Talk:Weapon script

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Cycle Time

In, m_flCycleTime = pKeyValuesData->GetFloat( "CycleTime", 0.15 ); what's that cycletime? Is .15 15% of 1 second or what? Banaticus -- BAH 08:36, 17 June 2010 (UTC)

Seconds seem sensible doesn't it? 0.15 = 150ms --TomEdwards 19:14, 17 June 2010 (UTC)

Server/client weapon attributes sync

How can I control which attributes will be synchronized between server and client, and which ones won't?

In my tests, changes to MyModWeaponData were being replicated to clients, but if I changed something from FileWeaponInfo_t, let's say iSlot, it doesn't get replicated to clients.

Seta00 03:53, 11 September 2010 (UTC)

You'll need to network vars that aren't replicated yourself through the normal channels. It makes total sense that iSlot shouldn't be part of Valve's datatables. :-) --TomEdwards 10:49, 11 September 2010 (UTC)

Is it possible to use Weapon scripts to turn basehlcombatweapon into a new weapon?

So I tried making a file named basehlcombatweapon.txt in Half-Life 2/hl2/scripts, this is a copy of weapon_357.txt, this made the otherwise nonfunctional weapon into a 357 that doesn't have the sniper-worthy accuracy and fires too fast. Is it possible that, if we copy a .cpp file and rename it to basehlcombatweapon.txt, we can make new weapons?