vaktir Posted August 11, 2010 Share Posted August 11, 2010 Hey, so i wanna ask how i can make my mp5 fire like miniguns Plsss somebody help me !!!! Link to comment Share on other sites More sharing options...
yair1221 Posted August 11, 2010 Share Posted August 11, 2010 ok first save the mp5 line in weapons.dat better if you back the file up then copy the minigun line change the name of the new minigun line to mp5 copy the offsets from the old mp5 line to the new mp5 line same for the animations, now the mp5 will have 500 bullets, it will cause lots of damage, and it wil fire fast remember! back up the file!!! Link to comment Share on other sites More sharing options...
MW_29 Posted August 11, 2010 Share Posted August 11, 2010 Hey, so i wanna ask how i can make my mp5 fire like miniguns Plsss somebody help me !!!! alternative to take all minigun's features by replacing whole line is that you can simply adjust animations frame values there in weapon.dat ...on example you got: 12 14 13 this means the frame 12 - weapon firing anim is started from, then at frame 14 it ends, the last value - 13 (in my example) is this frame in which weapon is fired. Those anims values are located near end of whole weapons line : Spas12Shotgun INSTANT_HIT 50.0 250 750 20 70 -1.0 -1.0 -1.0 -1.0 0.69 -0.02 0.13 rifle [b]13 17 14[/b] [i]13 17 14[/i] 25 278 -1 20040 4 Bolded ones are when standing and this in italic are when crouched, hope i helped try to combine with those vals and you can see what will happen Link to comment Share on other sites More sharing options...
vaktir Posted August 12, 2010 Author Share Posted August 12, 2010 Hey, so i wanna ask how i can make my mp5 fire like miniguns Plsss somebody help me !!!! alternative to take all minigun's features by replacing whole line is that you can simply adjust animations frame values there in weapon.dat ...on example you got: 12 14 13 this means the frame 12 - weapon firing anim is started from, then at frame 14 it ends, the last value - 13 (in my example) is this frame in which weapon is fired. Those anims values are located near end of whole weapons line : Spas12Shotgun INSTANT_HIT 50.0 250 750 20 70 -1.0 -1.0 -1.0 -1.0 0.69 -0.02 0.13 rifle [b]13 17 14[/b] [i]13 17 14[/i] 25 278 -1 20040 4 Bolded ones are when standing and this in italic are when crouched, hope i helped try to combine with those vals and you can see what will happen i don't understand at all what you're saying.. so i just give you my weapon.dat. And this weapon dat already edited with grim v.3 # # ALL WEAPONS #----------------------------------------------- # A: string weaponType # B: string eFireType # C,D: float targetRange, weaponRange # E,F: int modelId1, modelId2 # G,H: int reloadSampleTime1, reloadSampleTime2 # I: int weaponslot # #GUN DATA (use $ identifier) #----------------------------------------------- # J: AssocGroupId # K: int ammoClip # L: int damage # M,N,O: float fireOffset x, y, z # P: int skillLevel 0:POOR 1:STD 2:PRO # Q: req stat level to get this weapon skill level # R, S: float accuracy (0.5 - 2.0f), move speed (0.5 - 1.5) # T,U,V: int animLoop start, end, fire # W,X,Y: int animLoop2 start, end, fire # Z: int breakoutTime # # a: hex flags # # b,c: float speed, radius # d,e: float lifespan, spread # # # 1stDigit: CANAIM:1 AIMWITHARM:2 1STPERSON:4 ONLYFREEAIM:8 # 2ndDigit: MOVEAIM:1 MOVEFIRE:2 # 3rdDigit: THROW:1 HEAVY:2 CONTINUOUSFIRE:4 TWIN_PISTOL:8 # 4thDigit: RELOAD:1 CROUCHFIRE:2 RELOAD2START:4 LONG_RELOAD:8 # 5thDigit: SLOWSDWN:1 RANDSPEED:2 EXPANDS:4 # # MELEE DATA (use £ identifier) #----------------------------------------------- # J: string baseCombo # K: int numCombos # L: hex flags # # Melee Weapons #-----------------------ranges------modelIds----slot----baseCombo---numCombos---flags---steathanimgrp---- # A B C D E F I J K L M £ UNARMED MELEE 10.0 1.6 -1 -1 0 UNARMED 4 1 null £ BRASSKNUCKLE MELEE 10.0 1.6 331 -1 0 UNARMED 4 1 null £ GOLFCLUB MELEE 10.0 1.6 333 -1 1 BBALLBAT 1 1 null £ NIGHTSTICK MELEE 10.0 1.6 334 -1 1 BBALLBAT 1 1 null £ KNIFE MELEE 10.0 1.6 335 -1 1 KNIFE 1 1 stealth_kn £ BASEBALLBAT MELEE 10.0 1.6 336 -1 1 BBALLBAT 1 1 null £ SHOVEL MELEE 10.0 1.6 337 -1 1 BBALLBAT 1 1 null £ POOLCUE MELEE 10.0 1.6 338 -1 1 BBALLBAT 1 1 null £ KATANA MELEE 10.0 1.6 339 -1 1 SWORD 1 1 null #£ SKATEBOARD MELEE 10.0 1.6 340 -1 1 SKATEBOARD 1 1 null £ CHAINSAW MELEE 10.0 1.6 341 -1 1 CHAINSAW 1 201 null # gifts ---------------- £ DILDO1 MELEE 10.0 1.6 321 -1 10 DILDO 1 1 null £ DILDO2 MELEE 10.0 1.6 322 -1 10 KNIFE 1 1 null £ VIBE1 MELEE 10.0 1.6 323 -1 10 DILDO 1 1 null £ VIBE2 MELEE 10.0 1.6 324 -1 10 KNIFE 1 1 null £ FLOWERS MELEE 10.0 1.6 325 -1 10 FLOWERS 1 1 null £ CANE MELEE 10.0 1.6 326 -1 10 SWORD 1 1 null #- special ------------- £ PARACHUTE MELEE 10.0 1.6 371 -1 11 UNARMED 1 1 null # # Gun Weapons #-------------------------------ranges------modelIds----slot-animgrp----ammo-dam----offset--------------skill---------------loop1--------loop2----break-flags-------old_shot_data------- # A B C D E F I J K L M N O P Q R S T U V W X Y Z a b c d e ################ $ GRENADE PROJECTILE 30.0 40.0 342 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 8 99 100 0.25 -1.0 800.0 1.0 $ TEARGAS PROJECTILE 30.0 40.0 343 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ MOLOTOV PROJECTILE 30.0 40.0 344 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 8 99 100 0.25 -1.0 2000.0 5.0 $ ROCKET PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ ROCKET_HS PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ FREEFALL_BOMB PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 ################ $ PISTOL INSTANT_HIT 40.0 30.0 346 -1 2 colt45 12 40 0.25 0.05 0.09 0 0 0.75 1.0 6 17 6 6 16 6 99 3033 $ PISTOL INSTANT_HIT 40.0 35.0 346 -1 2 colt45 12 40 0.25 0.05 0.09 1 40 1.50 1.0 6 17 6 6 16 6 99 3033 $ PISTOL INSTANT_HIT 40.0 35.0 346 -1 2 colt45pro 24 40 0.25 0.05 0.09 2 999 2.50 1.0 6 17 6 6 16 6 99 3833 $ PISTOL INSTANT_HIT 30.0 35.0 346 -1 2 colt_cop 12 5 0.25 0.05 0.09 3 5000 1.0 1.0 6 20 6 6 20 6 99 7031 $ PISTOL_SILENCED INSTANT_HIT 40.0 30.0 347 -1 2 colt45 12 40 0.40 0.05 0.15 0 0 0.75 0.9 6 17 6 6 16 6 99 3033 $ PISTOL_SILENCED INSTANT_HIT 45.0 35.0 347 -1 2 colt45 12 40 0.40 0.05 0.15 1 500 1.50 1.0 6 17 6 6 16 6 99 3033 $ PISTOL_SILENCED INSTANT_HIT 50.0 35.0 347 -1 2 colt45pro 24 40 0.40 0.05 0.15 2 999 2.50 1.1 6 17 6 6 16 6 99 3833 $ DESERT_EAGLE INSTANT_HIT 40.0 50.0 348 -1 2 pythonbad 7 170 0.41 0.03 0.12 0 0 1.0 1.0 7 36 8 6 30 7 40 7001 $ DESERT_EAGLE INSTANT_HIT 45.0 50.0 348 -1 2 python 7 170 0.41 0.03 0.12 1 200 1.30 1.2 6 26 7 6 26 7 40 7011 $ DESERT_EAGLE INSTANT_HIT 50.0 50.0 348 -1 2 python 7 170 0.41 0.03 0.12 2 999 1.32 1.5 6 25 7 6 25 7 40 7031 ################ $ SHOTGUN INSTANT_HIT 30.0 40.0 349 -1 3 shotgunbad 1 10 0.82 -0.02 0.23 0 0 1.0 1.0 6 40 7 6 40 7 28 2001 $ SHOTGUN INSTANT_HIT 35.0 40.0 349 -1 3 shotgun 1 10 0.82 -0.02 0.25 1 200 1.2 1.1 6 38 7 6 40 7 20 2011 $ SHOTGUN INSTANT_HIT 35.0 40.0 349 -1 3 shotgun 1 15 0.82 -0.02 0.25 2 999 1.4 1.3 6 38 7 6 38 7 25 2031 $ SAWNOFF INSTANT_HIT 25.0 30.0 350 -1 3 sawnoff 2 15 0.56 0.0 0.15 0 0 0.7 1.0 6 15 6 6 15 6 30 3033 $ SAWNOFF INSTANT_HIT 25.0 35.0 350 -1 3 sawnoff 2 15 0.56 0.0 0.15 1 200 0.8 1.1 6 15 6 6 15 6 30 3033 $ SAWNOFF INSTANT_HIT 25.0 35.0 350 -1 3 sawnoffpro 4 15 0.56 0.0 0.15 2 999 0.9 1.3 6 15 6 6 15 6 30 3833 $ SPAS12 INSTANT_HIT 20.0 40.0 351 -1 3 riflebad 12 18 0.75 -0.06 0.22 0 0 1.4 1.0 6 14 7 6 14 7 99 7001 $ SPAS12 INSTANT_HIT 20.0 40.0 351 -1 3 rifle 12 18 0.75 -0.06 0.22 1 200 1.8 1.0 6 14 7 6 14 7 99 7011 $ SPAS12 INSTANT_HIT 20.0 40.0 351 -1 3 rifle 12 18 0.75 -0.06 0.22 2 999 2.0 1.2 6 14 7 6 14 7 99 7031 ################ $ MICRO_UZI INSTANT_HIT 25.0 30.0 352 -1 4 colt45 30 25 0.25 0.0 0.11 0 0 1.75 1.0 6 8 6 6 8 6 99 3013 $ MICRO_UZI INSTANT_HIT 30.0 35.0 352 -1 4 colt45 30 25 0.25 0.0 0.11 1 50 2.05 1.0 6 8 6 6 8 6 99 3033 $ MICRO_UZI INSTANT_HIT 35.0 35.0 352 -1 4 colt45pro 60 25 0.25 0.0 0.11 2 999 4.1 1.0 6 8 6 6 8 6 99 3833 $ TEC9 INSTANT_HIT 40.0 30.0 372 -1 4 colt45 30 30 0.45 -0.05 0.11 0 0 1.75 1.0 6 8 6 6 8 6 99 3013 $ TEC9 INSTANT_HIT 40.0 35.0 372 -1 4 colt45 30 30 0.45 -0.05 0.11 1 50 2.30 1.0 6 8 6 6 8 6 99 3033 $ TEC9 INSTANT_HIT 40.0 35.0 372 -1 4 colt45pro 60 30 0.45 -0.05 0.11 2 999 4.75 1.0 6 8 6 6 8 6 99 3833 $ MP5 INSTANT_HIT 40.0 40.0 353 -1 4 uzibad 30 24 0.51 -0.01 0.20 0 0 2.10 1.0 6 8 6 6 8 6 30 7001 $ MP5 INSTANT_HIT 40.0 45.0 353 -1 4 uzi 30 24 0.51 -0.01 0.20 1 250 2.20 1.0 6 8 6 6 8 6 30 7011 $ MP5 INSTANT_HIT 45.0 45.0 353 -1 4 uzi 30 25 0.51 -0.01 0.20 2 999 2.30 1.0 6 8 6 6 8 6 30 7031 ################ $ AK47 INSTANT_HIT 50.0 70.0 355 -1 5 riflebad 30 32 0.78 -0.06 0.13 0 0 0.50 0.9 6 9 7 6 9 7 99 7001 $ AK47 INSTANT_HIT 55.0 70.0 355 -1 5 rifle 30 32 0.78 -0.06 0.13 1 200 0.90 1.0 6 9 7 6 9 7 99 7011 $ AK47 INSTANT_HIT 60.0 70.0 355 -1 5 rifle 30 35 0.78 -0.06 0.13 2 999 1.30 1.1 6 9 7 6 9 7 99 7031 $ M4 INSTANT_HIT 55.0 95.0 356 -1 5 riflebad 30 35 0.74 -0.04 0.13 0 0 0.60 0.9 6 8 6 6 8 7 99 7001 $ M4 INSTANT_HIT 55.0 95.0 356 -1 5 rifle 30 35 0.74 -0.04 0.13 1 200 0.80 1.0 6 8 6 6 8 7 99 7011 $ M4 INSTANT_HIT 60.0 95.0 356 -1 5 rifle 30 38 0.74 -0.04 0.13 2 999 1.10 1.1 6 8 6 6 8 7 99 7031 ################ #$ COUNTRYRIFLE INSTANT_HIT 50.0 100.0 357 -1 6 riflebad 20 65 0.7 -0.05 0.2 0 0 0.75 1.0 6 17 7 6 16 7 99 7001 $ COUNTRYRIFLE INSTANT_HIT 80.0 100.0 357 -1 6 rifle 20 65 0.7 -0.05 0.2 1 300 0.70 1.2 6 17 7 6 16 7 99 7031 #$ COUNTRYRIFLE INSTANT_HIT 60.0 100.0 357 -1 6 rfle 20 65 0.7 -0.05 0.2 2 999 1.45 1.3 617 7 6 16 7 99 7031 #$ SNIPERRIFLE INSTANT_HIT 40.0 100.0 358 -1 6 sniper 1 70 0.7 -0.05 0.2 0 0 0.75 1.0 6 17 7 6 17 7 99 A014 $ SNIPERRIFLE INSTANT_HIT 150.0 100.0 358 -1 6 sniper 20 70 0.7 -0.05 0.2 1 300 1.0 1.0 6 17 7 6 17 7 99 A014 #$ SNIPERRIFLE INSTANT_HIT 60.0 100.0 358 -1 6 sniper 1 70 0.7 -0.05 0.2 2 999 1.25 1.0 6 17 7 6 17 7 99 A014 ################ $ RLAUNCHER PROJECTILE 50.0 55.0 359 -1 7 rocket 1 75 0.42 0.0 0.05 1 0 1.0 1.0 11 19 12 14 99 15 99 48214 $ RLAUNCHER_HS PROJECTILE 50.0 55.0 360 -1 7 rocket 1 75 0.42 0.0 0.05 1 0 1.0 1.0 11 19 12 14 99 15 99 48214 $ FTHROWER AREA_EFFECT 4.0 5.1 361 -1 7 flame 500 25 0.98 0.0 0.40 1 0 1.0 1.0 11 12 11 11 12 11 35 30238 0.5 0.0075 1000.0 2.0 $ MINIGUN INSTANT_HIT 65.0 75.0 362 -1 7 flame 500 140 1.15 0.0 0.40 1 0 1.0 1.0 11 12 11 11 12 11 35 238 ############# $ SATCHEL_CHARGE PROJECTILE 30.0 40.0 363 364 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 9 99 100 0.25 -1.0 800.0 1.0 $ DETONATOR USE 25.0 25.0 364 -1 12 null 1 0 0.0 0.0 0.13 1 0 1.0 1.0 0 10 3 0 10 3 99 0 ################ $ SPRAYCAN AREA_EFFECT 4.0 6.1 365 -1 9 spraycan 500 1 0.20 0.0 -0.1 1 0 1.0 1.0 12 58 13 11 58 13 99 0431 0.05 0.5 1000.0 0.01 $ EXTINGUISHER AREA_EFFECT 10.0 10.1 366 -1 9 flame 500 1 0.45 0.10 0.15 1 0 1.0 1.0 11 12 11 11 12 11 35 0038 0.1 0.5 1000.0 0.01 $ CAMERA CAMERA 70.0 100.0 367 -1 9 rifle 36 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 4 ################ $ NIGHTVISION USE 70.0 100.0 368 -1 11 goggles 0 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 0 $ INFRARED USE 70.0 100.0 369 -1 11 goggles 0 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 0 #$ JETPACK USE 25.0 25.0 370 -1 9 null 1 0 0.0 0.0 0.13 1 0 1.0 1.0 0 10 3 0 10 3 99 0 # # Gun Aiming Offsets #-------------------AimX----AimZ--------DuckX---DuckZ---RLoad-A/B---CrouchRLoad-A/B-- # A B C D E F G H I % python 0.1 0.5 0.0 0.0 254 633 254 633 % pythonbad 0.1 0.55 0.05 0.0 254 633 254 633 % colt45 0.2 0.6 0.1 0.1 254 633 254 633 % colt_cop 0.2 0.6 0.1 0.0 254 633 254 633 % colt45pro 0.2 0.6 0.1 0.0 254 633 254 633 % sawnoff 0.2 0.6 0.1 0.1 189 815 254 633 % sawnoffpro 0.2 0.6 0.1 0.0 189 815 254 633 % silenced 0.1 0.55 0.1 0.0 254 633 254 633 % shotgun 0.18 0.44 0.0 0.0 0 726 0 726 % shotgunbad 0.15 0.15 0.0 0.0 0 726 0 726 % buddy 0.22 0.1 0.0 0.0 383 689 271 619 % buddybad 0.05 0.15 0.1 0.0 383 689 271 619 % uzi 0.19 0.45 0.1 0.0 382 933 382 933 % uzibad 0.18 0.25 0.1 0.0 382 933 382 933 % rifle 0.20 0.48 0.10 0.0 380 897 380 897 % riflebad 0.16 0.2 0.1 0.0 380 897 380 897 % sniper 0.20 0.48 0.10 0.0 429 633 429 633 % grenade 0.0 0.0 0.0 0.0 0 0 0 0 % flame 0.2 0.0 0.0 0.0 0 0 0 0 % rocket 0.1 0.7 0.0 0.0 254 633 254 633 % spraycan 0.0 0.44 0.0 0.0 0 0 0 0 ENDWEAPONDATA Link to comment Share on other sites More sharing options...
MW_29 Posted August 12, 2010 Share Posted August 12, 2010 (edited) Hey, so i wanna ask how i can make my mp5 fire like miniguns Plsss somebody help me !!!! alternative to take all minigun's features by replacing whole line is that you can simply adjust animations frame values there in weapon.dat ...on example you got: 12 14 13 this means the frame 12 - weapon firing anim is started from, then at frame 14 it ends, the last value - 13 (in my example) is this frame in which weapon is fired. Those anims values are located near end of whole weapons line : Spas12Shotgun INSTANT_HIT 50.0 250 750 20 70 -1.0 -1.0 -1.0 -1.0 0.69 -0.02 0.13 rifle [b]13 17 14[/b] [i]13 17 14[/i] 25 278 -1 20040 4 Bolded ones are when standing and this in italic are when crouched, hope i helped try to combine with those vals and you can see what will happen i don't understand at all what you're saying.. so i just give you my weapon.dat. And this weapon dat already edited with grim v.3 # # ALL WEAPONS #----------------------------------------------- # A: string weaponType # B: string eFireType # C,D: float targetRange, weaponRange # E,F: int modelId1, modelId2 # G,H: int reloadSampleTime1, reloadSampleTime2 # I: int weaponslot # #GUN DATA (use $ identifier) #----------------------------------------------- # J: AssocGroupId # K: int ammoClip # L: int damage # M,N,O: float fireOffset x, y, z # P: int skillLevel 0:POOR 1:STD 2:PRO # Q: req stat level to get this weapon skill level # R, S: float accuracy (0.5 - 2.0f), move speed (0.5 - 1.5) # T,U,V: int animLoop start, end, fire # W,X,Y: int animLoop2 start, end, fire # Z: int breakoutTime # # a: hex flags # # b,c: float speed, radius # d,e: float lifespan, spread # # # 1stDigit: CANAIM:1 AIMWITHARM:2 1STPERSON:4 ONLYFREEAIM:8 # 2ndDigit: MOVEAIM:1 MOVEFIRE:2 # 3rdDigit: THROW:1 HEAVY:2 CONTINUOUSFIRE:4 TWIN_PISTOL:8 # 4thDigit: RELOAD:1 CROUCHFIRE:2 RELOAD2START:4 LONG_RELOAD:8 # 5thDigit: SLOWSDWN:1 RANDSPEED:2 EXPANDS:4 # # MELEE DATA (use £ identifier) #----------------------------------------------- # J: string baseCombo # K: int numCombos # L: hex flags # # Melee Weapons #-----------------------ranges------modelIds----slot----baseCombo---numCombos---flags---steathanimgrp---- # A B C D E F I J K L M £ UNARMED MELEE 10.0 1.6 -1 -1 0 UNARMED 4 1 null £ BRASSKNUCKLE MELEE 10.0 1.6 331 -1 0 UNARMED 4 1 null £ GOLFCLUB MELEE 10.0 1.6 333 -1 1 BBALLBAT 1 1 null £ NIGHTSTICK MELEE 10.0 1.6 334 -1 1 BBALLBAT 1 1 null £ KNIFE MELEE 10.0 1.6 335 -1 1 KNIFE 1 1 stealth_kn £ BASEBALLBAT MELEE 10.0 1.6 336 -1 1 BBALLBAT 1 1 null £ SHOVEL MELEE 10.0 1.6 337 -1 1 BBALLBAT 1 1 null £ POOLCUE MELEE 10.0 1.6 338 -1 1 BBALLBAT 1 1 null £ KATANA MELEE 10.0 1.6 339 -1 1 SWORD 1 1 null #£ SKATEBOARD MELEE 10.0 1.6 340 -1 1 SKATEBOARD 1 1 null £ CHAINSAW MELEE 10.0 1.6 341 -1 1 CHAINSAW 1 201 null # gifts ---------------- £ DILDO1 MELEE 10.0 1.6 321 -1 10 DILDO 1 1 null £ DILDO2 MELEE 10.0 1.6 322 -1 10 KNIFE 1 1 null £ VIBE1 MELEE 10.0 1.6 323 -1 10 DILDO 1 1 null £ VIBE2 MELEE 10.0 1.6 324 -1 10 KNIFE 1 1 null £ FLOWERS MELEE 10.0 1.6 325 -1 10 FLOWERS 1 1 null £ CANE MELEE 10.0 1.6 326 -1 10 SWORD 1 1 null #- special ------------- £ PARACHUTE MELEE 10.0 1.6 371 -1 11 UNARMED 1 1 null # # Gun Weapons #-------------------------------ranges------modelIds----slot-animgrp----ammo-dam----offset--------------skill---------------loop1--------loop2----break-flags-------old_shot_data------- # A B C D E F I J K L M N O P Q R S T U V W X Y Z a b c d e ################ $ GRENADE PROJECTILE 30.0 40.0 342 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 8 99 100 0.25 -1.0 800.0 1.0 $ TEARGAS PROJECTILE 30.0 40.0 343 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ MOLOTOV PROJECTILE 30.0 40.0 344 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 8 99 100 0.25 -1.0 2000.0 5.0 $ ROCKET PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ ROCKET_HS PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ FREEFALL_BOMB PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 ################ $ PISTOL INSTANT_HIT 40.0 30.0 346 -1 2 colt45 12 40 0.25 0.05 0.09 0 0 0.75 1.0 6 17 6 6 16 6 99 3033 $ PISTOL INSTANT_HIT 40.0 35.0 346 -1 2 colt45 12 40 0.25 0.05 0.09 1 40 1.50 1.0 6 17 6 6 16 6 99 3033 $ PISTOL INSTANT_HIT 40.0 35.0 346 -1 2 colt45pro 24 40 0.25 0.05 0.09 2 999 2.50 1.0 6 17 6 6 16 6 99 3833 $ PISTOL INSTANT_HIT 30.0 35.0 346 -1 2 colt_cop 12 5 0.25 0.05 0.09 3 5000 1.0 1.0 6 20 6 6 20 6 99 7031 $ PISTOL_SILENCED INSTANT_HIT 40.0 30.0 347 -1 2 colt45 12 40 0.40 0.05 0.15 0 0 0.75 0.9 6 17 6 6 16 6 99 3033 $ PISTOL_SILENCED INSTANT_HIT 45.0 35.0 347 -1 2 colt45 12 40 0.40 0.05 0.15 1 500 1.50 1.0 6 17 6 6 16 6 99 3033 $ PISTOL_SILENCED INSTANT_HIT 50.0 35.0 347 -1 2 colt45pro 24 40 0.40 0.05 0.15 2 999 2.50 1.1 6 17 6 6 16 6 99 3833 $ DESERT_EAGLE INSTANT_HIT 40.0 50.0 348 -1 2 pythonbad 7 170 0.41 0.03 0.12 0 0 1.0 1.0 7 36 8 6 30 7 40 7001 $ DESERT_EAGLE INSTANT_HIT 45.0 50.0 348 -1 2 python 7 170 0.41 0.03 0.12 1 200 1.30 1.2 6 26 7 6 26 7 40 7011 $ DESERT_EAGLE INSTANT_HIT 50.0 50.0 348 -1 2 python 7 170 0.41 0.03 0.12 2 999 1.32 1.5 6 25 7 6 25 7 40 7031 ################ $ SHOTGUN INSTANT_HIT 30.0 40.0 349 -1 3 shotgunbad 1 10 0.82 -0.02 0.23 0 0 1.0 1.0 6 40 7 6 40 7 28 2001 $ SHOTGUN INSTANT_HIT 35.0 40.0 349 -1 3 shotgun 1 10 0.82 -0.02 0.25 1 200 1.2 1.1 6 38 7 6 40 7 20 2011 $ SHOTGUN INSTANT_HIT 35.0 40.0 349 -1 3 shotgun 1 15 0.82 -0.02 0.25 2 999 1.4 1.3 6 38 7 6 38 7 25 2031 $ SAWNOFF INSTANT_HIT 25.0 30.0 350 -1 3 sawnoff 2 15 0.56 0.0 0.15 0 0 0.7 1.0 6 15 6 6 15 6 30 3033 $ SAWNOFF INSTANT_HIT 25.0 35.0 350 -1 3 sawnoff 2 15 0.56 0.0 0.15 1 200 0.8 1.1 6 15 6 6 15 6 30 3033 $ SAWNOFF INSTANT_HIT 25.0 35.0 350 -1 3 sawnoffpro 4 15 0.56 0.0 0.15 2 999 0.9 1.3 6 15 6 6 15 6 30 3833 $ SPAS12 INSTANT_HIT 20.0 40.0 351 -1 3 riflebad 12 18 0.75 -0.06 0.22 0 0 1.4 1.0 6 14 7 6 14 7 99 7001 $ SPAS12 INSTANT_HIT 20.0 40.0 351 -1 3 rifle 12 18 0.75 -0.06 0.22 1 200 1.8 1.0 6 14 7 6 14 7 99 7011 $ SPAS12 INSTANT_HIT 20.0 40.0 351 -1 3 rifle 12 18 0.75 -0.06 0.22 2 999 2.0 1.2 6 14 7 6 14 7 99 7031 ################ $ MICRO_UZI INSTANT_HIT 25.0 30.0 352 -1 4 colt45 30 25 0.25 0.0 0.11 0 0 1.75 1.0 6 8 6 6 8 6 99 3013 $ MICRO_UZI INSTANT_HIT 30.0 35.0 352 -1 4 colt45 30 25 0.25 0.0 0.11 1 50 2.05 1.0 6 8 6 6 8 6 99 3033 $ MICRO_UZI INSTANT_HIT 35.0 35.0 352 -1 4 colt45pro 60 25 0.25 0.0 0.11 2 999 4.1 1.0 6 8 6 6 8 6 99 3833 $ TEC9 INSTANT_HIT 40.0 30.0 372 -1 4 colt45 30 30 0.45 -0.05 0.11 0 0 1.75 1.0 6 8 6 6 8 6 99 3013 $ TEC9 INSTANT_HIT 40.0 35.0 372 -1 4 colt45 30 30 0.45 -0.05 0.11 1 50 2.30 1.0 6 8 6 6 8 6 99 3033 $ TEC9 INSTANT_HIT 40.0 35.0 372 -1 4 colt45pro 60 30 0.45 -0.05 0.11 2 999 4.75 1.0 6 8 6 6 8 6 99 3833 $ MP5 INSTANT_HIT 40.0 40.0 353 -1 4 uzibad 30 24 0.51 -0.01 0.20 0 0 2.10 1.0 6 8 6 6 8 6 30 7001 $ MP5 INSTANT_HIT 40.0 45.0 353 -1 4 uzi 30 24 0.51 -0.01 0.20 1 250 2.20 1.0 6 8 6 6 8 6 30 7011 $ MP5 INSTANT_HIT 45.0 45.0 353 -1 4 uzi 30 25 0.51 -0.01 0.20 2 999 2.30 1.0 6 8 6 6 8 6 30 7031 ################ $ AK47 INSTANT_HIT 50.0 70.0 355 -1 5 riflebad 30 32 0.78 -0.06 0.13 0 0 0.50 0.9 6 9 7 6 9 7 99 7001 $ AK47 INSTANT_HIT 55.0 70.0 355 -1 5 rifle 30 32 0.78 -0.06 0.13 1 200 0.90 1.0 6 9 7 6 9 7 99 7011 $ AK47 INSTANT_HIT 60.0 70.0 355 -1 5 rifle 30 35 0.78 -0.06 0.13 2 999 1.30 1.1 6 9 7 6 9 7 99 7031 $ M4 INSTANT_HIT 55.0 95.0 356 -1 5 riflebad 30 35 0.74 -0.04 0.13 0 0 0.60 0.9 6 8 6 6 8 7 99 7001 $ M4 INSTANT_HIT 55.0 95.0 356 -1 5 rifle 30 35 0.74 -0.04 0.13 1 200 0.80 1.0 6 8 6 6 8 7 99 7011 $ M4 INSTANT_HIT 60.0 95.0 356 -1 5 rifle 30 38 0.74 -0.04 0.13 2 999 1.10 1.1 6 8 6 6 8 7 99 7031 ################ #$ COUNTRYRIFLE INSTANT_HIT 50.0 100.0 357 -1 6 riflebad 20 65 0.7 -0.05 0.2 0 0 0.75 1.0 6 17 7 6 16 7 99 7001 $ COUNTRYRIFLE INSTANT_HIT 80.0 100.0 357 -1 6 rifle 20 65 0.7 -0.05 0.2 1 300 0.70 1.2 6 17 7 6 16 7 99 7031 #$ COUNTRYRIFLE INSTANT_HIT 60.0 100.0 357 -1 6 rfle 20 65 0.7 -0.05 0.2 2 999 1.45 1.3 617 7 6 16 7 99 7031 #$ SNIPERRIFLE INSTANT_HIT 40.0 100.0 358 -1 6 sniper 1 70 0.7 -0.05 0.2 0 0 0.75 1.0 6 17 7 6 17 7 99 A014 $ SNIPERRIFLE INSTANT_HIT 150.0 100.0 358 -1 6 sniper 20 70 0.7 -0.05 0.2 1 300 1.0 1.0 6 17 7 6 17 7 99 A014 #$ SNIPERRIFLE INSTANT_HIT 60.0 100.0 358 -1 6 sniper 1 70 0.7 -0.05 0.2 2 999 1.25 1.0 6 17 7 6 17 7 99 A014 ################ $ RLAUNCHER PROJECTILE 50.0 55.0 359 -1 7 rocket 1 75 0.42 0.0 0.05 1 0 1.0 1.0 11 19 12 14 99 15 99 48214 $ RLAUNCHER_HS PROJECTILE 50.0 55.0 360 -1 7 rocket 1 75 0.42 0.0 0.05 1 0 1.0 1.0 11 19 12 14 99 15 99 48214 $ FTHROWER AREA_EFFECT 4.0 5.1 361 -1 7 flame 500 25 0.98 0.0 0.40 1 0 1.0 1.0 11 12 11 11 12 11 35 30238 0.5 0.0075 1000.0 2.0 $ MINIGUN INSTANT_HIT 65.0 75.0 362 -1 7 flame 500 140 1.15 0.0 0.40 1 0 1.0 1.0 11 12 11 11 12 11 35 238 ############# $ SATCHEL_CHARGE PROJECTILE 30.0 40.0 363 364 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 9 99 100 0.25 -1.0 800.0 1.0 $ DETONATOR USE 25.0 25.0 364 -1 12 null 1 0 0.0 0.0 0.13 1 0 1.0 1.0 0 10 3 0 10 3 99 0 ################ $ SPRAYCAN AREA_EFFECT 4.0 6.1 365 -1 9 spraycan 500 1 0.20 0.0 -0.1 1 0 1.0 1.0 12 58 13 11 58 13 99 0431 0.05 0.5 1000.0 0.01 $ EXTINGUISHER AREA_EFFECT 10.0 10.1 366 -1 9 flame 500 1 0.45 0.10 0.15 1 0 1.0 1.0 11 12 11 11 12 11 35 0038 0.1 0.5 1000.0 0.01 $ CAMERA CAMERA 70.0 100.0 367 -1 9 rifle 36 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 4 ################ $ NIGHTVISION USE 70.0 100.0 368 -1 11 goggles 0 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 0 $ INFRARED USE 70.0 100.0 369 -1 11 goggles 0 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 0 #$ JETPACK USE 25.0 25.0 370 -1 9 null 1 0 0.0 0.0 0.13 1 0 1.0 1.0 0 10 3 0 10 3 99 0 # # Gun Aiming Offsets #-------------------AimX----AimZ--------DuckX---DuckZ---RLoad-A/B---CrouchRLoad-A/B-- # A B C D E F G H I % python 0.1 0.5 0.0 0.0 254 633 254 633 % pythonbad 0.1 0.55 0.05 0.0 254 633 254 633 % colt45 0.2 0.6 0.1 0.1 254 633 254 633 % colt_cop 0.2 0.6 0.1 0.0 254 633 254 633 % colt45pro 0.2 0.6 0.1 0.0 254 633 254 633 % sawnoff 0.2 0.6 0.1 0.1 189 815 254 633 % sawnoffpro 0.2 0.6 0.1 0.0 189 815 254 633 % silenced 0.1 0.55 0.1 0.0 254 633 254 633 % shotgun 0.18 0.44 0.0 0.0 0 726 0 726 % shotgunbad 0.15 0.15 0.0 0.0 0 726 0 726 % buddy 0.22 0.1 0.0 0.0 383 689 271 619 % buddybad 0.05 0.15 0.1 0.0 383 689 271 619 % uzi 0.19 0.45 0.1 0.0 382 933 382 933 % uzibad 0.18 0.25 0.1 0.0 382 933 382 933 % rifle 0.20 0.48 0.10 0.0 380 897 380 897 % riflebad 0.16 0.2 0.1 0.0 380 897 380 897 % sniper 0.20 0.48 0.10 0.0 429 633 429 633 % grenade 0.0 0.0 0.0 0.0 0 0 0 0 % flame 0.2 0.0 0.0 0.0 0 0 0 0 % rocket 0.1 0.7 0.0 0.0 254 633 254 633 % spraycan 0.0 0.44 0.0 0.0 0 0 0 0 ENDWEAPONDATA well maybe because the bold and italic text modifiers dont work while used inside <CODE> <CODE/> Spas12Shotgun INSTANT_HIT 50.0 250 750 20 70 -1.0 -1.0 -1.0 -1.0 0.69 -0.02 0.13 rifle 13 17 14 13 17 14 25 278 -1 20040 4 This i was talking about according to weapon.dat thery are just in order: # R: animation loop start# S: animation loop end# T: point in animation where weapon is fired# U: animation2 loop start# V: animation2 loop end# W: point in animation2 where weapon is fired This gives you 6 values which are nothing more than numbers of frames in which some action is performed: first value - the number of frame in when anim is started, the second value - the number of frame when anim is ended, the third value - the number of frame when weapon is being fired, these three first values are for when you are standing, the other three : fourth, fifth and sixth are the same values - numbers of frames, analogic to those previous, but when player is crouching, ...so by editing this you can reach really insane firing rate ...or otherwise set those values to reach slower firing rate of some weapons, ...i adjusted this way almost all my weapons rate of fire to that which i wanted to have, ...what else can i explain? And i explained it on weapon dat line from VC so in your case i guess - SA, the values of anims frames will have to be # T,U,V: int animLoop start, end, fire# W,X,Y: int animLoop2 start, end, fire but this works the same as in VC Edited August 12, 2010 by MW_29 Link to comment Share on other sites More sharing options...
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