Descriere: Face ak-47 un tapping gun . Aveti detalli aici
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WeaponData
{
// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_assaultrifle"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_assaultrifle"
"HeatEffect" "weapon_muzzle_smoke"
"HeatPerShot" "0.3"
"AddonScale" "0.90"
"AddonLocation" "primary_rifle"
// model for the shell casing to eject when we fire bullets
"EjectBrassEffect" "weapon_shell_casing_rifle"
// the tracer particle effect and frequency
"TracerEffect" "weapon_tracers_assrifle"
// 0 = never, 1 = every shot, 2 = every other, etc
"TracerFrequency" "3"
"MaxPlayerSpeed" 215
"WeaponType" "Rifle"
"FullAuto" 1
"WeaponPrice" "500"
"WeaponArmorRatio" "1.55"
"KillAward" "300"
"CrosshairMinDistance" "4"
"CrosshairDeltaDistance" "4"
"Team" "TERRORIST"
"BuiltRightHanded" "1"
"PlayerAnimationExtension" "ak"
"CanEquipWithShield" "0"
// Weapon characteristics:
"Penetration" "9"
"Damage" "999"
"Range" "9999"
"RangeModifier" "9.99"
"Bullets" "2"
"CycleTime" "0.1"
"TimeToIdle" "1.9"
"IdleInterval" "20"
FlinchVelocityModifierLarge 0.40
FlinchVelocityModifierSmall 0.55
// accuracy model parameters
"Spread" 5.75
"InaccuracyCrouch" 8.50
"InaccuracyStand" 9.25
"InaccuracyJump" 6.999
"InaccuracyLand" 8.875
"InaccuracyLadder" 100.69
"InaccuracyFire" 7.99
"InaccuracyMove" 250.99
"RecoveryTimeCrouch" 0.999999
"RecoveryTimeStand" 0.999999
"RecoilAngle" 0
"RecoilAngleVariance" 70
"RecoilMagnitude" 30
"RecoilMagnitudeVariance" 0
"RecoilSeed" 223
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#SFUI_WPNHUD_AK47"
"viewmodel" "models/weapons/v_rif_ak47.mdl"
"playermodel" "models/weapons/w_rif_ak47.mdl"
"anim_prefix" "anim"
"bucket" "0"
"bucket_position" "0"
"clip_size" "999"
"default_clip" "-1"
"default_clip2" "-1"
"primary_ammo" "BULLET_PLAYER_762MM"
"secondary_ammo" "None"
"weight" "25"
"item_flags" "0"
"rumble" "4"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "Weapon_SCAR20.Single"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
//Weapon Select Images
"weapon"
{
"font" "CSweaponsSmall"
"character" "B"
}
"weapon_s"
{
"font" "CSweapons"
"character" "B"
}
"ammo"
{
"font" "CSTypeDeath"
"character" "V"
}
"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 "-9 -3 -13"
Maxs "30 11 0"
}
World
{
Mins "-9 -9 -9"
Maxs "30 9 7"
}
}
}Sursa (Link-ul oficial):
GameBanana

