WeaponData
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The WeaponData which describes various attributes about a weapon can be found in weapon_[weapon name].txt in the scripts folder.
Here is a list of all attributes and their functions (comments taken from weapon_parse.h), not all attributes have to be specified:
"printname" // Name for showing in HUD, etc. "viewmodel" // View model of this weapon "playermodel" // Model of this weapon seen carried by the player "anim_prefix" // Prefix of the animations that should be used by the player carrying this weapon "bucket" // inventory slot. "bucket_position" // position in the inventory slot. "clip_size" // max primary clip size (-1 if no clip) "clip2_size" // max secondary clip size (-1 if no clip) "primary_ammo" // "primary" ammo type "secondary_ammo" // "secondary" ammo type "default_clip" // amount of primary ammo in the gun when it's created "default_clip2" // amount of secondary ammo in the gun when it's created "weight" // this value used to determine this weapon's importance in autoselection. "flags" // miscellaneous weapon flags
Other possible data which can be nested inside WeaponData is SoundData and TextureData:
SoundData { "reload" "Weapon_Pistol.Reload" "reload_npc" "Weapon_Pistol.NPC_Reload" "empty" "Weapon_Pistol.Empty" "single_shot" "Weapon_Pistol.Single" "single_shot_npc" "Weapon_Pistol.NPC_Single" "special1" "Weapon_Pistol.Special1" "special2" "Weapon_Pistol.Special2" "burst" "Weapon_Pistol.Burst" }
TextureData { "weapon" { "font" "WeaponIcons" "character" "b" } "weapon_s" { "font" "WeaponIconsSelected" "character" "b" } "ammo" { "font" "WeaponIcons" "character" "s" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } }
Here's an example of weapon_shotgun.txt:
// Shotgun WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_Shotgun" "viewmodel" "models/weapons/v_shotgun.mdl" "playermodel" "models/weapons/w_shotgun.mdl" "anim_prefix" "shotgun" "bucket" "3" "bucket_position" "0" "clip_size" "6" "primary_ammo" "Buckshot" "secondary_ammo" "None" "weight" "4" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "Weapon_Shotgun.Empty" "reload" "Weapon_Shotgun.Reload" "special1" "Weapon_Shotgun.Special1" "single_shot" "Weapon_Shotgun.Single" "double_shot" "Weapon_Shotgun.Double" // NPC WEAPON SOUNDS "reload_npc" "Weapon_Shotgun.NPC_Reload" "single_shot_npc" "Weapon_Shotgun.NPC_Single" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "b" } "weapon_s" { "font" "WeaponIconsSelected" "character" "b" } "ammo" { "font" "WeaponIcons" "character" "s" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }