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// Alien Swarm Autogun WeaponData { // Weapon data is loaded by both the Game and Client DLLs.

"printname" "#asw_weapon_autogun" "viewmodel" "models/weapons/autogun/autogun.mdl" "playermodel" "models/weapons/autogun/autogun.mdl" "anim_prefix" "ar2" "bucket" "0" "bucket_position" "0" "clip_size" "default_clip" "clip2_size" "default_clip2" "primary_ammo" "secondary_ammo" "weight" "item_flags" // asw properties "reload_time" "base_damage" "fire_rate" "equipicon" "equiplongname" "equipdescription1" "attributestext" "RequiresSpecialWeapons" "Unique" "2.0" "7" "0.05" "swarm/EquipIcons/EquipAutogun" "GAU-19" "FU***** FAST FIRING" "#asw_weapon_autogun_attributes" "0" "0" "250" "250" "250" "250" "ASW_AG" "None" "5" "0"

// flinching "FlinchChance" "0.20" // "StoppingPowerFlinchBonus" "0.30" "StoppingPowerFlinchBonus" "0.30" // which ammo elements this weapon should display on the hud "ShowBulletsOnHUD" "1" "ShowClipsOnHUD" "1" "ShowGrenadesOnHUD" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { "empty" "ASW_Weapon.Empty" "special3" "ASW_Weapon.Reload3" // weapon switch "single_shot" "ASW_Weapon_Autogun.SingleFP" // sound for locally controlled marine "single_shot_npc" "ASW_Weapon_Autogun.Single" // sound for other marines } }

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