim { frame 5 sound_channel snd_weapon_reload snd_reload frame 49 sound_channel snd_weapon_cock snd_cock } anim zoomin models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim { frame 1 sound_channel snd_weapon_foley snd_sights_up } anim zoomout models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim { frame 1 sound_channel snd_weapon_foley snd_sights_down } anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim anim fire_zoom models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim anim idle_zoom models/weapons/gdf_assault_rifle/assault_rework_zoom_idle.md5anim } model viewmodel_assaultrifle_grenade_rework { mesh models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh // Normal Mode anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim { } anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim { frame begin sound_channel snd_weapon_raise snd_raise } anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim { } anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim { } anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim { } anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim { } anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim { frame 5 sound_channel snd_weapon_reload snd_reload frame 49 sound_channel snd_weapon_cock snd_cock } anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim { } anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim { } // **********GRENADE MODE*********** anim alt_idle models/weapons/gdf_assault_rifle/assault_grenadelauncher_idle.md5anim { } anim alt_raise models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim { frame begin sound_channel snd_weapon_raise snd_raise } anim alt_putaway models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim { } anim alt_fire models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim { } anim alt_reload models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim { frame 11 sound_channel snd_weapon_reload snd_gren_reload frame 35 sound_channel snd_weapon_brass snd_gren_eject } anim alt_start_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim { } anim alt_leave_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim { } anim switch_to_grenade models/weapons/gdf_assault_rifle/assault_rework_switch_to_grenade.md5anim { frame begin sound_channel snd_weapon_raise snd_raise frame 7 sound_channel snd_weapon_raise snd_sights_up } anim switch_from_grenade models/weapons/gdf_assault_rifle/assault_rework_switch_from_grenade.md5anim { frame begin sound_channel snd_weapon_raise snd_raise frame 6 sound_channel snd_weapon_raise snd_sights_down } } model viewmodel_assaultrifle_grenadelauncher_rework { mesh models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh anim idle models/weapons/gdf_assault_rifle/assault_grenadelauncher_rework.md5anim anim raise models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim { frame begin sound_channel snd_weapon_raise snd_raise } anim putaway models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim anim fire models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim anim reload models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim { // Inserting next grenade cartridge //frame 5 sound_channel snd_weapon_reload snd_greneject //frame 7 sound_channel snd_weapon_reload snd_grenload //frame 7 sound_channel snd_weapon_reload snd_greneject_02 } anim zoomin models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_in.md5anim { frame begin sound_channel snd_weapon_foley snd_sights_up } anim zoomout models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_out.md5anim { frame begin sound_channel snd_weapon_foley snd_sights_down } anim start_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim anim leave_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim } model viewmodel_assaultrifle_scope_rework { mesh models/weapons/gdf_assault_rifle/assault_scope_rework.md5mesh anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim { frame begin sound_channel snd_weapon_raise snd_raise } anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim { } anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim { } anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim { } anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim { frame 5 sound_channel snd_weapon_reload snd_reload frame 49 sound_channel snd_weapon_cock snd_cock } anim zoomin models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim { frame begin sound_channel snd_weapon_foley snd_sights_up } anim zoomout models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim { frame begin sound_channel snd_weapon_foley snd_sights_down } anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim } // ======================================================================== // WORLD Models // model worldmodel_assaultrifle { mesh models/weapons/gdf_assault_rifle/assault_world.md5mesh anim raise models/weapons/gdf_assault_rifle/assault_world.md5anim { } anim idle models/weapons/gdf_assault_rifle/assault_world.md5anim { } anim aim models/weapons/gdf_assault_rifle/assault_world.md5anim { } anim fire1 models/weapons/gdf_assault_rifle/assault_world.md5anim { } anim reload models/weapons/gdf_assault_rifle/assault_world.md5anim { } anim noammo models/weapons/gdf_assault_rifle/assault_world.md5anim { } anim putaway models/weapons/gdf_assault_rifle/assault_world.md5anim { } } model worldmodel_assaultrifle_scope { mesh models/weapons/gdf_assault_rifle/assault_scope_world.md5mesh anim raise models/weapons/gdf_assault_rifle/assault_scope_world.md5anim { } anim idle models/weapons/gdf_assault_rifle/assault_scope_world.md5anim { } anim aim models/weapons/gdf_assault_rifle/assault_scope_world.md5anim { } anim fire1 models/weapons/gdf_assault_rifle/assault_scope_world.md5anim { } anim reload models/weapons/gdf_assault_rifle/assault_scope_world.md5anim { } anim noammo models/weapons/gdf_assault_rifle/assault_scope_world.md5anim { } anim putaway models/weapons/gdf_assault_rifle/assault_scope_world.md5anim { } } model worldmodel_assaultrifle_grenade { mesh models/weapons/gdf_assault_rifle/assault_grenade_world.md5mesh anim raise models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim { } anim idle models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim { } anim aim models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim { } anim fire1 models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim { } anim reload models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim { } anim noammo models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim { } anim putaway models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim { } } invItemDef inventory/weapons/assaultrifle_dummy { type "weapon" slot "twohanded" name "game/weapons/assaultrifle" model "models/weapons/gdf_assault_rifle/assault_player.lwo" joint "Spine2" 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 } }