WeaponData
{
// Terror-specific Data --------------------
"SpreadPerShot" "20"----射击偏离准心的程度,数值越低越准。
"MaxSpread" "5"----准心最大扩散程度,数值越低扩散越小。
"SpreadDecay" "5"----准心扩散衰减程度。
"MinDuckingSpread" "0"----下蹲时准心扩散程度,数值越低扩散越小。
"MinStandingSpread" "0.8"----站立时准心扩散程度,数值越低扩散越小。
"MinInAirSpread" "2.5"----空中准心扩散程度,数值越低扩散越小。
"MaxMovementSpread" "1.5"----移动时准心扩散程度,数值越低扩散越小。
"PelletScatterPitch" "4.0" //increased accuracy
"PelletScatterYaw" "8.5" //decreased accuracy
"ReloadDuration" "0.396"----装弹速度,对散弹作用不大。
"AddonAttachment" "primary"
"team" "survivor"
"Tier" "2" // valid entries are 0, 1, 2
"ResponseRulesName" "AutoShotgun"
// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_shotgun_FP"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_autoshotgun"
// model for the shell casing to eject when we fire bullets
"EjectBrassEffect" "weapon_shell_casing_shotgun"
// Used in the music system when this weapon fires
"MusicDynamicSpeed" "1.5"
"DisplayName" "#L4D_Weapon_AutoShotgun"
"DisplayNameAllCaps" "#L4D_Weapon_AutoShotgun_CAPS"
// 360 Terror Data
"MaxAutoAimDeflection1" "10.0"
"MaxAutoAimRange1" "0"
//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.
//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
"WeaponAutoAimScale" "1.0"
// End Terror-specific Data ----------------
"Rumble" "5"----开时候的噪音,数值越大吸引僵尸越多。昆虫标本制作
"MaxPlayerSpeed" "240"----持最大移动速度,数值越大速度越快。
"WeaponType" "shotgun"
"WeaponPrice" "3000"
"WeaponArmorRatio" "1.0"
"CrosshairMinDistance" "9"----准心的直径,越小越好。
"CrosshairDeltaDistance" "4"----开火时准心的扩散程度,数值越低扩散越小。
"Team" "ANY"
"BuiltRightHanded" "1"----左右手。1代表右手,0代表左手。
"PlayerAnimationExtension" "xm1014"
"MuzzleFlashScale" "1.3"
"CanEquipWithShield" "0"
// Weapon characteristics:
"PenetrationNumLayers" "2"----穿透物体的层数,数值越高穿透层数越多。
"PenetrationPower" "30"----穿透过后子弹的威力,默认值为30%,数值高穿透威力越大。
"PenetrationMaxDistance" "500"----最大穿透距离,数值越高穿透距离越远。
"CharacterPenetrationMaxDistance" "300"----角穿透距离,数值越高穿透距离越远。(僵尸不是用这个计
算的)
"Damage" "23"----武器单发威力,数值越高威力越大,高难度下可能会一发子弹误杀队友。
"Range" "3000"----子弹飞行距离,数值越高飞得越远。
"RangeModifier" "0.7"----距离修正值,默认值为0.7,也就是说在射击距离内,威力的衰减值为70%,如果改成1.0,则没有威力衰减。
"Bullets" "11"----一次射击的子弹数量,数值越高子弹数越多,但对显卡的负荷较大。
"CycleTime" "0.15"----射速,数值越低射速越快,对散弹作用不大。
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "Auto Shotgun"
"playermodel" "models/w_models/weapons/w_autoshot_m4super.mdl"
"viewmodel" "models/v_models/v_autoshotgun.mdl"
"CharacterViewmodelAddon"
{
"Coach" "models/weapons/arms/v_arms_coach_new.mdl"
"Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl"
"Producer" "models/weapons/arms/v_arms_producer_new.mdl"
"Gambler" "models/weapons/arms/v_arms_gambler_new.mdl"
"Manager" "models/weapons/arms/v_arms_louis.mdl"
"Biker" "models/weapons/arms/v_arms_francis.mdl"
"TeenGirl" "models/weapons/arms/v_arms_zoey.mdl"
"NamVet" "models/weapons/arms/v_arms_bill.mdl"
比较好的号id号}
"anim_prefix" "anim"
"bucket" "0"----武器位置。0代表主武器位置,1代表近身武器和手位置,2代表投掷武器位置,3代表急救包以及爆炸燃烧铁盒的位置,4代表止痛药和肾上腺素的位置,5代表油桶等物品的位置。修改此项可以将主武器移至副武器甚至是投掷武器的位置,以达到装备多把主武器的效果。如果将数值改为6-9中任意一个,则地图中不会刷出该武器(一些特定的地点除外),并且需要使用滑轮拿出该武器。
"bucket_position" "0"----武器位置,要和bucket的数值一样。
"clip_size" "10"----载弹量,数值越高载弹越多。
"primary_ammo" "AMMO_TYPE_AUTOSHOTGUN"----武器使用的子弹类型,这里是AUTOSHOTGUN,说明使用autoshotgun的子弹,如果改成其他子弹,备弹量和武器效果会发生变化。以下是几种子弹的说明:
1.PISTOL----手子弹,效果:无限后备弹量。
2.PISTOL_MAGNUM----马格南手子弹,效果:无限后备弹量+任何难度小僵尸一击必杀。
3.SMG----子弹,效果:后备弹量为650发。
4.ASSAULTRIFLE----步子弹,效果:后备弹量为360发。
5.SNIPERRIFLE和HUNTINGRIFLE----狙击子弹,效果:后备弹量为180发+穿透。
6.SHOTGUN----单发散弹子弹,效果:后备弹量为56发。
7.AUTOSHOTGUN----连发散弹子弹,效果:后备弹量为90发。
8.M60----M60机子弹,效果:后备弹量为150发+击碎小僵尸。
9.GRENADELAUNCHER----榴弹发射器子弹,效果:后备弹为30发+击碎小僵尸+击退特殊感染者+击退tank+击退witch(需要造成一定伤害)。
"se
condary_ammo" "None"
"weight" "20"
"item_flags" "0"
"LoadoutSlots" "2"滕王阁序全篇
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
中国最冷的地方是什么地方{
"single_shot" "AutoShotgun.Fire"
"shoot_incendiary" "AutoShotgun.FireIncendiary"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "vgui/hud/iconsheet"
"x" "0"
"y" "448"
"width" "192"
"height" "64"
}
"ammo"
{不雅照全集
"file" "vgui/hud/iconsheet2"
"x" "0"
"y" "128"
"width" "64"
"height" "64"
}
"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"
陈翔六点半球球漏罩
Maxs "29 10 0"
}
World
{
Mins "-4 -8 -4"
Maxs "30 8 6"
}
}
}
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