MrBliss
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SteamID32 STEAM_0:0:61817970
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Signed Up October 26, 2017
Last Posted October 26, 2017 at 8:06 AM
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#2 Where can I find weapon script txt files? in Customization

tf_weapon_rocketlauncher_fireball.txt - Flamethrower

WeaponData
{
	// Attributes Base.
	"printname"		"#TF_Weapon_RocketLauncher"
	"BuiltRightHanded"	"0"
	"weight"		"3"
	"WeaponType"		"primary"
	"ITEM_FLAG_NOITEMPICKUP" 	"1"

	// Primary Attributes.
	"Damage"		"90"
	"Range"			"0"
	"BulletsPerShot"	"1"
	"Spread"		"0.0"
	"PunchAngle"		"1.5"
	"TimeFireDelay"		"0.8"
	"TimeIdle"		"0.8"
	"TimeIdleEmpty"		"0.8"
	"TimeReloadStart"	"0.1"
	"TimeReload"		"0.83"
	"primary_ammo"		"TF_AMMO_PRIMARY"
	"ProjectileType"	"tf_projectile_balloffire"
	"HasTeamSkins_Viewmodel"	"1"

	// Secondary Attributes.
	"secondary_ammo"	"None"

	// Buckets.
	"bucket"		"0"
	"bucket_position"	"0"	

	"ExplosionEffect"		"ExplosionCore_wall"
	"ExplosionPlayerEffect"		"ExplosionCore_MidAir"
	"ExplosionWaterEffect"		"ExplosionCore_MidAir_underwater"

	"ExplosionSound"	"BaseExplosionEffect.Sound"

	// Muzzleflash
	"MuzzleFlashParticleEffect" "muzzle_dragons_fury"

	// Animation.
	//"viewmodel"     -viewmodel is now defined in _items_main.txt
	//"playermodel"   -playermodel is now defined in _items_main.txt
	"anim_prefix"		"gl"

	// Sounds.
	// Max of 16 per category (ie. max 16 "single_shot" sounds).
	SoundData
	{
		"single_shot"	"Weapon_RPG.Single"
		"double_shot"	"Weapon_FlameThrower.AirBurstAttack"
//		"reload"		"Weapon_RPG.WorldReload"
		"burst"			"Weapon_RPG.SingleCrit"	
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"sprites/bucket_rl"
				"x"		"0"
				"y"		"0"
				"width"		"200"
				"height"		"128"
		}
		"weapon_s"
		{	
				"file"		"sprites/bucket_rl"
				"x"		"0"
				"y"		"0"
				"width"		"200"
				"height"		"128"
		}
		"ammo"
		{
				"file"		"sprites/a_icons1"
				"x"		"55"
				"y"		"60"
				"width"		"73"
				"height"	"15"
		}
		"crosshair"
		{
				"file"	"vgui/replay/thumbnails/circle"
				"x"		"0"
				"y"		"0"
				"width"		"64"
				"height"	"64"
		}
		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"		"0"
				"y"		"48"
				"width"		"24"
				"height"	"24"
		}
	}
}

tf_weapon_rocketpack.txt - Jetpack

	WeaponData
{
	// Attributes Base.
	"printname"			"#TF_Weapon_RocketPack"
	"BuiltRightHanded"		"0"
	"MeleeWeapon"			"1"
	"weight"				"1"
	"WeaponType"			"melee"
	"ITEM_FLAG_NOITEMPICKUP" 	"1"

	// Attributes TF.
	"Damage"				"35"
	"TimeFireDelay"			"0.5"
	"TimeIdle"				"5.0"

	// Ammo & Clip
	"primary_ammo"			"TF_AMMO_GRENADES1"
	"secondary_ammo"		"None"
	clip_size				"-1"
	default_clip			"2"

	// Buckets.	
	"bucket"				"1"
	"bucket_position"		"0"

	// Model & Animation
	"viewmodel"			"models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
	"playermodel"			"models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"

	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
	SoundData
	{
		"melee_miss"		"Weapon_FireAxe.Miss"
		"melee_hit"			"Weapon_FireAxe.HitFlesh"
		"melee_hit_world"	"Weapon_FireAxe.HitWorld"
		"burst"				"Weapon_FireAxe.MissCrit"
	}

	// Weapon Sprite data is loaded by the Client DLL.
	TextureData
	{
		"weapon"
		{
				"file"		"sprites/bucket_fireaxe"
				"x"		"0"
				"y"		"0"
				"width"		"200"
				"height"		"128"
		}
		"weapon_s"
		{	
				"file"		"sprites/bucket_fireaxe"
				"x"		"0"
				"y"		"0"
				"width"		"200"
				"height"		"128"
		}

		"ammo"
		{
				"file"		"sprites/a_icons1"
				"x"		"55"
				"y"		"60"
				"width"		"73"
				"height"	"15"
		}

		"crosshair"
		{
				"file"	"vgui/replay/thumbnails/sniper"
				"x"		""
				"y"		"0"
				"width"		"64"
				"height"	"64"
		}	

		"autoaim"
		{
				"file"		"sprites/crosshairs"
				"x"		"0"
				"y"		"48"
				"width"		"24"
				"height"	"24"
		}
	}
}
posted about 6 years ago