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"
}
}
}