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- setup
- {
- scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
- // scale 0.55 // Seems to work better than 0.52
- path models/weapons/steilhandgranate
- skelmodel steilhandgranate.skd
- surface all shader stielhandgranate
-
-
- }
-
- init
- {
- server
- {
- classname Weapon
- weapontype grenade
- name "Stielhandgranate"
- rank 520 520
-
- pickupsound steilhandgranate_snd_pickup
- ammopickupsound steilhandgranate_snd_pickup_ammo
- noammosound steilhandgranate_snd_noammo
-
- // Holstering info
- // holstertag "Bip01 Spine1"
- // holsteroffset "3.12 10.5 3.64"
- // holsterangles "20 -40 0"
- // holsterScale 1.0
-
- // Primary fire type info (fast, arcing throw)
- firetype projectile
- ammotype "grenade"
- projectile models/projectiles/steilhandgranate_primary.tik
- semiauto
- clipsize 1
- ammorequired 1
- firedelay 0.75
- // maxchargetime 4.0
- // jsl-->changed to 5 per Brady
- maxchargetime 5.0
- minchargetime 0.6
- cooktime 5.5
- crosshair 1
- quiet // don't notify AI of it being fired
- autoputaway 1 // automatically put the weapon away when out of ammo
- usenoammo 0 // don't allow it to be used when it has no ammo
- movementspeed 1.0
-
- sp startammo 1
- dm startammo 0
- sprealism startammo 1
- dmrealism startammo 0
-
- // Secondary fire type info (more controllable, straight throw)
- shareclip
- secondary firetype projectile
- secondary ammotype "grenade"
- secondary projectile models/projectiles/steilhandgranate.tik
- secondary clipsize 1
- secondary ammorequired 1
- secondary firedelay 0.75
- secondary maxchargetime 1.5
- secondary minchargetime 0.5
-
- // AI animation group info
- weapongroup grenade
-
- cache models/projectiles/steilhandgranate_primary.tik
- cache models/projectiles/steilhandgranate.tik
- }
- client
- {
- }
- }
-
- animations
- {
- raise steilhandgranate.skc
- {
- // if we're pulling out grenades, we've definatly got 'em
- server
- {
- enter surface all -nodraw
- }
- }
- idle steilhandgranate.skc
- {
- server
- {
- enter surface all -nodraw
- }
- }
-
- // this should make sure that it doesn't look like there's a grenade in hand when you don't have one
- idle_empty steilhandgranate.skc
- {
- server
- {
- enter surface all +nodraw
- }
- }
-
- charge steilhandgranate.skc
- {
- client
- {
- enter sound steilhandgranate_snd_grenade_pull weapon
- }
- }
- secondarycharge steilhandgranate.skc
- {
- client
- {
- enter sound steilhandgranate_snd_grenade_pull weapon
- }
- }
-
- fire steilhandgranate.skc
- {
- server
- {
- first shoot
- first surface all +nodraw
- }
- client
- {
- first sound steilhandgranate_snd_grenade_throw weapon
- }
- }
- secondaryfire steilhandgranate.skc
- {
- server
- {
- first shoot secondary
- first surface all +nodraw
- }
- client
- {
- first sound steilhandgranate_snd_grenade_throw weapon
- }
- }
-
- reload steilhandgranate.skc
- {
- server
- {
- 2 surface all -nodraw
- }
- }
- }
-