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weapon_autoshotgun.txt
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WeaponData
{
// Terror-specific Data --------------------
"VerticalPunch" "3"
"SpreadPerShot" "20" //reduced from 30
"MaxSpread" "5"
"SpreadDecay" "5"
"MinDuckingSpread" "0"
"MinStandingSpread" "0.8"
"MinInAirSpread" "2.5" //increased accuracy
"MaxMovementSpread" "1.5" //increased accuracy
"PelletScatterPitch" "4.0" //increased accuracy
"PelletScatterYaw" "8.5" //decreased accuracy
"ReloadDuration" "0.396"
"AddonAttachment" "primary"
"team" "survivor"
"Tier" "2" // valid entries are 0, 1, 2
"ResponseRulesName" "AutoShotgun"
// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun"
// model for the shell casing to eject when we fire bullets
"EjectBrassEffect" "weapon_shell_casing_shotgun"
// Used in the music system when this weapon fires
"MusicDynamicSpeed" "1.5"
"DisplayName" "#L4D_Weapon_AutoShotgun"
"DisplayNameAllCaps" "#L4D_Weapon_AutoShotgun_CAPS"
// 360 Terror Data
"MaxAutoAimDeflection1" "10.0"
"MaxAutoAimRange1" "0"
//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.
//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
"WeaponAutoAimScale" "1.0"
// End Terror-specific Data ----------------
"Rumble" "5"
"MaxPlayerSpeed" "240"
"WeaponType" "shotgun"
"WeaponPrice" "3000"
"WeaponArmorRatio" "1.0"
"CrosshairMinDistance" "9"
"CrosshairDeltaDistance" "4"
"Team" "ANY"
"BuiltRightHanded" "1"
"PlayerAnimationExtension" "xm1014"
"MuzzleFlashScale" "1.3"
"CanEquipWithShield" "0"
// Weapon characteristics:
"PenetrationNumLayers" "2"
"PenetrationPower" "30"
"PenetrationMaxDistance" "500"
"CharacterPenetrationMaxDistance" "300" // Shooting through infected is doesn't count against penetration count out to this range
"Damage" "23"
"Range" "3000"
"RangeModifier" "0.7"
"Bullets" "11"
"CycleTime" "0.15"
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "Auto Shotgun"
"playermodel" "models/w_models/weapons/w_autoshot_m4super.mdl"
"viewmodel" "models/v_models/v_autoshotgun.mdl"
"CharacterViewmodelAddon"
{
"Coach" "models/weapons/arms/v_arms_coach_new.mdl"
"Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl"
"Producer" "models/weapons/arms/v_arms_producer_new.mdl"
"Gambler" "models/weapons/arms/v_arms_gambler_new.mdl"
}
"anim_prefix" "anim"
"bucket" "0"
"bucket_position" "0"
"clip_size" "10" //increased from 9
"primary_ammo" "AMMO_TYPE_AUTOSHOTGUN"
"secondary_ammo" "None"
"weight" "20"
"item_flags" "0"
"LoadoutSlots" "2"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "AutoShotgun.Fire"
"shoot_incendiary" "AutoShotgun.FireIncendiary"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "vgui/hud/iconsheet"
"x" "0"
"y" "448"
"width" "192"
"height" "64"
}
"ammo"
{
"file" "vgui/hud/iconsheet2"
"x" "0"
"y" "128"
"width" "64"
"height" "64"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
ModelBounds
{
Viewmodel
{
Mins "-13 -3 -11"
Maxs "29 10 0"
}
World
{
Mins "-4 -8 -4"
Maxs "30 8 6"
}
}
}