Current weapon_scripted availible script values.
Current weapon_scripted availible script values.
Only a weapon_scripted with a designated script file can use these advanced values in the script file itself. All values should be included in the scripts Advanced block.
Please Note: Weapon types that currently work are: none, Basic Bullet, Burst, and grenade. The others will be added to the next patch. Sorry for the inconvenience.
**Primary Attack**
FireType1 : This is the firetype for Primary Fire. ( 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp )
FireRate1 : Rate of Weapons Fire for Primary Fire. ( Not for laser or warp )
FastFire1 : Allow a refire as fast as the player can click, Basic Bullet Only. Good for pistols, basically like the hl2 pistol.
FireUnderWater1 : Primary Fire Allowed Underwater?
These options are for Primary Burst Fire. Amount is how many bullets fired per burst, time is how long between each burst. 1 = 1 second, 0.05 is a good number for time.
BurstAmount1
BetweenBurstTime1
**Secondary Attack**
FireType2 : This is the firetype for Secondary Fire. ( 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope, 8 = grenade )
FireRate2 : Rate of Weapons Fire for Secondary Fire. ( Not for laser or warp )
FastFire2 : Allow a refire as fast as the player can click, Basic Bullet Only. Good for pistols, basically like the hl2 pistol.
FireUnderWater2 : Secondary Fire Allowed Underwater?
These options are for Secondary Burst Fire. Amount is how many bullets fired per burst, time is how long between each burst. 1 = 1 second, 0.05 is a good number for time.
BurstAmount2
BetweenBurstTime2
SecondaryAmmoUsed : This will force the weapon to use its secondary ammo type. Only good for nades and such.
**Global Weapon Settings**
NumberOfRecoilAnims : Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations. ( Only if a weapon has recoil animations, )
RecoilIncrementSpeed : Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
PlayerAnimationSet : This is the player animation set that will be used on all players you view ingame. ( 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 )
GrenadeDamage : Grenade Damage.
GrenadeRadius : The radius of a sphere, all objects inside will be damaged by the value of the Grenade Damage.
TracerType : Tracer type, the effect of the bullet wizzing through the air. ( 0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat )
TracerFrequency : How often the wizz effect will be created.
ImpactEffect : Bullet Impact Effect, the effect where the bullet hits. ( 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter )
Please Note: Weapon types that currently work are: none, Basic Bullet, Burst, and grenade. The others will be added to the next patch. Sorry for the inconvenience.
**Primary Attack**
FireType1 : This is the firetype for Primary Fire. ( 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp )
FireRate1 : Rate of Weapons Fire for Primary Fire. ( Not for laser or warp )
FastFire1 : Allow a refire as fast as the player can click, Basic Bullet Only. Good for pistols, basically like the hl2 pistol.
FireUnderWater1 : Primary Fire Allowed Underwater?
These options are for Primary Burst Fire. Amount is how many bullets fired per burst, time is how long between each burst. 1 = 1 second, 0.05 is a good number for time.
BurstAmount1
BetweenBurstTime1
**Secondary Attack**
FireType2 : This is the firetype for Secondary Fire. ( 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope, 8 = grenade )
FireRate2 : Rate of Weapons Fire for Secondary Fire. ( Not for laser or warp )
FastFire2 : Allow a refire as fast as the player can click, Basic Bullet Only. Good for pistols, basically like the hl2 pistol.
FireUnderWater2 : Secondary Fire Allowed Underwater?
These options are for Secondary Burst Fire. Amount is how many bullets fired per burst, time is how long between each burst. 1 = 1 second, 0.05 is a good number for time.
BurstAmount2
BetweenBurstTime2
SecondaryAmmoUsed : This will force the weapon to use its secondary ammo type. Only good for nades and such.
**Global Weapon Settings**
NumberOfRecoilAnims : Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations. ( Only if a weapon has recoil animations, )
RecoilIncrementSpeed : Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
PlayerAnimationSet : This is the player animation set that will be used on all players you view ingame. ( 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 )
GrenadeDamage : Grenade Damage.
GrenadeRadius : The radius of a sphere, all objects inside will be damaged by the value of the Grenade Damage.
TracerType : Tracer type, the effect of the bullet wizzing through the air. ( 0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat )
TracerFrequency : How often the wizz effect will be created.
ImpactEffect : Bullet Impact Effect, the effect where the bullet hits. ( 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter )
Last edited by skidz on Wed Jan 17, 2007 10:13 pm, edited 1 time in total.
That could be useful if someone sometime in the future wants to create a pure grenade launcher. Can't you make it possible to enable it to fire normal grenades and maybe rockets as well?skidz wrote:Warp is going to be a beam like the egon beam, I haven't finished it yet. Grenade was only setup on the secondary fire, if you want I will include it on the primary as well.Oniyuri wrote:Cool, but what does warp do (in detail).
Btw, why can't you have grenade as primary fire?
- Mr. Someguy
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- Mr. Someguy
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Sweet! Thanks for the tutorial!
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
- Mr. Someguy
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