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CS:GO Alpha [March 23 2011] - weapon_stryker

Flamewalker

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CS:GO Alpha [March 23 2011] - weapon_stryker

146 просмотров · 3 недели назад
Flamewalker
12 подписчиков
146 просмотров · 3 недели назад
Quick demonstration of the Stryker shotgun from the 2011 23rd of March build. It was cut from the next build. weapon_stryker.txt WeaponData { // particle muzzle flash effect to play when fired "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_autoshotgun" "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun" "HeatEffect" "weapon_muzzle_smoke" "HeatPerShot" "1.5" // model for the shell casing to eject when we fire bullets "EjectBrassEffect" "weapon_shell_casing_shotgun" "MaxPlayerSpeed" 210 "WeaponType" "Shotgun" "FullAuto" 1 "WeaponPrice" "3200" "WeaponArmorRatio" "1.2" "CrosshairMinDistance" "9" "CrosshairDeltaDistance" "4" "Team" "ANY" "BuiltRightHanded" "0" "PlayerAnimationExtension" "xm1014" "CanEquipWithShield" "0" // Weapon characteristics: "Penetration" 1 "Damage" 24 "Range" 3000 "RangeModifier" 0.70 "Bullets" 9 "CycleTime" 0.35 // accuracy model parameters "Spread" 40.00 "InaccuracyCrouch" 7.50 "InaccuracyStand" 10.00 "InaccuracyJump" 0.810 "InaccuracyLand" 0.243 "InaccuracyLadder" 81.00 "InaccuracyFire" 24.29 "InaccuracyMove" 37.80 "RecoveryTimeCrouch" 0.394729 "RecoveryTimeStand" 0.552620 "RecoilAngle" 0.0 "RecoilAngleVariance" 10.0 "RecoilMagnitude" 10 "RecoilMagnitudeVariance" 1 // Weapon data is loaded by both the Game and Client DLLs. "printname" "#Cstrike_WPNHUD_xm1014" "viewmodel" "models/weapons/v_shot_xm1014.mdl" "playermodel" "models/weapons/w_shot_xm1014.mdl" "anim_prefix" "anim" "bucket" "0" "bucket_position" "0" "clip_size" "12" "primary_ammo" "BULLET_PLAYER_BUCKSHOT" "secondary_ammo" "None" "weight" "20" "item_flags" "0" "rumble" "5" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { //"reload" "Default.Reload" //"empty" "Default.ClipEmpty_Rifle" "single_shot" "Weapon_XM1014.Single" special3 Default.Zoom } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "CSweaponsSmall" "character" "]" } "weapon_s" { "font" "CSweapons" "character" "]" } "ammo" { "font" "CSTypeDeath" "character" "J" } "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" } } }