Burst Fire as Primary fire ?

Obsidian General.
Post Reply
fustrun
prop_static
prop_static
Posts: 92
Joined: Fri Sep 11, 2009 8:23 am

Burst Fire as Primary fire ?

Post by fustrun »

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 ?
fustrun
prop_static
prop_static
Posts: 92
Joined: Fri Sep 11, 2009 8:23 am

Re: Burst Fire as Primary fire ?

Post by fustrun »

Nevermind, got it.
MaestraFénix
Team Member
Team Member
Posts: 2470
Joined: Mon May 10, 2010 11:50 am
Location: Spain
Contact:

Re: Burst Fire as Primary fire ?

Post by MaestraFénix »

fustrun wrote:Nevermind, got it.
If you could post the script it will be very helpful for someone that tries make the same.
Click on my photo to add me into your friends in Steam
Image
Steam photos | Steam videos

Image
fustrun
prop_static
prop_static
Posts: 92
Joined: Fri Sep 11, 2009 8:23 am

Re: Burst Fire as Primary fire ?

Post by fustrun »

Noted, happy to help, here it is :)

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"
	}
}

Post Reply