Difference between revisions of "Scripted Weapons"

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Line 16: Line 16:
 
{
 
{
 
// Weapon data is loaded by both the Game and Client DLLs.
 
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "AK47"
+
"printname" "AK47"  
"viewmodel" "models/weapons/v_rif_ak47.mdl"
+
"viewmodel" "models/weapons/v_rif_ak47.mdl"  
"playermodel" "models/weapons/w_rif_ak47.mdl"
+
"playermodel" "models/weapons/w_rif_ak47.mdl"  
"anim_prefix" "ar2"
+
"anim_prefix" "ar2"  
"bucket" "2"
 
"bucket_position" "9"
 
  
"clip_size" "30"
+
"bucket" "2"  
"clip2_size" "0"
+
"bucket_position" "9"  
  
"default_clip" "30"
+
"clip_size" "30"  
"default_clip2" "0"
+
"clip2_size" "0"  
  
"primary_ammo" "ak47"
+
"default_clip" "30"  
"secondary_ammo" "None"
+
"default_clip2" "0" //Total number of bullets/ammo that can carry the weapon for the secondary fire.
  
"weight" "0"
+
"primary_ammo" "ak47" //The name of the ammo that uses the primary fire. Can be one of the HL2 default or a custom one. See "Creating Custom Ammo" for more data.
"item_flags" "0"
 
  
"BuiltRightHanded" "0" //Change this if the model is on the wrong side.
+
"secondary_ammo" "None" //The name of the ammo that uses the secondary fire. Can be one of the HL2 default or a custom one. See "Creating Custom Ammo" for more data.
"AllowFlipping" "1"
 
  
"csviewmodel" "1"
+
"weight" "0" //The weight of the weapon.
 +
"item_flags" "0" //Flag used for the weapon. The list is here:
  
   "ironsightoffset"
+
"BuiltRightHanded" "0" //Change this if the model is on the left side.
 +
"AllowFlipping" "1"  //Change this if the model allows choose the side of the weapon.
 +
 
 +
"csviewmodel" "1" //Change this if the viewmodel of the weapon comes from CSS, or if you need raise their Field Of View (FOV).
 +
 
 +
   "ironsightoffset" //Coordinates for the ironsights
 
{
 
{
 
"x"  "-7.00"
 
"x"  "-7.00"
Line 51: Line 53:
 
"SoundData"
 
"SoundData"
 
{
 
{
// "reload" "Weapon_Pistol.Reload"
+
"reload" "Weapon_Pistol.Reload"
 
"reload_npc" "Weapon_Pistol.NPC_Reload"
 
"reload_npc" "Weapon_Pistol.NPC_Reload"
 
"empty" "Weapon_Pistol.Empty"
 
"empty" "Weapon_Pistol.Empty"
Line 57: Line 59:
 
"single_shot_npc" "Weapon_AK47.Single"
 
"single_shot_npc" "Weapon_AK47.Single"
 
"special1" "Weapon_AK47.Single"
 
"special1" "Weapon_AK47.Single"
}</pre>
+
}
 +
 
 +
        // Weapon Sprite data is loaded by the Client DLL.
 +
"TextureData"
 +
{
 +
"weapon"
 +
{
 +
"font" "CSWeaponIcons"
 +
"character" "b"
 +
}
 +
"weapon_s"
 +
{
 +
"font" "CSWeaponIconsSelected"
 +
"character" "b"
 +
}
 +
"ammo"
 +
{
 +
"font" "WeaponIcons"
 +
"character" "u"
 +
}
 +
"crosshair"
 +
{
 +
"font" "Crosshairs"
 +
"character" "Q"
 +
}
 +
"autoaim"
 +
{
 +
"file" "sprites/crosshairs"
 +
"x" "0"
 +
"y" "48"
 +
"width" "24"
 +
"height" "24"
 +
}
 +
}
 +
"Advanced" // only for Weapon_Scripted
 +
{
 +
 
 +
// **Primary Attack**
 +
 
 +
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
 +
"FireType1" "1"
 +
 
 +
 
 +
// Rate of Weapons Fire ( Not for laser or warp )
 +
"FireRate1" "0.09"
 +
 
 +
// Allow a refire as fast as the player can click, Basic Bullet Only.
 +
"FastFire1" "0"
 +
 
 +
// Allow Fire Underwater?
 +
"FireUnderWater1" "0"
 +
 
 +
// For Bullet accuracy
 +
"FireCone1" "1" // Starting Value ( 0-20 )
 +
"FireConeLerp1" "1" // Bool
 +
"FireConeLerpto1" "5" // Value to lerp accuracy too ( 0-20 )
 +
 
 +
// **Secondary Attack**
 +
 
 +
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
 +
"FireType2" "0"
 +
 
 +
// **Global Weapon Settings**
 +
 
 +
// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
 +
// ( Only if a weapon has recoil animations, Not for laser or warp )
 +
"NumberOfRecoilAnims" "0"
 +
 
 +
// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
 +
"RecoilIncrementSpeed" "1"
 +
 
 +
// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
 +
// This is the player animation set that will be used on all players you view ingame.
 +
"PlayerAnimationSet" "2"
 +
 
 +
// **NPC Weapon Settings**
 +
 
 +
// NPCs use a ShotRegulator in code, these settings corrispond with it.
 +
"NPCRateofFire" "0.2"
 +
"NPCMinBursts" "1"
 +
"NPCMaxBursts" "4"
 +
"NPCMinRest" "0.3"
 +
"NPCMaxRest" "0.6"
 +
 
 +
// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.
 +
"NPCMinRange1" "24"
 +
"NPCMaxRange1" "1500"
 +
"NPCMinRange2" "24"
 +
"NPCMaxRange2" "200"
 +
}
 +
}</pre>
  
 
There are a number of values here you should be familiar with.
 
There are a number of values here you should be familiar with.
Line 63: Line 155:
 
'''printname''' This is the name that will show up in-game on the players weapon selection hud.
 
'''printname''' This is the name that will show up in-game on the players weapon selection hud.
  
'''viewmodel''' First Person Model.
+
'''viewmodel''' First Person Model (v_model used by the weapon).
 +
 
 +
'''playermodel''' Third Person Model (w_model used by the weapon).
  
'''playermodel''' Third Person Model.
+
'''anim_prefix''' Name of the animation that the playermodel will use (it got override later in Advanced Options).
  
'''bucket''' This is the horizontal slot on the players weapon selection hud element.
+
'''bucket''' This is the horizontal slot on the players weapon selection hud element. It starts at 0.
  
'''bucket_position''' This is the vertical slot on the players weapon selection hud element.
+
'''bucket_position''' This is the vertical slot on the players weapon selection hud element. It starts at 0.
  
'''clip_size''' Size of the Primary Clip
+
'''clip_size''' Size of the actual magazine for the Primary Fire.
  
'''clip2_size''' Size of the Secondary Clip
+
'''clip2_size''' Size of the actual magazine for the Secondary Fire.
  
'''default_clip''' Default bullets in the Primary Clip, should be less than or equal to '''clip_size'''
+
'''default_clip''' Total number of bullets/ammo that can carry for the Primary Fire, should be more than or equal to '''clip_size'''
  
'''default_clip2''' Default bullets in the Secondary Clip, should be less than or equal to '''clip2_size'''
+
'''default_clip2''' Total number of bullets/ammo that can carry for the Secondary Fire, should be more than or equal to '''clip2_size'''
  
 
'''BuiltRightHanded''' Was this model built right handed?
 
'''BuiltRightHanded''' Was this model built right handed?
Line 83: Line 177:
 
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?
 
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?
  
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source?
+
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source? (Set to 1 if you want see more of your viewmodel).
 +
 
 +
'''ironsightoffset''' Coordinates for the ironsights
  
 
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.
 
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.
Line 95: Line 191:
 
*'''''Primary Attack'''''
 
*'''''Primary Attack'''''
  
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp''
+
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp 9 = NadeType''
  
 
"FireType1" "1"
 
"FireType1" "1"
 +
 +
 +
What type of "weapon" will shoot the primary fire.
 +
 +
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.
 +
 +
  
  
Line 103: Line 206:
  
 
"FireRate1" "0.1"
 
"FireRate1" "0.1"
 +
 +
 +
Time between each shoot of the weapon. Less amount, more speed of fire.
 +
 +
'''Note:''' If you use shotgun type, you will not see any changes under "0.3", because is bugged at the moment.
 +
 +
  
  
Line 108: Line 218:
  
 
"FastFire1" "0"
 
"FastFire1" "0"
 +
 +
 +
As the title says, The faster you click, the faster you shoot.
 +
 +
'''Note:''' Doesnt work with Shotgun type.
 +
 +
  
  
Line 113: Line 230:
  
 
"FireUnderWater1" "0"
 
"FireUnderWater1" "0"
 +
 +
 +
As the title says, it allows or not fire under the water.
 +
 +
'''Note:''' Bugged at the moment.
 +
  
  
Line 120: Line 243:
  
 
"BetweenBurstTime1" "0.05"
 
"BetweenBurstTime1" "0.05"
 +
 +
 +
How many bullets are shot in a burst.
 +
 +
  
  
Line 129: Line 257:
  
 
"FireConeLerpto1" "6" // Value to lerp accuracy too ( 0-20 )
 
"FireConeLerpto1" "6" // Value to lerp accuracy too ( 0-20 )
 +
 +
 +
This allow you make your weapon more precise or not:
 +
 +
FireCone1: Higher numbers makes more imprecise the weapon.
 +
 +
FireConeLerp1: It "randomize" the vagueness of the weapon.
 +
 +
FireConeLerpto1: Mix the settings of above.
 +
  
  
 
*'''''Secondary Attack'''''
 
*'''''Secondary Attack'''''
  
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope''
+
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope 8 = Launch Nade''
  
 
"FireType2" "2"
 
"FireType2" "2"
 +
 +
 +
What type of "weapon" will shoot the secondary fire.
 +
 +
'''Note:''' Autoshotgun, Laser and Warp types of weapon are broken at the moment.
 +
 +
  
  
Line 141: Line 286:
  
 
"FireRate2" "0.7"
 
"FireRate2" "0.7"
 +
 +
 +
 +
Time between each shoot of the weapon. Less amount, more speed of fire.
 +
 +
'''Note:''' If you use shotgun type, you will not see any changes under "0.3", because is bugged at the moment.
 +
 +
 +
  
  
Line 146: Line 300:
  
 
"FastFire2" "0"
 
"FastFire2" "0"
 +
 +
 +
As the title says, The faster you click, the faster you shoot.
 +
 +
'''Note:''' Doesnt work with Shotgun type.
 +
 +
  
  
Line 151: Line 312:
  
 
"FireUnderWater2" "0"
 
"FireUnderWater2" "0"
 +
 +
 +
As the title says, it allows or not fire under the water.
 +
 +
'''Note:''' Bugged at the moment.
 +
 +
 +
  
  
Line 158: Line 327:
  
 
"BetweenBurstTime2" "0.05"
 
"BetweenBurstTime2" "0.05"
 +
 +
 +
How many bullets are shot in a burst.
 +
 +
  
  
Line 172: Line 346:
  
 
"FireConeLerpto2" "6" // Value to lerp accuracy too ( 0-20 )
 
"FireConeLerpto2" "6" // Value to lerp accuracy too ( 0-20 )
 +
 +
 +
 +
This allow you make your weapon more precise or not:
 +
 +
FireCone1: Higher numbers makes more imprecise the weapon.
 +
 +
FireConeLerp1: It "randomize" the vagueness of the weapon.
 +
 +
FireConeLerpto1: Mix the settings of above.
 +
 +
 +
  
  
Line 187: Line 374:
  
  
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
+
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 7 = nade
 
This is the player animation set that will be used on all players you view ingame.''
 
This is the player animation set that will be used on all players you view ingame.''
  
Line 196: Line 383:
  
 
"GrenadeDamage" "100.0"
 
"GrenadeDamage" "100.0"
 +
 +
 +
Damage done for the grenade at impact (only if you used Launch nade weapon).
 +
 +
  
  
Line 201: Line 393:
  
 
"GrenadeRadius" "250.0"
 
"GrenadeRadius" "250.0"
 +
 +
 +
Radius of damage of the grenade at impact (only if you used Launch nade weapon).
 +
 +
  
  
Line 257: Line 454:
 
"NPCMaxRange2" "200"
 
"NPCMaxRange2" "200"
  
 +
 +
*'''Nadetype ("FireType1" "9" options)'''
 +
 +
Options only if you chosen for the primary fire "Nade type".
 +
 +
// 1 = frag
 +
"HandNadetype" "1"
 +
 +
"HandNadeTimer" "2.5" //Time that takes the grenade in explode
 +
"HandNadeRadius" "4.0" // This corresponds with the radius of the nade model, not the damage.
 +
"HandNadeDmgRadius" "250.0"
 +
"HandNadeDmg" "150.0"
  
 
[[Category:MapTuts]]
 
[[Category:MapTuts]]

Revision as of 16:46, 30 July 2011

WIP.png This page is still a Work In Progress

Overview

In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.

Creating a Scripted Weapon Script

Note: It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.

First Lets start off with a basic script which we will add on to.

"WeaponData"
{
	// Weapon data is loaded by both the Game and Client DLLs.
	"printname"			"AK47" 
	"viewmodel"			"models/weapons/v_rif_ak47.mdl" 
	"playermodel"			"models/weapons/w_rif_ak47.mdl" 
	"anim_prefix"			"ar2" 

	"bucket"			"2" 
	"bucket_position"		"9" 

	"clip_size"			"30" 
	"clip2_size"			"0" 

	"default_clip"			"30" 
	"default_clip2"			"0" //Total number of bullets/ammo that can carry the weapon for the secondary fire.

	"primary_ammo"			"ak47" //The name of the ammo that uses the primary fire. Can be one of the HL2 default or a custom one. See "Creating Custom Ammo" for more data.

	"secondary_ammo"		"None" //The name of the ammo that uses the secondary fire. Can be one of the HL2 default or a custom one. See "Creating Custom Ammo" for more data.

	"weight"			"0" //The weight of the weapon.
	"item_flags"			"0" //Flag used for the weapon. The list is here:

	"BuiltRightHanded" 		"0"	//Change this if the model is on the left side.
	"AllowFlipping" 		"1"  //Change this if the model allows choose the side of the weapon.

	"csviewmodel"			"1" //Change this if the viewmodel of the weapon comes from CSS, or if you need raise their Field Of View (FOV). 

   	"ironsightoffset"  //Coordinates for the ironsights
	{
		"x"   "-7.00"
		"y"   "6.10"
		"z"   "2.90"
   	}


	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	"SoundData"
	{
		"reload"		"Weapon_Pistol.Reload"
		"reload_npc"		"Weapon_Pistol.NPC_Reload"
		"empty"			"Weapon_Pistol.Empty"
		"single_shot"		"Weapon_AK47.Single"
		"single_shot_npc"	"Weapon_AK47.Single"
		"special1"		"Weapon_AK47.Single"
	}

        // Weapon Sprite data is loaded by the Client DLL.
	"TextureData"
	{
		"weapon"
		{
				"font"		"CSWeaponIcons"
				"character"	"b"
		}
		"weapon_s"
		{	
				"font"		"CSWeaponIconsSelected"
				"character"	"b"
		}
		"ammo"
		{
				"font"		"WeaponIcons"
				"character"	"u"
		}
		"crosshair"
		{
				"font"		"Crosshairs"
				"character"	"Q"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"			"0"
				"y"			"48"
				"width"		"24"
				"height"	"24"
		}
	}
	"Advanced" // only for Weapon_Scripted
	{

	// **Primary Attack**

		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
		"FireType1"	"1"


		// Rate of Weapons Fire ( Not for laser or warp )
		"FireRate1"	"0.09"

		// Allow a refire as fast as the player can click, Basic Bullet Only.
		"FastFire1"	"0"

		// Allow Fire Underwater?
		"FireUnderWater1"	"0"

		// For Bullet accuracy
		"FireCone1"		"1" // Starting Value ( 0-20 )
		"FireConeLerp1"		"1" // Bool
		"FireConeLerpto1"	"5" // Value to lerp accuracy too ( 0-20 )

	// **Secondary Attack**

		// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
		"FireType2"	"0"

	// **Global Weapon Settings**

		// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
		// ( Only if a weapon has recoil animations, Not for laser or warp )
		"NumberOfRecoilAnims"	"0"

		// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
		"RecoilIncrementSpeed"	"1"

		// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
		// This is the player animation set that will be used on all players you view ingame.
		"PlayerAnimationSet"	"2"

	// **NPC Weapon Settings**

		// NPCs use a ShotRegulator in code, these settings corrispond with it.
		"NPCRateofFire"		"0.2"
		"NPCMinBursts"		"1"
		"NPCMaxBursts"		"4"
		"NPCMinRest"		"0.3"
		"NPCMaxRest"		"0.6"

		// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.
		"NPCMinRange1"		"24"
		"NPCMaxRange1"		"1500"
		"NPCMinRange2"		"24"
		"NPCMaxRange2"		"200"
	}
}

There are a number of values here you should be familiar with.

printname This is the name that will show up in-game on the players weapon selection hud.

viewmodel First Person Model (v_model used by the weapon).

playermodel Third Person Model (w_model used by the weapon).

anim_prefix Name of the animation that the playermodel will use (it got override later in Advanced Options).

bucket This is the horizontal slot on the players weapon selection hud element. It starts at 0.

bucket_position This is the vertical slot on the players weapon selection hud element. It starts at 0.

clip_size Size of the actual magazine for the Primary Fire.

clip2_size Size of the actual magazine for the Secondary Fire.

default_clip Total number of bullets/ammo that can carry for the Primary Fire, should be more than or equal to clip_size

default_clip2 Total number of bullets/ammo that can carry for the Secondary Fire, should be more than or equal to clip2_size

BuiltRightHanded Was this model built right handed?

AllowFlipping Allow the player to flip this model from right handed to left handed?

csviewmodel Was this weapon view model designed for Counter-Strike Source? (Set to 1 if you want see more of your viewmodel).

ironsightoffset Coordinates for the ironsights

Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.


Setting up a scripted weapons advanced options

Only the weapon_scripted entity can use the "Advanced" configurations. All others will only use the basic configurations. Here is a list of Advanced options you can use.

  • Primary Attack

0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp 9 = NadeType

"FireType1" "1"


What type of "weapon" will shoot the primary fire.

Note: Autoshotgun, Laser and Warp types of weapon are broken at the moment.



Rate of Weapons Fire ( Not for laser or warp )

"FireRate1" "0.1"


Time between each shoot of the weapon. Less amount, more speed of fire.

Note: If you use shotgun type, you will not see any changes under "0.3", because is bugged at the moment.



Allow a refire as fast as the player can click, Basic Bullet Only.

"FastFire1" "0"


As the title says, The faster you click, the faster you shoot.

Note: Doesnt work with Shotgun type.



Allow Fire Underwater?

"FireUnderWater1" "0"


As the title says, it allows or not fire under the water.

Note: Bugged at the moment.


How many bullets in a burst. ( For Burst Weapon Only! )

"BurstAmount1" "0"

"BetweenBurstTime1" "0.05"


How many bullets are shot in a burst.



For Bullet accuracy

"FireCone1" "2" // Starting Value ( 0-20 )

"FireConeLerp1" "1" // Bool, should be 1 to use lerp

"FireConeLerpto1" "6" // Value to lerp accuracy too ( 0-20 )


This allow you make your weapon more precise or not:

FireCone1: Higher numbers makes more imprecise the weapon.

FireConeLerp1: It "randomize" the vagueness of the weapon.

FireConeLerpto1: Mix the settings of above.


  • Secondary Attack

0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope 8 = Launch Nade

"FireType2" "2"


What type of "weapon" will shoot the secondary fire.

Note: Autoshotgun, Laser and Warp types of weapon are broken at the moment.



Rate of Weapons Fire ( Not for laser or warp )

"FireRate2" "0.7"


Time between each shoot of the weapon. Less amount, more speed of fire.

Note: If you use shotgun type, you will not see any changes under "0.3", because is bugged at the moment.



Allow a refire as fast as the player can click, Basic Bullet Only.

"FastFire2" "0"


As the title says, The faster you click, the faster you shoot.

Note: Doesnt work with Shotgun type.



Allow Fire Underwater?

"FireUnderWater2" "0"


As the title says, it allows or not fire under the water.

Note: Bugged at the moment.



How many bullets in a burst. ( For Burst Weapon Only! )

"BurstAmount2" "4"

"BetweenBurstTime2" "0.05"


How many bullets are shot in a burst.



Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.

"SecondaryAmmoUsed" "0" //( NOT YET FUNCTIONAL )


For Bullet accuracy

"FireCone2" "2" // Starting Value ( 0-20 )

"FireConeLerp2" "1" // Bool, should be 1 to use lerp

"FireConeLerpto2" "6" // Value to lerp accuracy too ( 0-20 )


This allow you make your weapon more precise or not:

FireCone1: Higher numbers makes more imprecise the weapon.

FireConeLerp1: It "randomize" the vagueness of the weapon.

FireConeLerpto1: Mix the settings of above.



  • Global Weapon Settings

Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations. ( Only if a weapon has recoil animations, Not for laser or warp )

"NumberOfRecoilAnims" "0"


Shots fired till next recoil animation. ( Only if a weapon has recoil animations )

"RecoilIncrementSpeed" "1"


1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 7 = nade This is the player animation set that will be used on all players you view ingame.

"PlayerAnimationSet" "2"


Grenade Damage

"GrenadeDamage" "100.0"


Damage done for the grenade at impact (only if you used Launch nade weapon).



Grenade Radius

"GrenadeRadius" "250.0"


Radius of damage of the grenade at impact (only if you used Launch nade weapon).



Tracer type ( Bullet weapons only ) 0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat

"TracerType" "1"


Tracer Frequency

"TracerFrequency" "2"


Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter

"ImpactEffect" "1"


Sniper Scope Settings

"UseScopedFireCone" "1"

"ScopedFireCone" "0"

"ScopedColorR" "255"

"ScopedColorG" "255"

"ScopedColorB" "255"


  • NPC Weapon Settings

NPCs use a ShotRegulator in code, these settings corrispond with it.

"NPCRateofFire" "0.1"

"NPCMinBursts" "1"

"NPCMaxBursts" "3"

"NPCMinRest" "0.3"

"NPCMaxRest" "0.6"


Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.

"NPCMinRange1" "24"

"NPCMaxRange1" "1500"

"NPCMinRange2" "24"

"NPCMaxRange2" "200"


  • Nadetype ("FireType1" "9" options)

Options only if you chosen for the primary fire "Nade type".

// 1 = frag "HandNadetype" "1"

"HandNadeTimer" "2.5" //Time that takes the grenade in explode "HandNadeRadius" "4.0" // This corresponds with the radius of the nade model, not the damage. "HandNadeDmgRadius" "250.0" "HandNadeDmg" "150.0"