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SEGA EMPRESS ERIS
Senior Member
Join Date: Sep 2010
Location: THE-MILKY-WAY-GALAXY
Old 12-18-2021 , 07:40   M60.txt file location? like sg552?
Reply With Quote #1

This file.

PHP Code:
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"
    "AddonAttachment"        "primary"
    "Team"                     "Survivor"
    
    "Tier"                    "2"        
// valid entries are 0, 1, 2
    
    
"ResponseRulesName"        "Rifle"
    
    "NewInL4D2"                "1"
    "CSWeapon"                "1"

    
// 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"     "sg552"

    "CanEquipWithShield"        "0"
    
    
    
// Weapon characteristics:
    
"PenetrationNumLayers"        "2"
    "PenetrationPower"            "50"
    "PenetrationMaxDistance"    "0"    
// none

    
"Damage"            "33"
    "Range"                "3000"
    "RangeModifier"            "0.97"
    "GainRange"            "1500"    
// range at which to use a gain curve to fall off to zero
    
"Bullets"            "1"
    "CycleTime"            "0.0825"

    "TimeToIdle"            "2"
    "IdleInterval"            "20"
    
    
// Weapon data is loaded by both the Game and Client DLLs.
    
"printname"            "Assault Rifle"

    "playermodel"            "models/w_models/weapons/w_rifle_sg552.mdl"
    
    "viewmodel"            "models/v_models/v_rif_sg552.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"        "Weapon_SG552.Single"
        "special3"            "CS_Default.Zoom"
        "shoot_incendiary"    "Rifle.FireIncendiary"
    
}

    
// Weapon Sprite data is loaded by the Client DLL.
    
TextureData
    
{
        
"weapon"
        
{
                
"file"        "models/krycek/sg552_by_kry_for_css552/kry552_hud_icon"
                "x"            "0"
                "y"            "0"
                "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"
        
}
    }

For m60.

Anyone have the location and can they post it here?

Thank you.
__________________

Last edited by SEGA EMPRESS ERIS; 12-18-2021 at 20:37.
SEGA EMPRESS ERIS is offline