Burst Fire as Primary fire ?
Burst Fire as Primary fire ?
I have a custom weapon scripted to fire burst as primary and semi as secondery and when i try to fire a burst it dosent fire or fires one bullet in a a very high fire rate, but if i switch between them "firetype1" - "firetype2" the burst is working great as secondary and the primary works great as semi . . is this a known issue ?
Re: Burst Fire as Primary fire ?
Nevermind, got it.
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Re: Burst Fire as Primary fire ?
If you could post the script it will be very helpful for someone that tries make the same.fustrun wrote:Nevermind, got it.
Re: Burst Fire as Primary fire ?
Noted, happy to help, here it is ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
Code: Select all
"WeaponData"
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "M16A4"
"viewmodel" "models/weapons/v_rif_famas.mdl"
"playermodel" "models/weapons/w_rif_famas.mdl"
"anim_prefix" "ar2"
"bucket" "6"
"bucket_position" "1"
"clip_size" "30"
"clip2_size" "0"
"default_clip" "30"
"default_clip2" "0"
"primary_ammo" "ar2"
"secondary_ammo" "None"
"weight" "5"
"item_flags" "0"
"BuiltRightHanded" "0"
"AllowFlipping" "1"
"csviewmodel" "1"
"ironsightoffset"
{
"x" "-2.50" //-4.2 -Closer +Further
"y" "2.28" //4.37 -Right +Left
"z" "0.49" //2.9 -Down +Up
"xori" "0.7" // +Lower -Upper
}
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
"SoundData"
{
"reload_npc" "Weapon_AR2.NPC_Reload"
"empty" "Default.ClipEmpty_Rifle"
"single_shot" "Weapon_famas.Single"
"single_shot_npc" "Weapon_famas.Single"
"special1" "Weapon_famas.Single"
}
// Weapon Sprite data is loaded by the Client DLL.
"TextureData"
{
"weapon"
{
"font" "CSWeaponIcons"
"character" "t"
}
"weapon_s"
{
"font" "CSWeaponIconsSelected"
"character" "t"
}
"ammo"
{
"font" "WeaponIcons"
"character" "u"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
"Advanced" // only for Weapon_Scripted
{
// **Primary Attack**
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
"FireType1" "2"
"BurstAmount1" "3"
"BetweenBurstTime1" "0.07"
// Rate of Weapons Fire ( Not for laser or warp )
"FireRate1" "0.5"
// Allow a refire as fast as the player can click, Basic Bullet Only.
"FastFire1" "0"
// Allow Fire Underwater?
"FireUnderWater1" "0"
// For Bullet accuracy
"FireCone1" "1" // Starting Value ( 0-20 )
"FireConeLerp1" "1" // Bool
"FireConeLerpto1" "5" // Value to lerp accuracy too ( 0-20 )
// **Secondary Attack**
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
"FireType2" "0"
// Rate of Weapons Fire ( Not for laser or warp )
"FireRate1" "0.11"
// Allow a refire as fast as the player can click, Basic Bullet Only.
"FastFire1" "0"
// Allow Fire Underwater?
"FireUnderWater1" "0"
// For Bullet accuracy
"FireCone1" "2" // Starting Value ( 0-20 )
"FireConeLerp1" "1" // Bool
"FireConeLerpto1" "5" // Value to lerp accuracy too ( 0-20 )
// **Global Weapon Settings**
// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
// ( Only if a weapon has recoil animations, Not for laser or warp )
"NumberOfRecoilAnims" "0"
// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
"RecoilIncrementSpeed" "1"
// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
// This is the player animation set that will be used on all players you view ingame.
"PlayerAnimationSet" "2"
}
}