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Current weapon_scripted availible script values.

Posted: Wed Jan 17, 2007 10:08 pm
by skidz
Only a weapon_scripted with a designated script file can use these advanced values in the script file itself. All values should be included in the scripts Advanced block.

Please Note: Weapon types that currently work are: none, Basic Bullet, Burst, and grenade. The others will be added to the next patch. Sorry for the inconvenience.

**Primary Attack**


FireType1 : This is the firetype for Primary Fire. ( 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp )

FireRate1 : Rate of Weapons Fire for Primary Fire. ( Not for laser or warp )

FastFire1 : Allow a refire as fast as the player can click, Basic Bullet Only. Good for pistols, basically like the hl2 pistol.

FireUnderWater1 : Primary Fire Allowed Underwater?

These options are for Primary Burst Fire. Amount is how many bullets fired per burst, time is how long between each burst. 1 = 1 second, 0.05 is a good number for time.
BurstAmount1
BetweenBurstTime1

**Secondary Attack**

FireType2 : This is the firetype for Secondary Fire. ( 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 7 = scope, 8 = grenade )

FireRate2 : Rate of Weapons Fire for Secondary Fire. ( Not for laser or warp )

FastFire2 : Allow a refire as fast as the player can click, Basic Bullet Only. Good for pistols, basically like the hl2 pistol.

FireUnderWater2 : Secondary Fire Allowed Underwater?

These options are for Secondary Burst Fire. Amount is how many bullets fired per burst, time is how long between each burst. 1 = 1 second, 0.05 is a good number for time.
BurstAmount2
BetweenBurstTime2

SecondaryAmmoUsed : This will force the weapon to use its secondary ammo type. Only good for nades and such.

**Global Weapon Settings**


NumberOfRecoilAnims : Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations. ( Only if a weapon has recoil animations, )

RecoilIncrementSpeed : Shots fired till next recoil animation. ( Only if a weapon has recoil animations )

PlayerAnimationSet : This is the player animation set that will be used on all players you view ingame. ( 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1 )

GrenadeDamage : Grenade Damage.

GrenadeRadius : The radius of a sphere, all objects inside will be damaged by the value of the Grenade Damage.

TracerType : Tracer type, the effect of the bullet wizzing through the air. ( 0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat )

TracerFrequency : How often the wizz effect will be created.

ImpactEffect : Bullet Impact Effect, the effect where the bullet hits. ( 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter )

Posted: Wed Jan 17, 2007 10:11 pm
by Svanrog
Cool, but what does warp do (in detail).
Btw, why can't you have grenade as primary fire?

Posted: Wed Jan 17, 2007 10:16 pm
by skidz
Oniyuri wrote:Cool, but what does warp do (in detail).
Btw, why can't you have grenade as primary fire?
Warp is going to be a beam like the egon beam, I haven't finished it yet. Grenade was only setup on the secondary fire, if you want I will include it on the primary as well.

Posted: Wed Jan 17, 2007 10:27 pm
by Svanrog
skidz wrote:
Oniyuri wrote:Cool, but what does warp do (in detail).
Btw, why can't you have grenade as primary fire?
Warp is going to be a beam like the egon beam, I haven't finished it yet. Grenade was only setup on the secondary fire, if you want I will include it on the primary as well.
That could be useful if someone sometime in the future wants to create a pure grenade launcher. Can't you make it possible to enable it to fire normal grenades and maybe rockets as well?

Posted: Wed Jan 17, 2007 10:29 pm
by skidz
Of course, will update this page when the patch is released.

Posted: Wed Jan 17, 2007 10:35 pm
by Svanrog
:thumbup:

Posted: Thu Jan 18, 2007 12:43 am
by Mr. Someguy
Can npcs use scripted weapons?

Posted: Thu Jan 18, 2007 1:52 am
by skidz
Not yet, but I assure we are going to make sure they can. It was one of its original purposes.

Posted: Thu Jan 18, 2007 1:54 am
by Mr. Someguy
Sweet! then I can give the Hgrunts MP5s, M4s, & M249s. Even if I have to code them myself!

Posted: Thu Jan 18, 2007 1:56 am
by skidz
Ill try to get the bullet weapons working for npcs by next patch. Grenades and beams probably wont be ready by then.

Posted: Thu Jan 18, 2007 1:57 am
by Mustang
Can you give metrocops the ability to use shotguns?

Posted: Thu Jan 18, 2007 1:58 am
by skidz
They cant? :O

Posted: Thu Jan 18, 2007 1:58 am
by Mustang
Which is why I asked :P

Posted: Thu Jan 18, 2007 8:07 am
by DaMaN
Sweet! Thanks for the tutorial!

Posted: Fri Jan 19, 2007 6:51 pm
by Mr. Someguy
How do I set the damage & accuracy? And how do I set primary fire as normal and secondary as autoshotgun?