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Weapon Scripts, special m3

<-MonsterKill->
Группа: <Main Admin>

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Ссылка на Сообщение #1 сообщение 27.1.2010, 20:17
special m3
try this my friend... just copy the script into your css script
CODE
WeaponData
{
"MaxPlayerSpeed" "220"
"WeaponType" "Rifle"
"WeaponPrice" "1700"
"WeaponArmorRatio" "1.0"
"CrosshairMinDistance" "8"
"CrosshairDeltaDistance" "6"
"Team" "ANY"
"BuiltRightHanded" "0"
"PlayerAnimationExtension" "m3s90"
"MuzzleFlashScale" "1.3"

"CanEquipWithShield" "0"


// Weapon characteristics:
"Penetration" "1"
"Damage" "22000000000000000000000"
"Range" "3000"
"RangeModifier" "0.96"
"Bullets" "9"
"CycleTime" "0.5"

// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#Cstrike_WPNHUD_m3"
"viewmodel" "models/weapons/v_shot_m3super90.mdl"
"playermodel" "models/weapons/w_shot_m3super90.mdl"

"anim_prefix" "anim"
"bucket" "0"
"bucket_position" "0"

"clip_size" "13"

"primary_ammo" "BULLET_PLAYER_BUCKSHOT"
"secondary_ammo" "None"

"weight" "20"
"item_flags" "0"

// 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_M3.Single"
special3 Default.Zoom
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "CSweaponsSmall"
"character" "K"
}
"weapon_s"
{
"font" "CSweapons"
"character" "K"
}
"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"
}
}
}
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