4ªU/txtscriptsweapon_sniper_militaryBSþEÿ„Òƒÿÿweapon_smg_silencedÖ|½®ÿ Ãzÿÿweapon_smgÀß%LÿŒ´~ÿÿweapon_shotgun_spasÈplðÿ§¤åÿÿweapon_shotgun_chrome”¢Ã|ÿ%”‚ÿÿweapon_rifle_m60¹q>ÿ …ÿÿweapon_rifle_desertŸžéÿÏuQÿÿweapon_rifle_ak47Gdcÿ‹fDÿÿweapon_rifle–ÓiïÿnWÿÿweapon_pumpshotgunXjÿGfÿÿweapon_pistolÙ:>ÿµ6Sÿÿweapon_hunting_rifle›±óDÿí&Èÿÿweapon_grenade_launcherµ{»ÒÿCªÿÿweapon_autoshotgun“i�úÿ,ÿÿ addoninfoB¦¦kÿÿÿ"AddonInfo" { addonSteamAppID 550 // 550 is the app ID for Left 4 Dead 2 addontitle "Deadly Weapons Nerfer (NO MELEE MODIFICATION)" addonversion "1.0" addontagline "Weapon scripts for: assualt rifles, sniper rifles, and full-auto shotguns." // short description addonauthor "Sonic2DX (Alduin)" addonSteamGroupName "N/A" addonauthorSteamID "Alduin" addonContent_Campaign 0 // if its a campaign or // or addonContent_Survival 0 // or addonContent_Scavenge 0 // or addonContent_Versus 0 // etc... addonURL0 "N/A" // where people can download your VPK addonDescription "Weapon scripts." addonContent_Script 1 // Has Scripts addonContent_Music 0 // Has Custom Music addonContent_Sound 0 // Has Custom Sound addonContent_prop 0 // This Add-on provides new props, addonContent_Prefab 0 // Provides new prefabs addonContent_BackgroundMovie 0 // Provides a replacement for the background movie. addonContent_Survivor "0" // Provides a new survivor model. 0=false, 1=true, String in quotes if replaces specific single character, i.e. "Coach" // eg addonContent_Survivor "rochelle" works fine, no number. addonContent_BossInfected 0 // Provides a new boss infected model. Break these out? addonContent_CommonInfected 0 // Provides a new common infected model Content_WeaponModel 0 // Provides a new appearance to existing weapons, but does not change their function Content_weapon 1 // provides new weapons or new zombie killing functionality, i.e. guns, explosives, booby traps, hot tar, addonContent_Skin 0 // 0 if no new skin textures for existing models. 1 if multiple skin pack. String in quotes if specific single skin addonContent_Spray 0 // Provides new sprays. addonContent_Map 0 // Add-on provides a standalone map } 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" "80" "Range" "3000" "RangeModifier" "0.7" "Bullets" "12" "CycleTime" "0.02" // 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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.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" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "1.2" "SpreadPerShot" "0.75" "MaxSpread" "30" "SpreadDecay" "5" "MinDuckingSpread" "0.05" "MinStandingSpread" "0.4" "MinInAirSpread" "1.5" "MaxMovementSpread" "5" "ReloadDuration" "-1" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "0" // valid entries are 0, 1, 2 "ResponseRulesName" "GrenadeLauncher" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "2.5" "DisplayName" "#L4D_Weapon_GrenadeLauncher" "DisplayNameAllCaps" "#L4D_Weapon_GrenadeLauncher_CAPS" "NewInL4D2" "1" // 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" "230" "WeaponType" "grenade_launcher" "WeaponPrice" "3100" "WeaponArmorRatio" "1.4" "CrosshairMinDistance" "4" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m4" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "Damage" "2000" "Range" "3000" "RangeModifier" "0.97" "GainRange" "1500" // range at which to use a gain curve to fall off to zero "Bullets" "1" "CycleTime" "0.1" "TimeToIdle" "1.5" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "_Grenade Launcher_" "playermodel" "models/w_models/weapons/w_grenade_launcher.mdl" "viewmodel" "models/v_models/v_grenade_launcher.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "5" "primary_ammo" "AMMO_TYPE_GRENADELAUNCHER" "secondary_ammo" "None" "weight" "25" "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" "GrenadeLauncher.Fire" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet2" "x" "0" "y" "256" "width" "148" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet2" "x" "384" "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 "-10 -2 -13" Maxs "30 10 0" } World { Mins "-8 -9 -6" Maxs "29 9 8" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "0" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "HuntingRifle" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_huntingrifle_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_huntingrifle" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "3.5" "DisplayName" "#L4D_Weapon_HuntingRifle" "DisplayNameAllCaps" "#L4D_Weapon_HuntingRifle_CAPS" // 360 Terror Data "MaxAutoAimDeflection1" "6.0" "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 ---------------- "MaxPlayerSpeed" "210" "WeaponType" "sniper_rifle" "WeaponPrice" "4200" "WeaponArmorRatio" "1.45" "CrosshairMinDistance" "5" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "sg550" "CanEquipWithShield" "0" "Rumble" "2" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "CharacterPenetrationMaxDistance" "8192" // Shooting through infected is doesn't count against penetration count out to this range "Damage" "150" "Range" "8192" "RangeModifier" "1.0" "Bullets" "1" "CycleTime" "0.0005" "AccuracyDivisor" "-1" "AccuracyOffset" "0" "MaxInaccuracy" "0" "TimeToIdle" "1.8" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Hunting Rifle" "playermodel" "models/w_models/weapons/w_sniper_mini14.mdl" "viewmodel" "models/v_models/v_huntingrifle.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "30" "primary_ammo" "AMMO_TYPE_HUNTINGRIFLE" "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" "HuntingRifle.Fire" "special3" "HuntingRifle.Zoom" "shoot_incendiary" "HuntingRifle.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "320" "y" "384" "width" "192" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-3 -3 -12" Maxs "40 14 -1" } World { Mins "-7 -8 -3" Maxs "32 9 9" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "2.0" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "PelletScatterPitch" "0" //increased accuracy "PelletScatterYaw" "0" "DeployDuration" "0" "DualDeployDuration" "0" "AddonAttachment" "pistol" "Team" "Survivor" "addon_offset" "0 0 0" "addon_angles" "0 0 0" "Tier" "0" // valid entries are 0, 1, 2 "ResponseRulesName" "SecondPistol" // 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_9mm" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.8" "DisplayName" "#L4D_Weapon_Pistol" "DisplayNameAllCaps" "#L4D_Weapon_Pistol_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 ---------------- "MaxPlayerSpeed" "250" "WeaponType" "pistol" "WeaponPrice" "500" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "8" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "pistol" "MuzzleFlashScale" "1" "CanEquipWithShield" "1" "Rumble" "1" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "30" "PenetrationMaxDistance" "0" // none "Damage" "60" "Range" "2500" "RangeModifier" "0.75" "Bullets" "1" //"CycleTime" "0.15" "CycleTime" "0.175" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Pistol" "playermodel" "models/w_models/weapons/w_pistol_A.mdl" "playermodel_dual" "models/w_models/weapons/w_pistol_A_dual.mdl" "worldmodel" "models/w_models/weapons/w_pistol_B.mdl" "viewmodel" "models/v_models/v_pistolA.mdl" "viewmodel_dual" "models/v_models/v_dual_pistolA.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "1" "bucket_position" "0" "clip_size" "20" "primary_ammo" "AMMO_TYPE_PISTOL" "secondary_ammo" "None" "weight" "5" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Pistol.Fire" "double_shot" "Pistol.DualFire" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "256" "y" "320" "width" "64" "height" "64" } "weapon_dual" { "file" "vgui/hud/iconsheet" "x" "192" "y" "320" "width" "64" "height" "64" } "ammo" { "font" "DebugFixed" "character" "A" } "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 "-7 -4 -14" Maxs "24 9 -2" } World { Mins "-1 -4 -3" Maxs "17 5 6" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "4" "SpreadPerShot" "1" "MaxSpread" "5" "SpreadDecay" "5" "MinDuckingSpread" "0" "MinStandingSpread" "0.8" "MinInAirSpread" "2.5" //increased accuracy "MaxMovementSpread" "1.5" //increased accuracy "PelletScatterPitch" "5.0" //increased accuracy "PelletScatterYaw" "7.5" "ReloadDuration" "0.473" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "1" // valid entries are 0, 1, 2 "ResponseRulesName" "PumpShotgun" // 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" "2.5" "DisplayName" "#L4D_Weapon_PumpShotgun" "DisplayNameAllCaps" "#L4D_Weapon_PumpShotgun_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" "220" "WeaponType" "shotgun" "WeaponPrice" "1700" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "8" "CrosshairDeltaDistance" "6" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m3s90" "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" "250" // 22 "Range" "3000" "RangeModifier" "0.7" // 0.96 "Bullets" "10" "CycleTime" "0.5" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Pump Shotgun" "playermodel" "models/w_models/weapons/w_shotgun.mdl" "viewmodel" "models/v_models/v_pumpshotgun.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "1" "bucket_position" "0" "clip_size" "6" // custom ammo - adds dismemberment, and full damage on expert to kill infected "primary_ammo" "AMMO_TYPE_PISTOL_MAGNUM" "secondary_ammo" "None" "weight" "20" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Shotgun.Fire" //"reload" "Shotgun.WorldReloadShell" //"reload_pump" "Shotgun.WorldReloadPump" "shoot_incendiary" "Shotgun.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "320" "y" "320" "width" "192" "height" "64" } "ammo" { "font" "DebugFixed" "character" "A" } "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 -13" Maxs "26 10 -3" } World { Mins "-9 -8 -5" Maxs "28 9 9" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "0" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "Rifle" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_assaultrifle_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_assaultrifle" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.35" "DisplayName" "#L4D_Weapon_AssaultRifle" "DisplayNameAllCaps" "#L4D_Weapon_AssaultRifle_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" "4" "MaxPlayerSpeed" "230" "WeaponType" "rifle" "WeaponPrice" "3100" "WeaponArmorRatio" "1.4" "CrosshairMinDistance" "4" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m4" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "Damage" "70" "Range" "3000" "RangeModifier" "0.97" "GainRange" "1500" // range at which to use a gain curve to fall off to zero "Bullets" "1" "CycleTime" "0.0875" "TimeToIdle" "1.5" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Assault Rifle" "playermodel" "models/w_models/weapons/w_rifle_m16a2.mdl" "viewmodel" "models/v_models/v_rifle.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "50" "primary_ammo" "AMMO_TYPE_ASSAULTRIFLE" "secondary_ammo" "None" "weight" "25" "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" "Rifle.Fire" "shoot_incendiary" "Rifle.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "128" "y" "384" "width" "192" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-10 -2 -13" Maxs "30 10 0" } World { Mins "-8 -9 -6" Maxs "29 9 8" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "0" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "Rifle_AK47" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_smg_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_smg" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.35" "DisplayName" "#L4D_Weapon_Rifle_AK47" "DisplayNameAllCaps" "#L4D_Weapon_Rifle_AK47_CAPS" "NewInL4D2" "1" // 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" "4" "MaxPlayerSpeed" "230" "WeaponType" "rifle" "WeaponPrice" "3100" "WeaponArmorRatio" "1.4" "CrosshairMinDistance" "4" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m4" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "Damage" "120" //was 33 "Range" "3000" "RangeModifier" "0.97" "GainRange" "1500" // range at which to use a gain curve to fall off to zero "Bullets" "1" "CycleTime" "0.0850" "TimeToIdle" "1.5" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Assault Rifle" "playermodel" "models/w_models/weapons/w_rifle_ak47.mdl" "viewmodel" "models/v_models/v_rifle_AK47.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "40" //was 50 "primary_ammo" "AMMO_TYPE_ASSAULTRIFLE" "secondary_ammo" "None" "weight" "25" "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" "AK47.Fire" "shoot_incendiary" "AK47.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet2" "x" "128" "y" "384" "width" "192" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-10 -2 -13" Maxs "30 10 0" } World { Mins "-8 -9 -6" Maxs "29 9 8" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "0" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "Rifle_Desert" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_assaultrifle_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_assaultrifle" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.35" "DisplayName" "#L4D_Weapon_DesertRifle" "DisplayNameAllCaps" "#L4D_Weapon_DesertRifle_CAPS" "NewInL4D2" "1" // 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" "4" "MaxPlayerSpeed" "230" "WeaponType" "rifle" "WeaponPrice" "3100" "WeaponArmorRatio" "1.4" "CrosshairMinDistance" "4" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m4" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "Damage" "100" "Range" "3000" "RangeModifier" "0.97" "GainRange" "1500" // range at which to use a gain curve to fall off to zero "Bullets" "1" "CycleTime" "0.07" "TimeToIdle" "1.5" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Assault Rifle" "playermodel" "models/w_models/weapons/w_desert_rifle.mdl" "viewmodel" "models/v_models/v_desert_rifle.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "60" "primary_ammo" "AMMO_TYPE_ASSAULTRIFLE" "secondary_ammo" "None" "weight" "25" "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" "Rifle_Desert.Fire" "shoot_incendiary" "Rifle_Desert.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet2" "x" "224" "y" "128" "width" "160" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-10 -2 -13" Maxs "30 10 0" } World { Mins "-8 -9 -6" Maxs "29 9 8" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "2" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "0" // valid entries are 0, 1, 2 "ResponseRulesName" "M60" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_assaultrifle_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_assaultrifle" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.35" "DisplayName" "#L4D_Weapon_M60" "DisplayNameAllCaps" "#L4D_Weapon_M60" "NewInL4D2" "1" // 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" "4" "MaxPlayerSpeed" "230" "WeaponType" "rifle" "WeaponPrice" "3100" "WeaponArmorRatio" "1.4" "CrosshairMinDistance" "4" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m4" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "Damage" "150" "Range" "3000" "RangeModifier" "0.97" "GainRange" "1500" // range at which to use a gain curve to fall off to zero "Bullets" "1" "CycleTime" "0.11" "TimeToIdle" "1.5" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "M60" "playermodel" "models/w_models/weapons/w_m60.mdl" "viewmodel" "models/v_models/v_m60.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "1000" "primary_ammo" "AMMO_TYPE_M60" "secondary_ammo" "None" "weight" "25" "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" "M60.Fire" "shoot_incendiary" "M60.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet_dlc1" "x" "0" "y" "0" "width" "256" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-10 -2 -13" Maxs "30 10 0" } World { Mins "-8 -9 -6" Maxs "29 9 8" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "4" "SpreadPerShot" "1" "MaxSpread" "5" "SpreadDecay" "5" "MinDuckingSpread" "0" "MinStandingSpread" "0.8" "MinInAirSpread" "2.5" //increased accuracy "MaxMovementSpread" "1.5" //increased accuracy "PelletScatterPitch" "3.0" //increased accuracy "PelletScatterYaw" "5.0" "ReloadDuration" "0.473" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "1" // valid entries are 0, 1, 2 "ResponseRulesName" "Shotgun_Chrome" // 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" "2.5" "DisplayName" "#L4D_Weapon_PumpShotgun" "DisplayNameAllCaps" "#L4D_Weapon_PumpShotgun_CAPS" "NewInL4D2" "1" // 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" "220" "WeaponType" "shotgun" "WeaponPrice" "1700" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "8" "CrosshairDeltaDistance" "6" "BuiltRightHanded" "1" "PlayerAnimationExtension" "m3s90" "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" "100" // 22 "Range" "3000" "RangeModifier" "0.7" // 0.96 "Bullets" "8" "CycleTime" "0.5" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Pump Shotgun" "playermodel" "models/w_models/weapons/w_pumpshotgun_A.mdl" "viewmodel" "models/v_models/v_shotgun_chrome.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "1" "bucket_position" "0" "clip_size" "6" // custom ammo - adds dismemberment, and full damage on expert to kill infected "primary_ammo" "AMMO_TYPE_PISTOL_MAGNUM" "secondary_ammo" "None" "weight" "20" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "Shotgun_Chrome.Fire" //"reload" "Shotgun.WorldReloadShell" //"reload_pump" "Shotgun.WorldReloadPump" "shoot_incendiary" "Shotgun_Chrome.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet2" "x" "192" "y" "192" "width" "192" "height" "64" } "ammo" { "font" "DebugFixed" "character" "A" } "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 -13" Maxs "26 10 -3" } World { Mins "-9 -8 -5" Maxs "28 9 9" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "3" "SpreadPerShot" "22" "MaxSpread" "5" "SpreadDecay" "6" "MinDuckingSpread" "0" "MinStandingSpread" "0.75" "MinInAirSpread" "2.5" "MaxMovementSpread" "1.5" "PelletScatterPitch" "3.5" "PelletScatterYaw" "8.0" "ReloadDuration" "0.396" "AddonAttachment" "primary" "team" "survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "Shotgun_SPAS" // 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_Shotgun_SPAS" "DisplayNameAllCaps" "#L4D_Weapon_Shotgun_SPAS_CAPS" "NewInL4D2" "1" // 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" "40" "Range" "3000" "RangeModifier" "0.7" "Bullets" "12" "CycleTime" "0.012" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Auto Shotgun" "playermodel" "models/w_models/weapons/w_shotgun_spas.mdl" "viewmodel" "models/v_models/v_shotgun_spas.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.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_Spas.Fire" "shoot_incendiary" "AutoShotgun_Spas.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet2" "x" "256" "y" "64" "width" "128" "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" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "0" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "1" // valid entries are 0, 1, 2 "ResponseRulesName" "SMG" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_smg_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_smg" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_9mm" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.3" "DisplayName" "#L4D_Weapon_SMG" "DisplayNameAllCaps" "#L4D_Weapon_SMG_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" "3" "MaxPlayerSpeed" "250" "WeaponType" "smg" "WeaponPrice" "1500" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "6" "CrosshairDeltaDistance" "2" "BuiltRightHanded" "1" "PlayerAnimationExtension" "mp5" "MuzzleFlashScale" "1.1" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "30" "PenetrationMaxDistance" "0" // none "Damage" "40" "Range" "2500" "RangeModifier" "0.84" "Bullets" "1" "CycleTime" "0.0625" "TimeToIdle" "2" "IdleInterval" "20" // Weapon data is loaded by both the Game and Client DLLs. "printname" "SMG" "playermodel" "models/w_models/weapons/w_smg_uzi.mdl" "viewmodel" "models/v_models/v_smg.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "50" "primary_ammo" "AMMO_TYPE_SMG" "secondary_ammo" "None" "weight" "25" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "SMG.Fire" "shoot_incendiary" "SMG.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet" "x" "0" "y" "384" "width" "128" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "0" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "AddonAttachment" "primary" "Team" "Survivor" "NoiseFactor" "20" // 1 second glow after firing "Tier" "1" // valid entries are 0, 1, 2 "ResponseRulesName" "SMG_Silenced" // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_smg_silenced_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_smg" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_9mm" // Used in the music system when this weapon fires "MusicDynamicSpeed" "0.3" "DisplayName" "#L4D_Weapon_MicroUZI" "DisplayNameAllCaps" "#L4D_Weapon_MicroUZI_CAPS" "NewInL4D2" "1" // 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" "3" "MaxPlayerSpeed" "250" "WeaponType" "smg" "WeaponPrice" "1500" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "6" "CrosshairDeltaDistance" "2" "BuiltRightHanded" "1" "PlayerAnimationExtension" "mp5" "MuzzleFlashScale" "1.1" "CanEquipWithShield" "0" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "30" "PenetrationMaxDistance" "0" // none "Damage" "50" "GainRange" "900" "Range" "2200" "RangeModifier" "0.84" "Bullets" "1" "CycleTime" "0.0625" "TimeToIdle" "2" "IdleInterval" "20" // Weapon data is loaded by both the Game and Client DLLs. "printname" "SMG" "playermodel" "models/w_models/weapons/w_smg_a.mdl" "viewmodel" "models/v_models/v_silenced_smg.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "50" // custom ammo - adds dismemberment, and full damage on expert to kill infected "primary_ammo" "AMMO_TYPE_SMG" "secondary_ammo" "None" "weight" "25" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "single_shot" "SMG_Silenced.Fire" "shoot_incendiary" "SMG_Silenced.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet2" "x" "256" "y" "0" "width" "128" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-10 -4 -13" Maxs "21 9 -1" } World { Mins "-10 -7 -6" Maxs "22 8 9" } } } WeaponData { // Terror-specific Data -------------------- "VerticalPunch" "0" "SpreadPerShot" "0" "MaxSpread" "0" "SpreadDecay" "0" "MinDuckingSpread" "0" "MinStandingSpread" "0" "MinInAirSpread" "0" "MaxMovementSpread" "0" "AddonAttachment" "primary" "Team" "Survivor" "Tier" "2" // valid entries are 0, 1, 2 "ResponseRulesName" "Sniper_Military" // particle muzzle flash effect to play when fired "MuzzleFlashEffect" "weapon_muzzle_flash_huntingrifle_FP" "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_huntingrifle_FP" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_huntingrifle" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_rifle" // Used in the music system when this weapon fires "MusicDynamicSpeed" "3.5" "DisplayName" "#L4D_Weapon_Sniper_Military" "DisplayNameAllCaps" "#L4D_Weapon_Sniper_Military_CAPS" "NewInL4D2" "1" // 360 Terror Data "MaxAutoAimDeflection1" "6.0" "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 ---------------- "MaxPlayerSpeed" "210" "WeaponType" "sniper_rifle" "WeaponPrice" "4200" "WeaponArmorRatio" "1.45" "CrosshairMinDistance" "5" "CrosshairDeltaDistance" "3" "BuiltRightHanded" "1" "PlayerAnimationExtension" "sg550" "MuzzleFlashScale" "1.6" "MuzzleFlashStyle" "CS_MUZZLEFLASH_X" "CanEquipWithShield" "0" "Rumble" "2" // Weapon characteristics: "PenetrationNumLayers" "2" "PenetrationPower" "50" "PenetrationMaxDistance" "0" // none "CharacterPenetrationMaxDistance" "8192" // Shooting through infected is doesn't count against penetration count out to this range "Damage" "200" "Range" "8192" "RangeModifier" "1.0" "Bullets" "1" "CycleTime" "0.0005" "AccuracyDivisor" "-1" "AccuracyOffset" "0" "MaxInaccuracy" "0" "TimeToIdle" "1.8" "IdleInterval" "60" // Weapon data is loaded by both the Game and Client DLLs. "printname" "Sniper Military" "playermodel" "models/w_models/weapons/w_sniper_military.mdl" "viewmodel" "models/v_models/v_sniper_military.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" "Manager" "models/weapons/arms/v_arms_louis.mdl" "Biker" "models/weapons/arms/v_arms_francis.mdl" "TeenGirl" "models/weapons/arms/v_arms_zoey.mdl" "NamVet" "models/weapons/arms/v_arms_bill.mdl" } "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "60" "primary_ammo" "AMMO_TYPE_SNIPERRIFLE" "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" "Sniper_Military.Fire" "special3" "HuntingRifle.Zoom" "shoot_incendiary" "Sniper_Military.FireIncendiary" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "file" "vgui/hud/iconsheet2" "x" "0" "y" "192" "width" "192" "height" "64" } "ammo" { "file" "vgui/hud/iconsheet" "x" "384" "y" "448" "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 "-3 -3 -12" Maxs "40 14 -1" } World { Mins "-7 -8 -3" Maxs "32 9 9" } } }