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WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"viewmodel" "models/weapons/exiles/v_crowbar.mdl"
"playermodel" "models/weapons/exile2/w_crowbar.mdl"
// this prefix will be used and fixed by customguns if this gun is custom
// more prefixes can be found in weapon scripts files
"anim_prefix" "crowbar"
"clip_size" "-1"
"primary_ammo" "None"
"secondary_ammo" "None"
"autoswitchto" "0"
"autoswitchfrom" "0"
SoundData
{
"single_shot" "Weapon_Crowbar.Single"
"melee_hit" "Weapon_Crowbar.Melee_Hit"
"melee_hit_world" "Weapon_Crowbar.Melee_HitWorld"
}
"CustomGunsPluginData"
{
"name" "Shovel"
// mdl or vmt for selection menu
"model" "models/weapons/exiles/w_crowbar.mdl"
// make the gun usable only by admins who have this flag(s), or -1 to alow everyone to use the gun
"admin_level" "-1"
// add this gun to player's inventory on spawn?
"give_on_spawn" "1"
// add this gun to player's inventory when he equips this weapon
"give_with_weapon" ""
// binds to this weapon, auto switching when player selects it; if set, both weapons should use the same ammo type and give_with_weapon should be set the same as this!
"bind_to_weapon" ""
// if 1, does not disappear from inventory when player drops the physical weapon or is stripped from weapons; recommended for admin weapons or weapons given on spawn
"persistent" "1"
// weapon_type - possible values:
// bullet - (default) Standard bullet weapon, uses clip sizes and ammo type defined above
// throwable - Throws something away from the player - grenades, molotovs, ..
// custom - Custom coded weapon
"weapon_type" "custom"
"custom_settings"
{
// * If set to 1, this custom gun will use game-defined ammo type (set above) and behavior instead of plugin managed ammo.
// * Fire functions will be managed by game, so they won't be called when the weapon runs out of ammo.
// * Use with CG_RemovePlayerAmmo() native
//
// ** Setting this to 0 will allow you to manage ammo ("m_iClip1" value) yourself via plugin. This overrides ammotype to an unknown value.
// ** Fire functions will always be called when the weapon is ready to fire, without any ammo checks. Also set this to 0 if your weapon doesn't use ammo.
// ** Set "primary_ammo" other than "None" to enable HUD ammo display.
"uses_game_ammo" "0"
}
"download"
{
}
}
}
Any help or a sourcepython scripts would be great. (the kill power i would like to be same as the crowbar please). thank you and have a great day.