dm bulletspread 59 59 300 300 // further increased to encourage standing still while firing and to counteract the fact that you move slower with the weapon
dm zoomspreadmult 0.055
realism bulletrange 4000
realism bulletspread 35 35 80 80
realism zoomspreadmult 0.055
//========================================//
// DAMAGE / RATE OF FIRE //
//========================================//
sp bulletdamage 100
dm bulletdamage 100
sprealism bulletdamage 100
dmrealism bulletdamage 100
sp firedelay 1.74
dm firedelay 1.74
realism firedelay 1.74
realism throughwood 24
realism throughmetal 8
//========================================//
// PLAYER MOVEMENT //
//========================================//
sp movementspeed 0.88
sp zoommovement 0.5
dm movementspeed 0.8 //was 0.77
dm zoommovement 0.5
realism movementspeed 0.8 //was 0.77
realism zoommovement 0.5
//========================================//
// RIFLE BUTT / SECONDARY FIRE//
//========================================//
//========================================//
// AMMO //
//========================================//
firetype bullet
ammotype "rifle"
meansofdeath bullet
semiauto
bulletcount 1
clipsize 5
ammorequired 1
bulletlarge 1
sp startammo 5
dm startammo 50
sprealism startammo 5
dmrealism startammo 50
// Additional DM Loadout
dm additionalstartammo "grenade" 1
// dm additionalstartammo "smokegrenade" 1
// Additional DM Realism Loadout
dmrealism additionalstartammo "grenade" 1
// dmrealism additionalstartammo "smokegrenade" 1
//========================================//
// CROSSHAIR, ZOOM, TRACERS //
//========================================//
// sp tracerfrequency 2
// dm tracerfrequency 0
crosshair 1
zoom 20
//========================================//
// SOUND, AI, OTHER //
//========================================//
pickupsound kar98sniper_snd_pickup
ammopickupsound kar98sniper_snd_pickup_ammo
noammosound kar98sniper_snd_noammo
// Holstering info
// holstertag "Bip01 Spine2"
// holsteroffset "8.0 -7.75 6.5"
// holsterangles "0 185 -25"
// holsterScale 1.0
// AI animation group info
weapongroup rifle
airange sniper
// this is attached to the player during reload
cache models/ammo/springfield_clip_reload.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/fx/snipesmoke.tik
cache models/ammo/rifleshell.tik
}
}
animations
{
idle KAR98sniper.skc
// reload reload_kar98sniper.skc
reload reload_kar98sniper.skc // this is the start of the reloading sequence
{
client
{
entry sound kar98sniper_snd_reload_start
}
}
reload_single KAR98sniper.skc // this is the reload loop that loads in a single shell
{
client
{
entry sound kar98sniper_snd_reload_single
}
}
reload_end KAR98sniper.skc
{
server
{
last idle
}
client
{
entry sound kar98sniper_snd_reload_end
}
}
rechamber rechamber_kar98sniper.skc
{
client
{
entry sound kar98sniper_snd_bolt item
18 tagspawn tag_eject 1024
(
spawnrange 2048
count 1
model models/ammo/rifleshell.tik
scale 1.0
velocity 70
randvel crandom 10 crandom 10 random 20
emitterangles 0 0 0
avelocity crandom 90 crandom 90 0
accel 0 0 -800
physicsrate 20
life 2.0
fadedelay 1.7
collision
bouncefactor 0.2
bouncesoundonce snd_rifle_shell
)
}
}
fire KAR98sniper.skc
{
server
{
entry shoot
}
client
{
entry stopaliaschannel kar98sniper_snd_fire
entry sound kar98sniper_snd_fire
// By now, the server has already fired the weapon, so it's
// ok to apply the view kick apon entry to avoid problems
// with multiple application on single frame animations.