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[Request]ADS/Iron Sights Plug In


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Teh6thMessenger
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Join Date: Mar 2013
Old 03-04-2013 , 06:10   [Request]ADS/Iron Sights Plug In
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Well, i'm requesting simply for a source mod; that allows firearms without scopes to aim down sights or use iron-sights. A lot of people wanted ironsights in L4D2, or so i've heard.

With commands that can be readily changed on the console, so skins downloaded can also be calibrated to use iron sights.

Weapon specific:

> sm_ironsights_(weapon)_right "0.00" // Calibrates right movement value. Capable of two decimals.

> sm_ironsights_(weapon)_up "0.00" // Calibrates up movement value. Capable of two decimals.

> sm_ironsights_(weapon)_forward "0.00" // Calibrates forward movement value. Capable of two decimals.

> sm_ironsights_(weapon)_fov "0.00" // Calibrates fov movement value. Capable of two decimals.

> sm_ironsights_(weapon)_AdjustAccuracy "0.01" //Multiplier of spread, 1 is 100%, 0.1 is 10% which is more accurate. It affects the maximum spread, the spread decay, spread-per shot.

> sm_ironsights_(weapon)_AdjustRecoil "0.01" // Multiplier of recoil, basically the vertical punch.

> sm_ironsights_(weapon)_movespeedpercent "1.0" //Multiplier of movementspeed when using ironsights, value of "-1" will allow the value below to be used instead.

> sm_ironsights_(weapon)_movespeed "250" //Sets the movement speed when using ironsights. If movementspeed percent is "-1" then this value is used instead.

> sm_ironsights_(weapon)_turnspeed "0.3" //Multiplier of the turn speed while in ironsights, 1.00 is 100% and 0.3 is 30%, lower value means lower turn speed.

> sm_ironsights_(weapon)_AdjustFireSpeed "1.0" //Sets the new attack interval during ironsights mode. (0.1 = 600RPM, 0.05 = 1200RPM) Use "-1" to use the default attack speed.

> sm_ironsights_(weapon)_AddDamage "0" //Value of added damage per bullet while in ironsights.

> sm_ironsignts_(weapon)_attackturnoff "0" //Sets if ironsights will be turned off after firing; used for shotguns, or long-rifles.

> sm_ironsignts_(weapon)_reloadturnoff "1" //Sets if ironsights will be turned off when weapon is reloading.

> sm_ironsights_(weapon)_is_scoped "0,1,2" //Sets if weapon can be used with iron-sights or not, value of 2 will allow the view to move towards the scope, and then activate the scope after doing so.

> sm_ironsights_turnonspeed "0.00" //Duration of moving to and from ironsights modes, value is of second-mark, 60.00 is 1 minute.

> sm_ironsights_weapon_autoaim "1" //Sets if when ironsights is activated while pointing on a nearby unit, the computer automatically locks at a nearby target, or higher priority such as special infected.

> sm_ironsights_autoaimradius "5" //The radius of the area where autoaim can be attained, best if the same value as the spread. Use "-1" to allow it to use the maximum spread as radius.

Global:

> sm_ironsights_nocrosshair "1" //Sets if during ironsights, crosshairs are not seen. Use "2" if 50% transparency use "3" for 25.0% transparency.

> sm_ironsights_toggle "1" //Sets if ironsights mode is toggled or held.

> sm_ironsights_key "z" //Sets the key for ironsights.

> sm_ironsights_allowed "1" //Sets if this mod is usable during gameplay.

> sm_ironsights_hipfireaccuracy "1.00" //Multiplier of spread, 1 is 100%, 0.1 is 10% which is more accurate. It affects the maximum spread, the spread decay, spread-per shot. This affects all firearms in general, and it is supposed to make hip-firing harder, giving them more reason to use iron-sights.

> sm_ironsights_hipfirerecoil "1.00" //Multiplier of recoil, basically the vertical punch. It affects all weapon; making the guns normally harder to use while on hipfire, giving them more reason to use iron-sights.

Basically how L4D2 ADS goes is just similar to SMOD where camera view shifts and your accuracy will be significantly better. Simmilar to this: http://www.youtube.com/watch?v=Rw7yobJLRUo

Thanks ^_^
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Last edited by Teh6thMessenger; 03-08-2013 at 06:52.
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