/*********************************************************************** N80 Assault Rifle with Scope ***********************************************************************/ // ======================================================================== // Export // export hauser { options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle addoptions -keepmesh Assault_Rifle_Mesh Trigger_Mesh bino_lens Magazine_Mesh Scope_mesh Charge_Mesh r_hand m_l_hand r_arm m_l_gui_mount m_l_arm m_l_gui_cover mesh assault_rifle_scoped_base_file.mb -dest models/weapons/gdf_assault_rifle/scoped_view.md5mesh anim assault_rifle_scoped_idle.mb -dest models/weapons/gdf_assault_rifle/scoped_idle.md5anim anim assault_rifle_scoped_raise.mb -dest models/weapons/gdf_assault_rifle/scoped_raise.md5anim anim assault_rifle_scoped_lower.mb -dest models/weapons/gdf_assault_rifle/scoped_lower.md5anim anim assault_rifle_scoped_fire.mb -dest models/weapons/gdf_assault_rifle/scoped_fire.md5anim anim assault_rifle_reload.mb -dest models/weapons/gdf_assault_rifle/scoped_reload.md5anim anim assault_rifle_scoped_start_sprint.mb -dest models/weapons/gdf_assault_rifle/scoped_start_sprint.md5anim anim assault_rifle_scoped_leave_sprint.mb -dest models/weapons/gdf_assault_rifle/scoped_leave_sprint.md5anim anim assault_rifle_scoped_zoom_in.mb -dest models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim anim assault_rifle_scoped_zoom_out.mb -dest models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim anim assault_rifle_scoped_idle_zoom.mb -dest models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim anim assault_rifle_scoped_fire_zoom.mb -dest models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim anim assault_rifle_basic_idle_zoom.mb -dest models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim anim assault_rifle_basic_fire_zoom.mb -dest models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim anim assault_rifle_basic_zoom_in.mb -dest models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim anim assault_rifle_basic_zoom_out.mb -dest models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim } // ======================================================================== // VIEW Models // model viewmodel_assaultrifle_scoped { mesh models/weapons/gdf_assault_rifle/scoped_view.md5mesh anim idle models/weapons/gdf_assault_rifle/scoped_idle.md5anim { } anim raise models/weapons/gdf_assault_rifle/scoped_raise.md5anim { frame 4 sound_channel snd_weapon_raise snd_safe } anim putaway models/weapons/gdf_assault_rifle/scoped_lower.md5anim { frame 4 sound_channel snd_weapon_raise snd_safe } anim fire models/weapons/gdf_assault_rifle/scoped_fire.md5anim { frame 1 sound_channel snd_weapon_mech snd_mech } anim reload models/weapons/gdf_assault_rifle/scoped_reload.md5anim { frame 10 sound_channel snd_weapon_reload snd_movement01 frame 40 sound_channel snd_weapon_reload snd_movement02 } anim start_sprint models/weapons/gdf_assault_rifle/scoped_start_sprint.md5anim { } anim leave_sprint models/weapons/gdf_assault_rifle/scoped_leave_sprint.md5anim { } anim zoomin models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim { frame 1 sound_channel snd_weapon_reload snd_zoomin01 } anim zoomout models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim { frame 1 sound_channel snd_weapon_reload snd_zoomout01 } anim idle_zoom models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim { } anim fire_zoom models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim { frame 1 sound_channel snd_weapon_zoom snd_mech } } //============================================================================================================================================= //============================================================================================================================================= invItemDef inventory/weapons/assaultrifle/scoped { type "weapon" slot "twohanded" name "game/weapons/assaultrifle_scoped" model "models/weapons/gdf_assault_rifle/assault_player_scope.lwo" joint "Spine2" data { "model_view" "viewmodel_assaultrifle_scope_rework" "model_world" "worldmodel_assaultrifle_scope" "anim_limbomenu" "menu_assault" "view_offset" "-2 0.5 0.77" "view_foreshorten" "0.8" "joint_attach" "weapon" "anim_prefix" "machinegun" "anim_prefix_class" "twohanded" "weapon_scriptobject" "weapon_assaultrifle_scope" "muzzle_kick_time" "0.1" "muzzle_kick_maxtime" "0.6" "muzzle_kick_angles" "-1 0 0" "muzzle_kick_offset" "0.3 0 0.2" "recoilTime" "150" "recoilAngles" "-0.13 0 0" "kickback" "0.13" "kickback_prone" "0.06" "stat_name" "assaultrifle_scoped" "fx_muzzle_flash" "effects/weapons/assaultrifle_muzzleflash_view" "fx_muzzle_flash_novisuals" "effects/weapons/assaultrifle_muzzleflash_view_novisuals" "fx_muzzle_flash_world" "effects/weapons/assaultrifle_muzzleflash_world" "snd_fire" "sounds/weapons/assaultrifle/fire" "snd_fire_far" "sounds/weapons/assaultrifle/fire/far" "snd_fire_local" "sounds/weapons/assaultrifle/fire/local" "snd_cock" "sounds/weapons/assaultrifle/cock" "snd_safe" "sounds/weapons/assaultrifle/safe" "snd_reload" "sounds/weapons/assaultrifle/reload" "snd_mech" "sounds/weapons/assaultrifle/mech" "snd_lowammo" "sounds/weapons/misc/ammo_warning" "snd_modeswitch" "sounds/weapons/misc/mode_switch" "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" "trigger_delay" "0" "fire_rate" "0.15" "num_projectiles" "1" "low_ammo" "8" "def_scopemodel" "scope_sniperrifle" "gui_sniper_scope" "game/sights/assaultrifle_scope" "hud_sort" "999" "zoom_fov" "45" "zoom_time" "0.25" "zoom_pitch_amplitude" "0.5" "zoom_pitch_frequency" "0.24" "zoom_pitch_min_amplitude" "0.13" "zoom_yaw_amplitude" "3.2" "zoom_yaw_frequency" "0.12" "zoom_yaw_min_amplitude" "0.23" "fov_speed" "0.5" "fov_spread" "0.1" "mtr_weaponmenu" "guis/assets/icons/weapons/assaultrifle_scope" "climate_skin_key" "weapon_gdf" "hide_crosshair" "0" "crosshair" "large" "crosshair_secondary" "none" "crosshair_spread_min" "-0.5" "crosshair_spread_max" "4" "crosshair_spread_scale" "2" "spread_min" "1" "spread_max" "3" "spread_inc" "1" "spread_viewrate_min" "1" "spread_viewrate_max" "3" "spread_viewrate_inc" "2.5" "spread_max_settle_time" "600" "spread_crouch_min" "0.75" "spread_crouch_max" "2.2" "spread_crouch_inc" "1" "spread_crouch_viewrate_min" "0.75" "spread_crouch_viewrate_max" "2.2" "spread_crouch_viewrate_inc" "2.5" "spread_crouch_max_settle_time" "550" "spread_prone_min" "0.5" "spread_prone_max" "1.75" "spread_prone_inc" "1" "spread_prone_viewrate_min" "0.5" "spread_prone_viewrate_max" "1.75" "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_scoped_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" "13" } clip { "projectile" "projectile_assaultrifle_scoped" "client_projectile" "projectile_bullet" "type" "assaultrifle" "ammo_per_shot" "1" "max_ammo" "40" } } toolTip assaultrifle_scoped_intro_1 { sound "sounds/ui/main/neutral" text "game/tt/intro/assaultrifle_scoped_1" } //================== //Entity Defs //================== entityDef projectile_assaultrifle_scoped { "spawnclass" "idProjectile" "inherit" "projectile_bullet_base" "range" "12288" "min_damage_percent" "10" "dmg_damage" "damage_assaultrifle_scoped" } damageDef damage_assaultrifle_scoped { damage "damage_assaultrifle" prof_damage "pro_light_weapons_damage" knockback 1 push 5000 record_hit_stats stat_name "assaultrifle_scoped" tt_obituary "tooltips/killmsgs/weapons/assaultrifle/scoped" tt_obituary_team_kill "tooltips/killmsgs/weapons/assaultrifle/scoped/teamkill" }