Each bullets / pellets deal damage according to "Damage" value. Bullets - Amount of bullets / pellets your weapon fires each click or each shot.REFERENCE : 0 being no damage, 1 being full damage, 0.5 being half damage RangeModifier - Your bullets damage multiplier after they have travelled past "Range" value.GainRange - Range your bullets will travel after they have gone past the "Range" value.REFERENCE : 500 is close, 3000 is medium range, 8000 is far Range - How far your bullets / projectiles will travel before going to fall off.REFERENCE : 50 one-shot (body shot) Commons on Normal, 67 on Hard, 100 on Expert go to "Reference" section of this guide for more information Damage - Self-explanatory, damage dealt per bullet ( per pellets for shotguns ).REFERENCE : 0 is dead accurate, 0.1 ~ 0.9 being accurate, 1 ~ 1.5 being normal, 2+ is inaccurate That means your current spread can go lower or higher depending on the value MinDuckingSpread, MinStandingSpread, MinAirSpread, MaxMovementSpread - Your current spreads multiplied by one of this amount, depending your current states ( crouching, standing still, jumping, moving ).REFERENCE : HALF the amount of MaxSpread for rapid fire weapons, QUARTER the amount of MaxSpread for slow firing weapons SpreadDecay - The amount at which your weapon recover from its accumulated spread per second (I assume).REFERENCE : Original AK is 35, original Uzi is 20, original Auto Shotgun is 10 MaxSpread - The maximum spreads your weapon can get (spreads being produced by SpreadPerShot).REFERENCE : Value 4 is high even for single-fire weapons SpreadPerShot - Defines how much spreads your weapon produce each shot.REFERENCE : 1 is normal, 2 is average, 4 is high Vertical Punch - Defines how strong your weapon's recoil vertically (forces that make your reticle goes upward ).Weapon Sprite data is loaded by the Client DLL. There is a max of 16 sounds per category (i.e. "Gambler" "models/weapons/arms/v_arms_gambler_new.mdl" "Producer" "models/weapons/arms/v_arms_producer_new.mdl" "Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl" "Coach" "models/weapons/arms/v_arms_coach_new.mdl" "viewmodel" "models/v_models/v_rifle_AK47.mdl" "playermodel" "models/w_models/weapons/w_rifle_ak47.mdl" Weapon data is loaded by both the Game and Client DLLs. "GainRange" "3000" // range at which to use a gain curve to fall off to zero You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance. If a target is 10.0 units big then it is considered 10.0*scale. This value determins how "big" a target is for auto aim. "DisplayNameAllCaps" "#L4D_Weapon_Rifle_AK47_CAPS" Used in the music system when this weapon fires "EjectBrassEffect" "weapon_shell_casing_rifle" model for the shell casing to eject when we fire bullets "MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_smg" "MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_smg_FP" particle muzzle flash effect to play when fired
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