Установка скрипта: 1. Создаем новый документ. 2. Копируем скрипт, который находится ниже. 3. Вставляем в любой текстовый редактор (например notepad++) и сохраняем в папке scripts под названием weapon_m3.txt 4. Запускаем игру.
Теперь вы можете использовать M3 вместо пистолета.
Code WeaponData { "MaxPlayerSpeed" "220" "WeaponType" "Shotgun" "WeaponPrice" "1700" "WeaponArmorRatio" "1.0" "CrosshairMinDistance" "8" "CrosshairDeltaDistance" "6" "Team" "ANY" "BuiltRightHanded" "0" "PlayerAnimationExtension" "m3s90" "MuzzleFlashScale" "1.3" "CanEquipWithShield" "0" // Weapon characteristics: "Penetration" "1" "Damage" "26" "Range" "3000" "RangeModifier" "0.96" "Bullets" "8" "CycleTime" "0.05" // Weapon data is loaded by both the Game and Client DLLs. "printname" "#Cstrike_WPNHUD_m3" "viewmodel" "models/weapons/v_shot_m3super90.mdl" "playermodel" "models/weapons/w_shot_m3super90.mdl" "anim_prefix" "anim" "bucket" "1" "bucket_position" "1"
"clip_size" "8" "primary_ammo" "BULLET_PLAYER_BUCKSHOT" "secondary_ammo" "None"
"weight" "50" "item_flags" "0"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData { //"reload" "Default.Reload" //"empty" "Default.ClipEmpty_Rifle" "single_shot" "Weapon_M3.Single" special3 Default.Zoom }
// Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "CSweaponsSmall" "character" "K" } "weapon_s" { "font" "CSweapons" "character" "K" } "ammo" { "font" "CSTypeDeath" "character" "J" } "crosshair" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } ModelBounds { Viewmodel { Mins "-13 -3 -13" Maxs "26 10 -3" } World { Mins "-9 -8 -5" Maxs "28 9 9" } } }
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