Left 4 Dead Wiki
Left 4 Dead Wiki
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Welcome to the Left 4 Dead Wiki's sandbox!
This page exists so that you can practice editing or formatting (see Editing help) without changing any serious content. Feel free to try wiki editing out here first.
There is a tutorial on the Central (coordinating) Wikia that will step you through more of the things you can do. Wiki allow for rather complicated formatting. It can look overwhelming when you begin, but don't let it worry you. Just start with the basics... enter some text, and learn the other pieces as you go. Your content contributions are welcome and important. The wiki is a collaborative effort and others can help with formatting and other improvements.
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This page is for any tests.

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Simple Editing[]

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Simple Formatting[]

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Formatting for Emphasis[]

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Welcome Template Test[]

Welcome to the Left 4 Dead Wiki!
L4Dwiki welcomefull

"...I'm Francis, and that's Grampa Bill..."


Hello, Sandbox.

Thank you for your contributions to the wiki! There's still a lot to do, though. We hope you'll stay with us and continue to help improving the best source for information on Left 4 Dead!

Where to start:

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Happy Editing!

Weapons scripts[]

SMGs[]

SMG[]

Parameter L4D1 L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 0.9
SpreadPerShot 0.32
MaxSpread 30
SpreadDecay 5
MinDuckingSpread 0.7
MinStandingSpread 1.0
MinInAirSpread 1.7
MaxMovementSpread 3
AddonAttachment primary
Terror-specific Data (L4D2)
Team Survivor
Tier 1 // valid entries are 0, 1, 2
ResponseRulesName SMG
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_smg_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_smg
EjectBrassEffect weapon_shell_casing_9mm
MusicDynamicSpeed 0.3
DisplayName #L4D_Weapon_SMG
DisplayNameAllCaps #L4D_Weapon_SMG_CAPS
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 3
MaxPlayerSpeed 250
WeaponType SubMachinegun smg
WeaponPrice 1500
WeaponArmorRatio 1.0
CrosshairMinDistance 6
CrosshairDeltaDistance 2
Team ANY
BuiltRightHanded 1
PlayerAnimationExtension mp5
MuzzleFlashScale 1.1
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 30
PenetrationMaxDistance 0 // none
Damage 20
Range 2500
RangeModifier 0.84
Bullets 1
CycleTime 0.0625
TimeToIdle 2
IdleInterval 20
Weapon data is loaded by both the Game and Client DLLs
printname SMG
playermodel models/w_models/weapons/w_smg_uzi.mdl
viewmodel models/v_models/v_smg.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 50
primary_ammo AMMO_TYPE_SMG
secondary_ammo None
weight 25
item_flags 0
Sounds for the weapon
single_shot SMG.Fire
shoot_incendiary SMG.FireIncendiary

Silenced SMG[]

Parameter L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 1
SpreadPerShot 0.4
MaxSpread 30
SpreadDecay 5
MinDuckingSpread 0.85
MinStandingSpread 1.2
MinInAirSpread 1.7
MaxMovementSpread 3
AddonAttachment primary
Team Survivor
NoiseFactor 20 // 1 second glow after firing
Tier 1 // valid entries are 0, 1, 2
ResponseRulesName SMG_Silenced
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_smg_silenced_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_smg weapon_muzzle_flash_smg_silenced
EjectBrassEffect weapon_shell_casing_9mm weapon_shell_casing_9mm_L4D2
MusicDynamicSpeed 0.3
DisplayName #L4D_Weapon_MicroUZI
DisplayNameAllCaps #L4D_Weapon_MicroUZI_CAPS
NewInL4D2 1
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 3
MaxPlayerSpeed 250
WeaponType smg
WeaponPrice 1500
WeaponArmorRatio 1.0
CrosshairMinDistance 6
CrosshairDeltaDistance 2
BuiltRightHanded 1
PlayerAnimationExtension mp5
MuzzleFlashScale 1.1
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 30
PenetrationMaxDistance 0 // none
Damage 25
GainRange 900
Range 2200
RangeModifier 0.84
Bullets 1
CycleTime 0.0625
TimeToIdle 2
IdleInterval 20
Weapon data is loaded by both the Game and Client DLLs
printname SMG
playermodel models/w_models/weapons/w_smg_a.mdl
viewmodel models/v_models/v_silenced_smg.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 50
primary_ammo AMMO_TYPE_SMG
secondary_ammo None
weight 25
item_flags 0
Sounds for the weapon
single_shot SMG_Silenced.Fire
shoot_incendiary SMG_Silenced.FireIncendiary

MP5[]

Parameter L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 1
SpreadPerShot 0.35 0.32
MaxSpread 30
SpreadDecay 5
MinDuckingSpread 0.75
MinStandingSpread 1.1
MinInAirSpread 1.7
MaxMovementSpread 3
AddonAttachment primary
Team Survivor
Tier 1 // valid entries are 0, 1, 2
ResponseRulesName SMG_MP5
NewInL4D2 1
CSWeapon 1
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_smg_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_smg
EjectBrassEffect weapon_shell_casing_9mm
MusicDynamicSpeed 0.3
DisplayName #L4D_Weapon_MP5
DisplayNameAllCaps #L4D_Weapon_MP5
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 3
MaxPlayerSpeed 250
WeaponType smg
WeaponPrice 1500
WeaponArmorRatio 1.0
CrosshairMinDistance 6
CrosshairDeltaDistance 2
BuiltRightHanded 0 1
PlayerAnimationExtension mp5
MuzzleFlashScale 1.1
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 30
PenetrationMaxDistance 0 // none
Damage 24 26
Range 2500
RangeModifier 0.84
Bullets 1
CycleTime 0.075
TimeToIdle 2
IdleInterval 20
Weapon data is loaded by both the Game and Client DLLs
printname _ MP5 _
playermodel models/w_models/weapons/w_smg_mp5.mdl
viewmodel models/v_models/v_smg_mp5.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 50
primary_ammo AMMO_TYPE_SMG
secondary_ammo None
weight 25
item_flags 0
Sounds for the weapon
single_shot Weapon_MP5Navy.Single
shoot_incendiary SMG_Silenced.FireIncendiary Weapon_MP5Navy.FireIncendiary

Shotguns[]

Pumpshotgun[]

Parameter L4D1 L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 4
SpreadPerShot 1
MaxSpread 5
SpreadDecay 5
MinDuckingSpread 0
MinStandingSpread 0.8
MinInAirSpread 2.5 //increased accuracy
MaxMovementSpread 1.5 //increased accuracy
PelletScatterPitch 5.0 //increased accuracy
PelletScatterYaw 7.5
ReloadDuration 0.473
AddonAttachment primary
Terror-specific Data (L4D2)
Team Survivor
Tier 1 // valid entries are 0, 1, 2
ResponseRulesName PumpShotgun
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_shotgun_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_autoshotgun
EjectBrassEffect weapon_shell_casing_shotgun
MusicDynamicSpeed 2.5
DisplayName #L4D_Weapon_PumpShotgun
DisplayNameAllCaps #L4D_Weapon_PumpShotgun_CAPS
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 5
MaxPlayerSpeed 220
WeaponType Shotgun shotgun
WeaponPrice 1700
WeaponArmorRatio 1.0
CrosshairMinDistance 8
CrosshairDeltaDistance 6
Team ANY
BuiltRightHanded 1
PlayerAnimationExtension m3s90
MuzzleFlashScale 1.3
CanEquipWithShield 0
NoiseFactor 500
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 30
PenetrationMaxDistance 500
CharacterPenetrationMaxDistance 300 // Shooting through infected is doesn't count against penetration count out to this range
Damage 25 // 22
Range 3000
RangeModifier 0.7 // 0.96
Bullets 10
CycleTime 0.5
Weapon data is loaded by both the Game and Client DLLs
printname Pump Shotgun
playermodel models/w_models/weapons/w_shotgun.mdl
viewmodel models/v_models/v_pumpshotgun.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 8
primary_ammo AMMO_TYPE_BUCKSHOT AMMO_TYPE_SHOTGUN
secondary_ammo None
weight 20
item_flags 0
Sounds for the weapon
single_shot Shotgun.Fire
shoot_incendiary Shotgun.FireIncendiary

Autoshotgun[]

Parameter L4D1 L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 3
SpreadPerShot 20 //reduced from 30
MaxSpread 5
SpreadDecay 5
MinDuckingSpread 0
MinStandingSpread 0.8
MinInAirSpread 2.5 //increased accuracy
MaxMovementSpread 1.5 //increased accuracy
PelletScatterPitch 4.0 //increased accuracy
PelletScatterYaw 8.5 //decreased accuracy
ReloadDuration 0.396
AddonAttachment primary
Terror-specific Data (L4D2)
team survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName AutoShotgun
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_shotgun_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_autoshotgun
EjectBrassEffect weapon_shell_casing_shotgun
MusicDynamicSpeed 1.5
DisplayName #L4D_Weapon_AutoShotgun
DisplayNameAllCaps #L4D_Weapon_AutoShotgun_CAPS
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 5
MaxPlayerSpeed 240
WeaponType Shotgun shotgun
WeaponPrice 3000
WeaponArmorRatio 1.0
CrosshairMinDistance 9
CrosshairDeltaDistance 4
Team ANY
BuiltRightHanded 1
PlayerAnimationExtension xm1014
MuzzleFlashScale 1.3
CanEquipWithShield 0
NoiseFactor 500
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 30
PenetrationMaxDistance 500
CharacterPenetrationMaxDistance 300 // Shooting through infected is doesn't count against penetration count out to this range
Damage 25 23
Range 3000
RangeModifier 0.7
Bullets 12 //increased from 10 11
CycleTime 0.15
Weapon data is loaded by both the Game and Client DLLs
printname Auto Shotgun
playermodel models/w_models/weapons/w_autoshot_m4super.mdl
viewmodel models/v_models/v_autoshotgun.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 10 //increased from 9
primary_ammo AMMO_TYPE_BUCKSHOT AMMO_TYPE_SHOTGUN
secondary_ammo None
weight 20
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot AutoShotgun.Fire
shoot_incendiary AutoShotgun.FireIncendiary

Shotgun Chrome[]

Parameter L4D2 & L4D2: TLS
Terror-specific Data
VerticalPunch 4
SpreadPerShot 1
MaxSpread 5
SpreadDecay 5
MinDuckingSpread 0
MinStandingSpread 0.8
MinInAirSpread 2.5 //increased accuracy
MaxMovementSpread 1.5 //increased accuracy
PelletScatterPitch 3.0 //increased accuracy
PelletScatterYaw 5.0
ReloadDuration 0.473
AddonAttachment primary
Team Survivor
Tier 1 // valid entries are 0, 1, 2
ResponseRulesName Shotgun_Chrome
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_shotgun_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_autoshotgun
EjectBrassEffect weapon_shell_casing_shotgun
MusicDynamicSpeed 2.5
DisplayName #L4D_Weapon_PumpShotgun
DisplayNameAllCaps #L4D_Weapon_PumpShotgun_CAPS
NewInL4D2 1
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 5
MaxPlayerSpeed 220
WeaponType shotgun
WeaponPrice 1700
WeaponArmorRatio 1.0
CrosshairMinDistance 8
CrosshairDeltaDistance 6
BuiltRightHanded 1
PlayerAnimationExtension m3s90
MuzzleFlashScale 1.3
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 30
PenetrationMaxDistance 500
CharacterPenetrationMaxDistance 300 // Shooting through infected is doesn't count against penetration count out to this range
Damage 31 // 22
Range 3000
RangeModifier 0.7 // 0.96
Bullets 8
CycleTime 0.5
Weapon data is loaded by both the Game and Client DLLs
printname Pump Shotgun
playermodel models/w_models/weapons/w_pumpshotgun_A.mdl
viewmodel models/v_models/v_shotgun_chrome.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 8
primary_ammo AMMO_TYPE_SHOTGUN
secondary_ammo None
weight 20
item_flags 0
Sounds for the weapon
single_shot Shotgun_Chrome.Fire
shoot_incendiary Shotgun_Chrome.FireIncendiary

Shotgun SPAS[]

Parameter L4D2 & L4D2: TLS
Terror-specific Data
VerticalPunch 3
SpreadPerShot 22
MaxSpread 5
SpreadDecay 6
MinDuckingSpread 0
MinStandingSpread 0.75
MinInAirSpread 2.5
MaxMovementSpread 1.5
PelletScatterPitch 3.5
PelletScatterYaw 8.0
ReloadDuration 0.396
AddonAttachment primary
team survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName Shotgun_SPAS
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_shotgun_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_autoshotgun
EjectBrassEffect weapon_shell_casing_shotgun
MusicDynamicSpeed 1.5
DisplayName #L4D_Weapon_Shotgun_SPAS
DisplayNameAllCaps #L4D_Weapon_Shotgun_SPAS_CAPS
NewInL4D2 1
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 5
MaxPlayerSpeed 240
WeaponType shotgun
WeaponPrice 3000
WeaponArmorRatio 1.0
CrosshairMinDistance 9
CrosshairDeltaDistance 4
Team ANY
BuiltRightHanded 1
PlayerAnimationExtension xm1014
MuzzleFlashScale 1.3
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 30
PenetrationMaxDistance 500
CharacterPenetrationMaxDistance 300 // Shooting through infected is doesn't count against penetration count out to this range
Damage 28
Range 3000
RangeModifier 0.7
Bullets 9
CycleTime 0.15
Weapon data is loaded by both the Game and Client DLLs
printname Auto Shotgun
playermodel models/w_models/weapons/w_shotgun_spas.mdl
viewmodel models/v_models/v_shotgun_spas.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 10 //increased from 9
primary_ammo AMMO_TYPE_AUTOSHOTGUN
secondary_ammo None
weight 20
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot AutoShotgun_Spas.Fire
shoot_incendiary AutoShotgun_Spas.FireIncendiary

Rifles[]

Rifle[]

Parameter L4D1 L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 1.2
SpreadPerShot 0.75
MaxSpread 30
SpreadDecay 5
MinDuckingSpread 0.05
MinStandingSpread 0.4
MinInAirSpread 1.5
MaxMovementSpread 5
AddonAttachment primary
Terror-specific Data (L4D2)
Team Survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName Rifle
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_assaultrifle_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_assaultrifle
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 0.35
DisplayName #L4D_Weapon_AssaultRifle
DisplayNameAllCaps #L4D_Weapon_AssaultRifle_CAPS
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 4
MaxPlayerSpeed 230
WeaponType Rifle rifle
WeaponPrice 3100
WeaponArmorRatio 1.4
CrosshairMinDistance 4
CrosshairDeltaDistance 3
Team CT
BuiltRightHanded 1
PlayerAnimationExtension m4
MuzzleFlashScale 1.6
MuzzleFlashStyle CS_MUZZLEFLASH_X
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
Damage 33
Range 3000
RangeModifier 0.97
GainRange 1500 // range at which to use a gain curve to fall off to zero
Bullets 1
CycleTime 0.0875
TimeToIdle 1.5
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname Assault Rifle
playermodel models/w_models/weapons/w_rifle_m16a2.mdl
viewmodel models/v_models/v_rifle.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 50
primary_ammo AMMO_TYPE_ASSAULTRIFLE
secondary_ammo None
weight 25
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot Rifle.Fire
shoot_incendiary Rifle.FireIncendiary

Rifle AK47[]

Parameter L4D2 & L4D2: TLS
Terror-specific Data
VerticalPunch 2
SpreadPerShot 1.6
MaxSpread 35
SpreadDecay 7
MinDuckingSpread 0.5
MinStandingSpread 1
MinInAirSpread 3
MaxMovementSpread 6
AddonAttachment primary
Team Survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName Rifle_AK47
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_smg_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_smg
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 0.35
DisplayName #L4D_Weapon_Rifle_AK47
DisplayNameAllCaps #L4D_Weapon_Rifle_AK47_CAPS
NewInL4D2 1
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 4
MaxPlayerSpeed 230
WeaponType rifle
WeaponPrice 3100
WeaponArmorRatio 1.4
CrosshairMinDistance 4
CrosshairDeltaDistance 3
BuiltRightHanded 1
PlayerAnimationExtension m4
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
Damage 58 //was 33
Range 3000
RangeModifier 0.97
GainRange 1500 // range at which to use a gain curve to fall off to zero
Bullets 1
CycleTime 0.13
TimeToIdle 1.5
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname Assault Rifle
playermodel models/w_models/weapons/w_rifle_ak47.mdl
viewmodel models/v_models/v_rifle_AK47.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 40 //was 50
primary_ammo AMMO_TYPE_ASSAULTRIFLE
secondary_ammo None
weight 25
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot AK47.Fire
shoot_incendiary AK47.FireIncendiary

Rifle Desert[]

Parameter L4D2 & L4D2: TLS
Terror-specific Data
VerticalPunch 1.0
SpreadPerShot 0.6
MaxSpread 25
SpreadDecay 4
MinDuckingSpread 0.05
MinStandingSpread 0.35
MinInAirSpread 1.25
MaxMovementSpread 4
AddonAttachment primary
Team Survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName Rifle_Desert
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_assaultrifle_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_assaultrifle
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 0.35
DisplayName #L4D_Weapon_DesertRifle
DisplayNameAllCaps #L4D_Weapon_DesertRifle_CAPS
NewInL4D2 1
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 4
MaxPlayerSpeed 230
WeaponType rifle
WeaponPrice 3100
WeaponArmorRatio 1.4
CrosshairMinDistance 4
CrosshairDeltaDistance 3
BuiltRightHanded 1
PlayerAnimationExtension m4
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
Damage 44
Range 3000
RangeModifier 0.97
GainRange 1500 // range at which to use a gain curve to fall off to zero
Bullets 1
CycleTime 0.07
TimeToIdle 1.5
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname Assault Rifle
playermodel models/w_models/weapons/w_desert_rifle.mdl
viewmodel models/v_models/v_desert_rifle.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 60
primary_ammo AMMO_TYPE_ASSAULTRIFLE
secondary_ammo None
weight 25
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot Rifle_Desert.Fire
shoot_incendiary Rifle_Desert.FireIncendiary

Rifle SG552[]

Parameter L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 1.2
SpreadPerShot 0.75
MaxSpread 30
SpreadDecay 5
MinDuckingSpread 0.05
MinStandingSpread 0.4
MinInAirSpread 1.5
MaxMovementSpread 5
AddonAttachment primary
Team Survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName Rifle Rifle_SG552
NewInL4D2 1
CSWeapon 1
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_assaultrifle_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_assaultrifle
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 0.35
DisplayName #L4D_Weapon_AssaultRifle
DisplayNameAllCaps #L4D_Weapon_AssaultRifle_CAPS
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 4
MaxPlayerSpeed 230
WeaponType rifle
WeaponPrice 3100
WeaponArmorRatio 1.4
CrosshairMinDistance 4
CrosshairDeltaDistance 3
BuiltRightHanded 0 1
PlayerAnimationExtension sg552
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
Damage 33
Range 3000
RangeModifier 0.97
GainRange 1500 // range at which to use a gain curve to fall off to zero
Bullets 1
CycleTime 0.0825
TimeToIdle 2
IdleInterval 20
Weapon data is loaded by both the Game and Client DLLs
printname Assault Rifle
playermodel models/w_models/weapons/w_rifle_sg552.mdl
viewmodel models/v_models/v_rif_sg552.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 50
primary_ammo AMMO_TYPE_ASSAULTRIFLE
secondary_ammo None
weight 25
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot Weapon_SG552.Single
special3 CS_Default.Zoom Weapon_SG552.Zoom
shoot_incendiary Rifle.FireIncendiary Weapon_SG552.FireIncendiary

Sniper Rifles[]

Hunting Rifle[]

Parameter L4D1 L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 1.5
SpreadPerShot 1
MaxSpread 30 15
SpreadDecay 5 8
MinDuckingSpread 0
MinStandingSpread 0.1
MinInAirSpread 1.5
MaxMovementSpread 15 3
AddonAttachment primary
Terror-specific Data (L4D2)
Team Survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName HuntingRifle
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_huntingrifle_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_huntingrifle
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 3.5
DisplayName #L4D_Weapon_HuntingRifle
DisplayNameAllCaps #L4D_Weapon_HuntingRifle_CAPS
360 Terror Data
MaxAutoAimDeflection1 6.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
MaxPlayerSpeed 210
WeaponType SniperRifle sniper_rifle
WeaponPrice 4200
WeaponArmorRatio 1.45
CrosshairMinDistance 5
CrosshairDeltaDistance 3
Team CT
BuiltRightHanded 1
PlayerAnimationExtension sg550
MuzzleFlashScale 1.6
MuzzleFlashStyle CS_MUZZLEFLASH_X
CanEquipWithShield 0
NoiseFactor 350
Rumble 2
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
CharacterPenetrationMaxDistance 8192 // Shooting through infected is doesn't count against penetration count out to this range
Damage 90
Range 8192
RangeModifier 1.0
Bullets 1
CycleTime 0.25
AccuracyDivisor -1
AccuracyOffset 0
MaxInaccuracy 0
TimeToIdle 1.8
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname Hunting Rifle
playermodel models/w_models/weapons/w_sniper_mini14.mdl
viewmodel models/v_models/v_huntingrifle.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 15
primary_ammo AMMO_TYPE_HUNTINGRIFLE
secondary_ammo None
weight 20
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot HuntingRifle.Fire
special3 HuntingRifle.Zoom
shoot_incendiary HuntingRifle.FireIncendiary

Sniper Military[]

Parameter L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 1.5
SpreadPerShot 1
MaxSpread 15
SpreadDecay 8
MinDuckingSpread 0.05
MinStandingSpread 0.5
MinInAirSpread 1.5
MaxMovementSpread 5
AddonAttachment primary
Team Survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName Sniper_Military
MuzzleFlashEffect weapon_muzzle_flash_huntingrifle_FP
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_huntingrifle_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_huntingrifle
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 3.5
DisplayName #L4D_Weapon_Sniper_Military
DisplayNameAllCaps #L4D_Weapon_Sniper_Military_CAPS
NewInL4D2 1
360 Terror Data
MaxAutoAimDeflection1 6.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
MaxPlayerSpeed 210
WeaponType sniper_rifle
WeaponPrice 4200
WeaponArmorRatio 1.45
CrosshairMinDistance 5
CrosshairDeltaDistance 3
BuiltRightHanded 1
PlayerAnimationExtension sg550
MuzzleFlashScale 1.6
MuzzleFlashStyle CS_MUZZLEFLASH_X
CanEquipWithShield 0
Rumble 2
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
CharacterPenetrationMaxDistance 8192 // Shooting through infected is doesn't count against penetration count out to this range
Damage 90
Range 8192
RangeModifier 1.0
Bullets 1
CycleTime 0.25
AccuracyDivisor -1
AccuracyOffset 0
MaxInaccuracy 0
TimeToIdle 1.8
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname Sniper Military
playermodel models/w_models/weapons/w_sniper_military.mdl
viewmodel models/v_models/v_sniper_military.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 30
primary_ammo AMMO_TYPE_SNIPERRIFLE
secondary_ammo None
weight 20
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot Sniper_Military.Fire
special3 HuntingRifle.Zoom Sniper_Military.Zoom
shoot_incendiary Sniper_Military.FireIncendiary

Sniper Scout[]

Parameter L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 1.5
SpreadPerShot 1
MaxSpread 15
SpreadDecay 8
MinDuckingSpread 0
MinStandingSpread 0.1
MinInAirSpread 1.5
MaxMovementSpread 3
AddonAttachment primary
Team Survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName Sniper_Scout
NewInL4D2 1
CSWeapon 1
MuzzleFlashEffect weapon_muzzle_flash_huntingrifle_FP
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_huntingrifle_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_huntingrifle
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 3.5
DisplayName #L4D_Weapon_Sniper_Scout
DisplayNameAllCaps #L4D_Weapon_Sniper_Scout_CAPS
360 Terror Data
MaxAutoAimDeflection1 6.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
MaxPlayerSpeed 210
WeaponType sniper_rifle
WeaponPrice 4200
WeaponArmorRatio 1.45
CrosshairMinDistance 5
CrosshairDeltaDistance 3
BuiltRightHanded 0 1
PlayerAnimationExtension scout
CanEquipWithShield 0
Rumble 2
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
CharacterPenetrationMaxDistance 8192 // Shooting through infected is doesn't count against penetration count out to this range
Damage 90 105
Range 8192
RangeModifier 1.0
Bullets 1
CycleTime 0.9
AccuracyDivisor -1
AccuracyOffset 0
MaxInaccuracy 0
TimeToIdle 1.8
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname Sniper Scout
playermodel models/w_models/weapons/w_sniper_scout.mdl
viewmodel models/v_models/v_snip_scout.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 15
primary_ammo AMMO_TYPE_SNIPERRIFLE
secondary_ammo None
weight 20
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot Weapon_Scout.Single
special3 CS_Default.Zoom Weapon_Scout.Zoom
shoot_incendiary Sniper_Military.FireIncendiary Weapon_Scout.FireIncendiary

Sniper AWP[]

Parameter L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 1.5
SpreadPerShot 1
MaxSpread 15
SpreadDecay 8
MinDuckingSpread 0
MinStandingSpread 0.1
MinInAirSpread 1.5
MaxMovementSpread 3
AddonAttachment primary
Team Survivor
Tier 2 // valid entries are 0, 1, 2
ResponseRulesName Sniper_AWP
NewInL4D2 1
CSWeapon 1
MuzzleFlashEffect weapon_muzzle_flash_huntingrifle_FP
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_huntingrifle_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_huntingrifle
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 3.5
DisplayName #L4D_Weapon_Sniper_AWP
DisplayNameAllCaps #L4D_Weapon_Sniper_AWP_CAPS
360 Terror Data
MaxAutoAimDeflection1 6.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
MaxPlayerSpeed 210
WeaponType sniper_rifle
WeaponPrice 4200
WeaponArmorRatio 1.45
CrosshairMinDistance 8
CrosshairDeltaDistance 3
BuiltRightHanded 0 1
PlayerAnimationExtension awp
MuzzleFlashScale 1.6
MuzzleFlashStyle CS_MUZZLEFLASH_X
CanEquipWithShield 0
Rumble 2
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
CharacterPenetrationMaxDistance 8192 // Shooting through infected is doesn't count against penetration count out to this range
Damage 115
Range 8192
RangeModifier 1.0
Bullets 1
CycleTime 1.05
AccuracyDivisor -1
AccuracyOffset 0
MaxInaccuracy 0
TimeToIdle 2
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname Sniper AWP
playermodel models/w_models/weapons/w_sniper_awp.mdl
viewmodel models/v_models/v_snip_awp.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 20
primary_ammo AMMO_TYPE_SNIPERRIFLE
secondary_ammo None
weight 20
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot Weapon_AWP.Single
special3 CS_Default.Zoom
shoot_incendiary Sniper_Military.FireIncendiary Weapon_AWP.FireIncendiary

Specials[]

Chainsaw[]

Parameter L4D2 & L4D2: TLS
Weapon Data
VerticalPunch 2.0
DeployDuration 0.5
AddonAttachment melee
addon_angles 180 0 -90
addon_offset 6 3 -2.2
MaxPlayerSpeed 250
WeaponType chainsaw
WeaponArmorRatio 1.0
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension pistol
Tier 0 // valid entries are 0, 1, 2
NewInL4D2 1
Rumble 1
Damage 36
CycleTime 0.175
ResponseRulesName Chainsaw
printname _chainsaw_
viewmodel models/weapons/melee/v_chainsaw.mdl
playermodel models/weapons/melee/w_chainsaw.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 1
bucket_position 1
clip_size 30
primary_ammo AMMO_TYPE_CHAINSAW
secondary_ammo None
weight 5
item_flags 0
ITEM_FLAG_NOAUTORELOAD 1
Sounds for the weapon

Grenade Launcher[]

Parameter L4D2 & L4D2: TLS
Terror-specific Data
VerticalPunch 1.2
SpreadPerShot 0.75
MaxSpread 30
SpreadDecay 5
MinDuckingSpread 0.05
MinStandingSpread 0.4
MinInAirSpread 1.5
MaxMovementSpread 5
ReloadDuration -1
AddonAttachment primary
Team Survivor
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName GrenadeLauncher
EjectBrassEffect weapon_shell_casing_rifle
MusicDynamicSpeed 2.5
DisplayName #L4D_Weapon_GrenadeLauncher
DisplayNameAllCaps #L4D_Weapon_GrenadeLauncher_CAPS
NewInL4D2 1
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 5
MaxPlayerSpeed 230
WeaponType grenade_launcher
WeaponPrice 3100
WeaponArmorRatio 1.4
CrosshairMinDistance 4
CrosshairDeltaDistance 3
BuiltRightHanded 1
PlayerAnimationExtension m4
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
Damage 33
Range 3000
RangeModifier 0.97
GainRange 1500 // range at which to use a gain curve to fall off to zero
Bullets 1
CycleTime 0.5
TimeToIdle 1.5
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname _Grenade Launcher_
playermodel models/w_models/weapons/w_grenade_launcher.mdl
viewmodel models/v_models/v_grenade_launcher.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 1
primary_ammo AMMO_TYPE_GRENADELAUNCHER
secondary_ammo None
weight 25
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot GrenadeLauncher.Fire

Rifle M60[]

Parameter L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 2
SpreadPerShot 1.6
MaxSpread 35
SpreadDecay 7
MinDuckingSpread 0.5
MinStandingSpread 1
MinInAirSpread 3
MaxMovementSpread 6
AddonAttachment primary
Team Survivor
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName M60
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_assaultrifle_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_assaultrifle
EjectBrassEffect weapon_shell_casing_rifle weapon_shell_casing_m60
MusicDynamicSpeed 0.35
DisplayName #L4D_Weapon_M60
DisplayNameAllCaps #L4D_Weapon_M60
NewInL4D2 1
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
Rumble 4
MaxPlayerSpeed 230
WeaponType rifle
WeaponPrice 3100
WeaponArmorRatio 1.4
CrosshairMinDistance 4
CrosshairDeltaDistance 3
BuiltRightHanded 1
PlayerAnimationExtension m4
CanEquipWithShield 0
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
Damage 50
Range 3000
RangeModifier 0.97
GainRange 1500 // range at which to use a gain curve to fall off to zero
Bullets 1
CycleTime 0.11
TimeToIdle 1.5
IdleInterval 60
Weapon data is loaded by both the Game and Client DLLs
printname M60
playermodel models/w_models/weapons/w_m60.mdl
viewmodel models/v_models/v_m60.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 0
bucket_position 0
clip_size 150
primary_ammo AMMO_TYPE_M60
secondary_ammo None
weight 25
item_flags 0
LoadoutSlots 2
Sounds for the weapon
single_shot M60.Fire
shoot_incendiary M60.FireIncendiary

Pistols[]

Pistol[]

Parameter L4D1 L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 2.0
SpreadPerShot 1
MaxSpread 30
SpreadDecay 5
MinDuckingSpread 0.5
MinStandingSpread 1.5
MinInAirSpread 3.0
MaxMovementSpread 3.0
DeployDuration 0.5
AddonAttachment pistol
Terror-specific Data (L4D2)
Team Survivor
addon_offset 0 0 0
addon_angles 0 0 0
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName SecondPistol
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_pistol_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_pistol
EjectBrassEffect weapon_shell_casing_9mm weapon_shell_casing_9mm_L4D2
MusicDynamicSpeed 0.8
DisplayName #L4D_Weapon_Pistol
DisplayNameAllCaps #L4D_Weapon_Pistol_CAPS
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
MaxPlayerSpeed 250
WeaponType Pistol pistol
WeaponPrice 500
WeaponArmorRatio 1.0
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team ANY
BuiltRightHanded 1
PlayerAnimationExtension pistol
MuzzleFlashScale 1
CanEquipWithShield 1
NoiseFactor 350
Rumble 1
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 30
PenetrationMaxDistance 0 // none
Damage 36
Range 2500
RangeModifier 0.75
Bullets 1
CycleTime 0.175 // 0.15
Weapon data is loaded by both the Game and Client DLLs
printname Pistol
playermodel models/w_models/weapons/w_pistol_1911.mdl models/w_models/weapons/w_pistol_A.mdl
playermodel_dual models/w_models/weapons/w_dual_pistol_1911.mdl models/w_models/weapons/w_pistol_A_dual.mdl
worldmodel models/w_models/weapons/w_pistol_B.mdl
worldmodel_dual models/w_models/weapons/w_dual_pistol_1911.mdl
viewmodel models/v_models/v_pistol.mdl models/v_models/v_pistolA.mdl
viewmodel_dual models/v_models/v_dual_pistolA.mdl
DualCharacterViewmodel unnecessary
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 1
bucket_position 1 0
clip_size 15
primary_ammo AMMO_TYPE_PISTOL
secondary_ammo None
weight 5
item_flags 0
Sounds for the weapon
single_shot Pistol.Fire
double_shot Pistol.DualFire

Pistol Magnum[]

Parameter L4D2 L4D2: TLS
Terror-specific Data
VerticalPunch 4.0
SpreadPerShot 2
MaxSpread 30
SpreadDecay 5
MinDuckingSpread 0.5
MinStandingSpread 1.25
MinInAirSpread 3.0
MaxMovementSpread 3.0
DeployDuration 0.5
DualDeployDuration 0.65
AddonAttachment pistol
addon_offset 2 0 -2
addon_angles 0 0 0
Team Survivor
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName magnum
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_shotgun_FP
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_autoshotgun
EjectBrassEffect weapon_shell_casing_9mm weapon_shell_casing_desert_eagle
MusicDynamicSpeed 0.8
DisplayName #L4D_Weapon_magnum
DisplayNameAllCaps #L4D_Weapon_magnum_CAPS
360 Terror Data
MaxAutoAimDeflection1 10.0
MaxAutoAimRange1 0
WeaponAutoAimScale 1.0
the following data
MaxPlayerSpeed 250
WeaponType pistol
WeaponPrice 500
WeaponArmorRatio 1.0
CrosshairMinDistance 8
CrosshairDeltaDistance 3
BuiltRightHanded 1
PlayerAnimationExtension pistol
MuzzleFlashScale 1
CanEquipWithShield 1
NoiseFactor 350
Rumble 1
Weapon characteristics
PenetrationNumLayers 2
PenetrationPower 50
PenetrationMaxDistance 0 // none
Damage 80
Range 3500
RangeModifier 0.75
Bullets 1
CycleTime 0.3 // 0.15
Weapon data is loaded by both the Game and Client DLLs
printname Magnum
playermodel models/w_models/weapons/w_desert_eagle.mdl
viewmodel models/v_models/v_desert_eagle.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 1
bucket_position 0
clip_size 8
primary_ammo AMMO_TYPE_PISTOL_MAGNUM
secondary_ammo None
weight 5
item_flags 0
Sounds for the weapon
single_shot Magnum.Fire

Melee[]

Baseball Bat[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.75
Model to show in firstperson
viewmodel models/weapons/melee/v_bat.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_bat.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 70
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 128
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates 1
Third person animations
activity_idle ACT_IDLE_BAT
activity_walk ACT_WALK_BAT
activity_run ACT_RUN_BAT
activity_crouchidle ACT_CROUCHIDLE_BAT
activity_crouchwalk ACT_RUN_CROUCH_BAT // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_BAT
activity_idleinjured ACT_IDLE_INJURED_BAT
activity_walkinjured ACT_WALK_INJURED_BAT
activity_runinjured ACT_RUN_INJURED_BAT
activity_idlecalm ACT_IDLE_CALM_BAT
activity_walkcalm ACT_WALK_BAT // there isn't a calm walk with an axe
activity_runcalm ACT_RUN_BAT // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_BAT
Part II
activity_attackprimary ACT_SHOOT_E2W_BAT
activity_attacksecondary ACT_SHOOT_SECONDARY_BAT
activity_deploy ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_BAT
addon stuff
addon_attachment melee
addon_offset -10 0 1
addon_angles 90 0 0
Sound data
define the hit and miss sounds
melee_miss Bat.Miss
melee_hit Bat.ImpactFlesh
melee_hit_world Bat.ImpactWorld
Force vector to apply to the ragdolls of zombies we kill
force_dir 0 0 1000
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 1.6
possible format for custom directions for subsequent attacks
Attack animations (primary and secondary)
primaryattacks
slash1
startdir E
enddir W
duration 0.9
starttime 0.1
endtime 0.34
activity ACT_VM_HITCENTER
player_activity ACT_SHOOT_E2W_BAT
player_activity_idle ACT_SHOOT_E2W_IDLE_BAT
force_dir 15 -40 0
slash2
startdir NW
enddir SE
duration 0.9
starttime 0.0
endtime 0.2
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_W2E_BAT
player_activity_idle ACT_SHOOT_W2E_IDLE_BAT
force_dir 15 40 -10
slash3
startdir NE
enddir SW
duration 0.9
starttime 0.0
endtime 0.2
activity ACT_VM_HITRIGHT
player_activity ACT_SHOOT_E2W_BAT
player_activity_idle ACT_SHOOT_E2W_IDLE_BAT
force_dir 15 -40 -10
strongattacks
strongattack1
startdir E
enddir W
duration 1 //37 frames @ 37fps
starttime 0.46 //starts at 17
endtime .78 //ends at 22
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_BAT
player_activity_idle ACT_SHOOT_STRONG_IDLE_BAT
force_dir 22 -30 35
secondaryattacks
shove1
startdir E
enddir W
duration .73
starttime 0.1
endtime 0.26
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_BAT
player_activity_idle ACT_SHOOT_SECONDARY_BAT
hud textures
unnecessary

Cricket Bat[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.8
Model to show in firstperson
viewmodel models/weapons/melee/v_cricket_bat.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_cricket_bat.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 50
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 128
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates 1
Third person animations
activity_idle ACT_IDLE_BAT
activity_walk ACT_WALK_BAT
activity_run ACT_RUN_BAT
activity_crouchidle ACT_CROUCHIDLE_BAT
activity_crouchwalk ACT_RUN_CROUCH_BAT // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_BAT
activity_idleinjured ACT_IDLE_INJURED_BAT
activity_walkinjured ACT_WALK_INJURED_BAT
activity_runinjured ACT_RUN_INJURED_BAT
activity_idlecalm ACT_IDLE_CALM_BAT
activity_walkcalm ACT_WALK_BAT // there isn't a calm walk with an axe
activity_runcalm ACT_RUN_BAT // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_BAT
Part II
activity_attackprimary ACT_SHOOT_E2W_BAT
activity_attacksecondary ACT_SHOOT_SECONDARY_BAT
activity_deploy ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_BAT
addon stuff
addon_attachment melee
addon_offset -2 0 0
addon_angles 0 80 80
Sound data
define the hit and miss sounds
melee_miss Bat.Miss CricketBat.Miss
melee_hit Bat.ImpactFlesh CricketBat.ImpactFlesh
melee_hit_world Bat.ImpactWorld CricketBat.ImpactWorld
Force vector to apply to the ragdolls of zombies we kill
force_dir 0 0 1000
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 1.6
possible format for custom directions for subsequent attacks
Attack animations (primary and secondary)
primaryattacks
slash1
startdir E
enddir W
duration 0.9
starttime 0.1
endtime 0.34
activity ACT_VM_HITCENTER
player_activity ACT_SHOOT_E2W_BAT
player_activity_idle ACT_SHOOT_E2W_IDLE_BAT
force_dir 15 -40 0
slash2
startdir NW
enddir SE
duration 0.9
starttime 0.0
endtime 0.2
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_W2E_BAT
player_activity_idle ACT_SHOOT_W2E_IDLE_BAT
force_dir 15 40 -10
slash3
startdir NE
enddir SW
duration 0.9
starttime 0.0
endtime 0.2
activity ACT_VM_HITRIGHT
player_activity ACT_SHOOT_E2W_BAT
player_activity_idle ACT_SHOOT_E2W_IDLE_BAT
force_dir 15 -40 -10
strongattacks
strongattack1
startdir E
enddir W
duration 1 //37 frames @ 37fps
starttime 0.46 //starts at 17
endtime .78 //ends at 22
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_BAT
player_activity_idle ACT_SHOOT_STRONG_IDLE_BAT
force_dir 22 -30 35
secondaryattacks
shove1
startdir E
enddir W
duration .73
starttime 0.1
endtime 0.26
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_BAT
player_activity_idle ACT_SHOOT_SECONDARY_BAT
hud textures
unnecessary

Crowbar[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.8
Model to show in firstperson
viewmodel models/weapons/melee/v_crowbar.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_crowbar.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 50
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 4
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
Third person animations
activity_idle ACT_IDLE_FRYINGPAN
activity_walk ACT_WALK_FRYINGPAN
activity_run ACT_RUN_FRYINGPAN
activity_crouchidle ACT_CROUCHIDLE_FRYINGPAN
activity_crouchwalk ACT_RUN_CROUCH_FRYINGPAN // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_FRYINGPAN
activity_idleinjured ACT_IDLE_INJURED_FRYINGPAN
activity_walkinjured ACT_WALK_INJURED_FRYINGPAN
activity_runinjured ACT_RUN_INJURED_FRYINGPAN
activity_idlecalm ACT_IDLE_CALM_FRYINGPAN
activity_walkcalm ACT_WALK_FRYINGPAN // there isn't a calm walk with` an axe
activity_runcalm ACT_RUN_FRYINGPAN // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_FRYINGPAN
Part II
activity_attackprimary ACT_SHOOT_N2S_FRYINGPAN
activity_attacksecondary ACT_SHOOT_SECONDARY_FRYINGPAN
activity_deploy ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_MELEE
addon stuff
addon_attachment melee
addon_offset 20 0 1
addon_angles 90 0 180
Sound data
define the hit and miss sounds
melee_miss Crowbar.Miss
melee_hit Crowbar.ImpactFlesh
melee_hit_world Crowbar.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 0.8
Attack animations (primary and secondary)
primaryattacks
bonk1
startdir E
enddir W
duration 0.8
starttime 0.15
endtime 0.28
activity ACT_VM_PRIMARYATTACK //was ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_N2S_FRYINGPAN
player_activity_idle ACT_SHOOT_N2S_IDLE_FRYINGPAN
force_dir 10 -5 5
bonk2
startdir W
enddir E
duration 0.8
starttime 0.13
endtime 0.26
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_W2E_FRYINGPAN
player_activity_idle ACT_SHOOT_W2E_IDLE_FRYINGPAN
force_dir 10 5 5
strongattacks
strongattack1
startdir S
enddir N
duration 1.24
starttime 0.35
endtime 0.60
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_FRYINGPAN
player_activity_idle ACT_SHOOT_STRONG_IDLE_FRYINGPAN
force_dir 60 0 60
secondaryattacks
shove1
startdir W
enddir E
duration 1.3
starttime 0.15
endtime 0.3
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_FRYINGPAN
player_activity_idle ACT_SHOOT_SECONDARY_FRYINGPAN
hud textures
unnecessary

Tonfa[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.75
Model to show in firstperson
viewmodel models/weapons/melee/v_tonfa.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_tonfa.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 50
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 128 | 4
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
Third person animations
activity_idle ACT_IDLE_FRYINGPAN
activity_walk ACT_WALK_FRYINGPAN
activity_run ACT_RUN_FRYINGPAN
activity_crouchidle ACT_CROUCHIDLE_FRYINGPAN
activity_crouchwalk ACT_RUN_CROUCH_FRYINGPAN // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_FRYINGPAN
activity_idleinjured ACT_IDLE_INJURED_FRYINGPAN
activity_walkinjured ACT_WALK_INJURED_FRYINGPAN
activity_runinjured ACT_RUN_INJURED_FRYINGPAN
activity_idlecalm ACT_IDLE_CALM_FRYINGPAN
activity_walkcalm ACT_WALK_FRYINGPAN // there isn't a calm walk with` an axe
activity_runcalm ACT_RUN_FRYINGPAN // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_FRYINGPAN
Part II
activity_attackprimary ACT_SHOOT_N2S_FRYINGPAN
activity_attacksecondary ACT_SHOOT_SECONDARY_FRYINGPAN
activity_deploy ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_MELEE
addon stuff
addon_attachment melee
addon_offset -4 0 1
addon_angles 10 90 95
Sound data
define the hit and miss sounds
melee_miss Tonfa.Miss
melee_hit Tonfa.ImpactFlesh
melee_hit_world Tonfa.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 0.8
Attack animations (primary and secondary)
primaryattacks
bonk1
startdir NE
enddir SW
duration 1.0
starttime 0.16
endtime 0.26
activity ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_N2S_FRYINGPAN
player_activity_idle ACT_SHOOT_N2S_IDLE_FRYINGPAN
force_dir 20 7 0
bonk2
startdir W
enddir E
duration 0.8
starttime 0.0
endtime 0.2
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_W2E_FRYINGPAN
player_activity_idle ACT_SHOOT_W2E_IDLE_FRYINGPAN
force_dir 12 7 0
strongattacks
strongattack1
startdir S
enddir N
duration 1.24
starttime 0.35
endtime 0.60
activity ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_STRONG_FRYINGPAN
player_activity_idle ACT_SHOOT_STRONG_IDLE_FRYINGPAN
force_dir 60 0 60
secondaryattacks
shove1
startdir W
enddir E
duration 0.75
starttime 0.15
endtime 0.45
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_FRYINGPAN
player_activity_idle ACT_SHOOT_SECONDARY_FRYINGPAN
hud textures
unnecessary

Electric Guitar[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 1.0
Model to show in firstperson
viewmodel models/weapons/melee/v_electric_guitar.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_electric_guitar.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 70
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 128
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates 1
Third person animations
activity_idle ACT_IDLE_GUITAR
activity_walk ACT_WALK_GUITAR
activity_run ACT_RUN_GUITAR
activity_crouchidle ACT_CROUCHIDLE_GUITAR
activity_crouchwalk ACT_RUN_CROUCH_GUITAR // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_GUITAR
activity_idleinjured ACT_IDLE_INJURED_GUITAR
activity_walkinjured ACT_WALK_INJURED_GUITAR
activity_runinjured ACT_RUN_INJURED_GUITAR
activity_idlecalm ACT_IDLE_CALM_GUITAR
activity_walkcalm ACT_WALK_GUITAR // there isn't a calm walk with an axe
activity_runcalm ACT_RUN_GUITAR // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_GUITAR
Part II
activity_deploy ACT_DEPLOY_GREN ACT_DEPLOY_RIFLE
activity_shove ACT_TERROR_SHOVED_FORWARD_BAT
addon stuff
addon_attachment melee
addon_offset 4 0 0
addon_angles 175 100 95
Sound data
define the hit and miss sounds
melee_miss Guitar.Miss
melee_hit Guitar.ImpactFlesh
melee_hit_world Guitar.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 1.6
Attack animations (primary and secondary)
primaryattacks
slash1
startdir E
enddir W
duration 1.23
starttime 0.1
endtime 0.33
activity ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_E2W_GUITAR
player_activity_idle ACT_SHOOT_E2W_IDLE_GUITAR
force_dir 0 -15 0
slash2
startdir W
enddir E
duration 1.23
starttime 0.1
endtime 0.33
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_E2W_GUITAR
player_activity_idle ACT_SHOOT_E2W_IDLE_GUITAR
force_dir 0 15 0
strongattacks
strongattack1
startdir N
enddir S
duration 1.24
starttime 0.35
endtime 0.60
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_AXE
player_activity_idle ACT_SHOOT_STRONG_IDLE_AXE
force_dir 0 0 18
secondaryattacks
shove1
startdir E
enddir W
duration .73
starttime 0.1
endtime 0.26
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_GUITAR
player_activity_idle ACT_SHOOT_SECONDARY_GUITARq ACT_SHOOT_SECONDARY_GUITAR
hud textures
unnecessary

GolfClub[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.75
Model to show in firstperson
viewmodel models/weapons/melee/v_golfclub.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_golfclub.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 70
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 128
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates 1
Third person animations
activity_idle ACT_IDLE_BAT
activity_walk ACT_WALK_BAT
activity_run ACT_RUN_BAT
activity_crouchidle ACT_CROUCHIDLE_BAT
activity_crouchwalk ACT_RUN_CROUCH_BAT // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_BAT
activity_idleinjured ACT_IDLE_INJURED_BAT
activity_walkinjured ACT_WALK_INJURED_BAT
activity_runinjured ACT_RUN_INJURED_BAT
activity_idlecalm ACT_IDLE_CALM_BAT
activity_walkcalm ACT_WALK_BAT // there isn't a calm walk with an axe
activity_runcalm ACT_RUN_BAT // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_BAT
Part II
activity_attackprimary ACT_SHOOT_E2W_KATANA
activity_attacksecondary ACT_SHOOT_SECONDARY_BAT
activity_deploy ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_BAT
addon stuff
addon_attachment melee
addon_offset -4 0 1
addon_angles 40 90 95
Sound data
define the hit and miss sounds
melee_miss GolfClub.Miss
melee_hit GolfClub.ImpactFlesh
melee_hit_world GolfClub.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 0.8
Attack animations (primary and secondary)
primaryattacks
slash1
startdir E
enddir W
duration 1
starttime 0.1
endtime 0.25
activity ACT_VM_HITCENTER
player_activity ACT_SHOOT_E2W_KATANA
player_activity_idle ACT_SHOOT_E2W_IDLE_KATANA
force_dir 4 -10 0
slash2
startdir W
enddir E
duration 1.3
starttime 0.0
endtime 0.2
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_W2E_KATANA
player_activity_idle ACT_SHOOT_W2E_IDLE_KATANA
force_dir 4 10 -10
strongattacks
strongattack1
startdir E
enddir W
duration 1 //37 frames @ 37fps
starttime 0.46 //starts at 17
endtime .78 //ends at 22
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_BAT
player_activity_idle ACT_SHOOT_STRONG_IDLE_BAT
force_dir 6 -9 10
secondaryattacks
shove1
startdir E
enddir W
duration .73
starttime 0.1
endtime 0.26
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_BAT
player_activity_idle ACT_SHOOT_SECONDARY_BAT
hud textures
unnecessary

Frying Pan[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.75
Model to show in firstperson
viewmodel models/weapons/melee/v_frying_pan.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_frying_pan.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 70
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 128
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
Third person animations
activity_idle ACT_IDLE_FRYINGPAN
activity_walk ACT_WALK_FRYINGPAN
activity_run ACT_RUN_FRYINGPAN
activity_crouchidle ACT_CROUCHIDLE_FRYINGPAN
activity_crouchwalk ACT_RUN_CROUCH_FRYINGPAN // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_FRYINGPAN
activity_idleinjured ACT_IDLE_INJURED_FRYINGPAN
activity_walkinjured ACT_WALK_INJURED_FRYINGPAN
activity_runinjured ACT_RUN_INJURED_FRYINGPAN
activity_idlecalm ACT_IDLE_CALM_FRYINGPAN
activity_walkcalm ACT_WALK_FRYINGPAN // there isn't a calm walk with` an axe
activity_runcalm ACT_RUN_FRYINGPAN // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_FRYINGPAN
Part II
activity_attackprimary ACT_VM_PRIMARY_ATTACK
activity_attacksecondary ACT_VM_SECONDARY_ATTACK
activity_deploy ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_MELEE
addon stuff
addon_attachment melee
addon_offset -8 0 2
addon_angles 168 -270 90
Sound data
define the hit and miss sounds
melee_miss Pan.Miss
melee_hit Pan.ImpactFlesh
melee_hit_world Pan.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 1.6
Attack animations (primary and secondary)
primaryattacks
bonk1
startdir E
enddir W
duration 0.75
starttime 0.15
endtime 0.36
activity ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_N2S_FRYINGPAN
player_activity_idle ACT_SHOOT_N2S_IDLE_FRYINGPAN
force_dir 50 -30 0
bonk2
startdir W
enddir E
duration 0.5
starttime 0.1
endtime 0.3
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_W2E_FRYINGPAN
player_activity_idle ACT_SHOOT_W2E_IDLE_FRYINGPAN
force_dir 50 -30 0
strongattacks
strongattack1
startdir S
enddir N
duration 1.24
starttime 0.35
endtime 0.60
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_FRYINGPAN
player_activity_idle ACT_SHOOT_STRONG_IDLE_FRYINGPAN
force_dir 60 0 60
secondaryattacks
shove1
startdir W
enddir E
duration 1.3
starttime 0.15
endtime 0.3
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_FRYINGPAN
player_activity_idle ACT_SHOOT_SECONDARY_FRYINGPAN
hud textures
unnecessary

Fireaxe[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 1.0
Model to show in firstperson
viewmodel models/weapons/melee/v_fireaxe.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_fireaxe.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 70
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 4
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates 1
Third person animations
activity_idle ACT_IDLE_AXE
activity_walk ACT_WALK_AXE
activity_run ACT_RUN_AXE
activity_crouchidle ACT_CROUCHIDLE_AXE
activity_crouchwalk ACT_RUN_CROUCH_AXE // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_AXE
activity_idleinjured ACT_IDLE_INJURED_AXE
activity_walkinjured ACT_WALK_INJURED_AXE
activity_runinjured ACT_RUN_INJURED_AXE
activity_idlecalm ACT_IDLE_CALM_AXE
activity_walkcalm ACT_WALK_AXE // there isn't a calm walk with an axe
activity_runcalm ACT_RUN_AXE // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_AXE
Part II
activity_deploy ACT_DEPLOY_GREN ACT_DEPLOY_RIFLE
activity_shove ACT_TERROR_SHOVED_FORWARD_BAT
addon stuff
addon_attachment melee
addon_offset 20 -3 1
addon_angles 0 80 -90
Sound data
define the hit and miss sounds
melee_miss Axe.Miss
melee_hit Axe.ImpactFlesh
melee_hit_world Axe.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 1.6
Attack animations (primary and secondary)
primaryattacks
slash1
startdir E
enddir W
duration 1.23
starttime 0.1
endtime 0.33
activity ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_E2W_AXE
player_activity_idle ACT_SHOOT_E2W_IDLE_AXE
force_dir 5 -5 10
slash2
startdir W
enddir E
duration 1.23
starttime 0.1
endtime 0.33
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_W2E_AXE
player_activity_idle ACT_SHOOT_W2E_IDLE_AXE
force_dir 5 5 10
strongattacks
strongattack1
startdir N
enddir S
duration 1.24
starttime 0.35
endtime 0.60
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_AXE
player_activity_idle ACT_SHOOT_STRONG_IDLE_AXE
force_dir 10 0 6
secondaryattacks
shove1
startdir E
enddir W
duration .73
starttime 0.1
endtime 0.26
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_AXE
player_activity_idle ACT_SHOOT_SECONDARY_AXE
hud textures
unnecessary

Machete[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.8
Model to show in firstperson
viewmodel models/weapons/melee/v_machete.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_machete.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 50
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 4
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates 1
Third person animations
activity_idle ACT_IDLE_FRYINGPAN
activity_walk ACT_WALK_FRYINGPAN
activity_run ACT_RUN_FRYINGPAN
activity_crouchidle ACT_CROUCHIDLE_FRYINGPAN
activity_crouchwalk ACT_RUN_CROUCH_FRYINGPAN // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_FRYINGPAN
activity_idleinjured ACT_IDLE_INJURED_FRYINGPAN
activity_walkinjured ACT_WALK_INJURED_FRYINGPAN
activity_runinjured ACT_RUN_INJURED_FRYINGPAN
activity_idlecalm ACT_IDLE_CALM_FRYINGPAN
activity_walkcalm ACT_WALK_FRYINGPAN // there isn't a calm walk with` an axe
activity_runcalm ACT_RUN_FRYINGPAN // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_FRYINGPAN
Part II
activity_attackprimary ACT_SHOOT_N2S_FRYINGPAN
activity_attacksecondary ACT_SHOOT_SECONDARY_FRYINGPAN
activity_deploy ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_MELEE
addon stuff
addon_attachment melee
addon_offset -4 0 1
addon_angles 5 90 95
Sound data
define the hit and miss sounds
melee_miss Machete.Miss
melee_hit Machete.ImpactFlesh
melee_hit_world Machete.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 0.8
Attack animations (primary and secondary)
primaryattacks
bonk1
startdir E
enddir W
duration .76
starttime 0.1
endtime 0.25
activity ACT_VM_PRIMARYATTACK //was ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_N2S_FRYINGPAN
player_activity_idle ACT_SHOOT_N2S_IDLE_FRYINGPAN
force_dir 5 -5 3
bonk2
startdir W
enddir E
duration .7
starttime 0
endtime 0.2
activity ACT_VM_HITRIGHT
player_activity ACT_SHOOT_W2E_FRYINGPAN
player_activity_idle ACT_SHOOT_W2E_IDLE_FRYINGPAN
force_dir 10 -7 2
bonk3
startdir E
enddir W
duration .58
starttime 0.1
endtime 0.22
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_N2S_FRYINGPAN
player_activity_idle ACT_SHOOT_N2S_IDLE_FRYINGPAN
force_dir 10 -7 2
strongattacks
strongattack1
startdir S
enddir N
duration 1.24
starttime 0.35
endtime 0.60
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_FRYINGPAN
player_activity_idle ACT_SHOOT_STRONG_IDLE_FRYINGPAN
force_dir 60 0 60
secondaryattacks
shove1
startdir W
enddir E
duration 1.3
starttime 0.15
endtime 0.3
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_FRYINGPAN
player_activity_idle ACT_SHOOT_SECONDARY_FRYINGPAN
hud textures
unnecessary

Katana[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.8
Model to show in firstperson
viewmodel models/weapons/melee/v_katana.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_katana.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 70
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 4
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates 1
Third person animations
activity_idle ACT_IDLE_BAT
activity_walk ACT_WALK_BAT
activity_run ACT_RUN_BAT
activity_crouchidle ACT_CROUCHIDLE_BAT
activity_crouchwalk ACT_RUN_CROUCH_BAT // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_BAT
activity_idleinjured ACT_IDLE_INJURED_BAT
activity_walkinjured ACT_WALK_INJURED_BAT
activity_runinjured ACT_RUN_INJURED_BAT
activity_idlecalm ACT_IDLE_CALM_BAT
activity_walkcalm ACT_WALK_BAT // there isn't a calm walk with an axe
activity_runcalm ACT_RUN_BAT // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_BAT
Part II
activity_attackprimary ACT_SHOOT_E2W_KATANA
activity_attacksecondary ACT_SHOOT_SECONDARY_BAT
activity_deploy ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_BAT
addon stuff
addon_attachment melee
addon_offset -4 0 1
addon_angles 40 90 95
Sound data
define the hit and miss sounds
melee_miss Katana.Miss
melee_hit Katana.ImpactFlesh
melee_hit_world Katana.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 0.8
Attack animations (primary and secondary)
primaryattacks
slash1
startdir E
enddir W
duration 1
starttime 0.1
endtime 0.25
activity ACT_VM_HITCENTER
player_activity ACT_SHOOT_E2W_KATANA
player_activity_idle ACT_SHOOT_E2W_IDLE_KATANA
force_dir 4 -10 0
slash2
startdir W
enddir E
duration 1.3
starttime 0.0
endtime 0.2
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_W2E_KATANA
player_activity_idle ACT_SHOOT_W2E_IDLE_KATANA
force_dir 4 10 -10
strongattacks
strongattack1
startdir E
enddir W
duration 1 //37 frames @ 37fps
starttime 0.46 //starts at 17
endtime .78 //ends at 22
activity ACT_VM_SWINGHARD
player_activity ACT_SHOOT_STRONG_BAT
player_activity_idle ACT_SHOOT_STRONG_IDLE_BAT
force_dir 6 -9 10
secondaryattacks
shove1
startdir E
enddir W
duration .73
starttime 0.1
endtime 0.26
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_BAT
player_activity_idle ACT_SHOOT_SECONDARY_BAT
hud textures
unnecessary

Knife[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.8
Model to show in firstperson
viewmodel models/v_models/v_knife_t.mdl
Model to show in thirdperson
playermodel models/w_models/weapons/w_knife_t.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 50
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 4
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
Third person animations
activity_idle ACT_IDLE_FRYINGPAN
activity_walk ACT_WALK_FRYINGPAN
activity_run ACT_RUN_FRYINGPAN
activity_crouchidle ACT_CROUCHIDLE_FRYINGPAN
activity_crouchwalk ACT_RUN_CROUCH_FRYINGPAN // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_FRYINGPAN
activity_idleinjured ACT_IDLE_INJURED_FRYINGPAN
activity_walkinjured ACT_WALK_INJURED_FRYINGPAN
activity_runinjured ACT_RUN_INJURED_FRYINGPAN
activity_idlecalm ACT_IDLE_CALM_FRYINGPAN
activity_walkcalm ACT_WALK_FRYINGPAN // there isn't a calm walk with` an axe
activity_runcalm ACT_RUN_FRYINGPAN // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_FRYINGPAN
Part II
activity_attackprimary ACT_VM_PRIMARYATTACK
activity_attacksecondary ACT_SHOOT_SECONDARY_FRYINGPAN
activity_deploy ACT_VM_DRAW ACT_DEPLOY_GREN
activity_shove ACT_TERROR_SHOVED_FORWARD_MELEE
addon stuff
addon_attachment pistol
addon_offset -3 0 3
addon_angles 105 0 0
Sound data
define the hit and miss sounds
melee_miss Knife.Miss
melee_hit Knife.ImpactFlesh
melee_hit_world Knife.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 0.5
Attack animations (primary and secondary)
primaryattacks
slash1
startdir W
enddir E SE
duration 1.1
starttime 0.05 0.1
endtime 0.35 0.28
activity ACT_VM_HITRIGHT
player_activity ACT_SHOOT_W2E_AXE ACT_SHOOT_N2S_FRYINGPAN
player_activity_idle ACT_SHOOT_W2E_IDLE_AXE ACT_SHOOT_N2S_IDLE_FRYINGPAN
force_dir 8 -4 0
secondaryattacks
elbow1
startdir W
enddir E
duration .7 1.3
starttime 0.08 0.15
endtime 0.4 0.3
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_AXE ACT_SHOOT_SECONDARY_FRYINGPAN
player_activity_idle ACT_SHOOT_SECONDARY_AXE ACT_SHOOT_SECONDARY_FRYINGPAN
hud textures
unnecessary

Shovel[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 1.0
Model to show in firstperson
viewmodel models/weapons/melee/v_shovel.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_shovel.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 80
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 128 | 4
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates //1
Third person animations
activity_idle ACT_IDLE_AXE
activity_walk ACT_WALK_AXE
activity_run ACT_RUN_AXE
activity_crouchidle ACT_CROUCHIDLE_AXE
activity_crouchwalk ACT_RUN_CROUCH_AXE // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_AXE
activity_idleinjured ACT_IDLE_INJURED_AXE
activity_walkinjured ACT_WALK_INJURED_AXE
activity_runinjured ACT_RUN_INJURED_AXE
activity_idlecalm ACT_IDLE_CALM_AXE
activity_walkcalm ACT_WALK_AXE // there isn't a calm walk with an axe
activity_runcalm ACT_RUN_AXE // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_AXE
Part II
activity_deploy ACT_DEPLOY_RIFLE
activity_shove ACT_TERROR_SHOVED_FORWARD_BAT
addon stuff
addon_attachment melee
addon_offset 20 -3 1
addon_angles 0 80 -90
Sound data
define the hit and miss sounds
melee_miss Shovel.Miss
melee_hit Shovel.ImpactFlesh
melee_hit_world Shovel.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 2.1
Attack animations (primary and secondary)
primaryattacks
bonk1
startdir E
enddir W
duration 1.3
starttime 0.1
endtime 0.36
activity ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_E2W_GUITAR
player_activity_idle ACT_SHOOT_E2W_IDLE_GUITAR
force_dir 10 -80 20
bonk2
startdir W
enddir E
duration 1.34
starttime 0.07
endtime 0.38
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_E2W_GUITAR
player_activity_idle ACT_SHOOT_E2W_IDLE_GUITAR
force_dir 10 80 20
strongattacks
secondaryattacks
shove1
startdir E
enddir W
duration .73
starttime 0.1
endtime 0.26
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_AXE
player_activity_idle ACT_SHOOT_SECONDARY_AXE
hud textures
unnecessary

Pitchfork[]

Parameter L4D2 L4D2: TLS
Weapon Data
Time before you can swing the weapon again
refire_delay 0.88
Model to show in firstperson
viewmodel models/weapons/melee/v_pitchfork.mdl
Model to show in thirdperson
playermodel models/weapons/melee/w_pitchfork.mdl
Animation prefix - not sure what this is used for just yet
anim_prefix anim
Damage per hit
damage 70
Damage flag value
right now you can enter the integer values, or logical OR them together
supported damage types
DMG_SLASH (1 << 2) = 4 - cuts off parts of infected
DMG_BURN (1 << 3) = 8 - lights zombies on fire
DMG_CLUB (1 << 7) = 128 - knocks them back?
damage_flags 4
Rumble effect to play on 360 when we swing
RUMBLE_CROWBAR_SWING = 9
RUMBLE_L4D_PLAYER_MELEE_HIT = 42
rumble_effect 42
decapitates
decapitates 0
Third person animations
activity_idle ACT_IDLE_AXE
activity_walk ACT_WALK_AXE
activity_run ACT_RUN_AXE
activity_crouchidle ACT_CROUCHIDLE_AXE
activity_crouchwalk ACT_RUN_CROUCH_AXE // there isn't a crouched walk with an axe
activity_crouchrun ACT_RUN_CROUCH_AXE
activity_idleinjured ACT_IDLE_INJURED_AXE
activity_walkinjured ACT_WALK_INJURED_AXE
activity_runinjured ACT_RUN_INJURED_AXE
activity_idlecalm ACT_IDLE_CALM_AXE
activity_walkcalm ACT_WALK_AXE // there isn't a calm walk with an axe
activity_runcalm ACT_RUN_AXE // there isn't a calm run with an axe
activity_pulled ACT_TERROR_PULLED_RUN_RIFLE
activity_jump ACT_JUMP_AXE
Part II
activity_deploy ACT_DEPLOY_RIFLE
activity_shove ACT_TERROR_SHOVED_FORWARD_BAT
addon stuff
addon_attachment melee
addon_offset 13 -1 0
addon_angles 175 -80 95
Sound data
define the hit and miss sounds
melee_miss Pitchfork.Miss
melee_hit Pitchfork.ImpactFlesh
melee_hit_world Pitchfork.ImpactWorld
Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
player_anim_event 0 // TODO - convert from string to PlayerAnimEvent_t
How long after attacking until the weapon enters its idle animation state
weapon_idle_time 0.8
Attack animations (primary and secondary)
primaryattacks
slash1
startdir S
enddir N
duration .6
starttime 0.11
endtime 0.25
activity ACT_VM_PRIMARYATTACK
player_activity ACT_SHOOT_E2W_AXE
player_activity_idle ACT_SHOOT_E2W_IDLE_AXE
force_dir 10 -1 20
slash2
startdir SE
enddir NW
duration .6
starttime 0.16
endtime 0.28
activity ACT_VM_HITLEFT
player_activity ACT_SHOOT_E2W_AXE
player_activity_idle ACT_SHOOT_E2W_IDLE_AXE
force_dir 10 -7 2
slash3
startdir W
enddir E
duration .8
starttime 0.22
endtime 0.4
activity ACT_VM_HITRIGHT
player_activity ACT_SHOOT_E2W_AXE
player_activity_idle ACT_SHOOT_E2W_IDLE_AXE
force_dir 13 10 3
secondaryattacks
shove1
startdir W
enddir E
duration 1.3
starttime 0.2
endtime 0.4
activity ACT_VM_SECONDARYATTACK
player_activity ACT_SHOOT_SECONDARY_AXE
player_activity_idle ACT_SHOOT_SECONDARY_AXE
hud textures
unnecessary

Grenades[]

Molotov[]

Parameter L4D1 L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType Grenade grenade
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team ANY Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName Molotov
DisplayName #L4D_Weapon_Molotov
DisplayNameAllCaps #L4D_Weapon_Molotov_CAPS
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_molotov.mdl
AddonAttachment molotov
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname Molotov
playermodel models/w_models/weapons/w_eq_molotov.mdl
viewmodel models/v_models/v_molotov.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 2
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_MOLOTOV
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
Sounds for the weapon
idle Molotov.IdleLoop

Pipe Bomb[]

Parameter L4D1 L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType Grenade grenade
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team ANY Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_pipebomb.mdl
AddonAttachment grenade molotov
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName PipeBomb
DisplayName #L4D_Weapon_PipeBomb
DisplayNameAllCaps #L4D_Weapon_PipeBomb_CAPS
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname Pipe Bomb
playermodel models/w_models/weapons/w_eq_pipebomb.mdl
viewmodel models/v_models/v_pipebomb.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 2
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_PIPEBOMB
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
Sounds for the weapon

VomitJar[]

Parameter L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType grenade
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName VomitJar
DisplayName #L4D_Weapon_VomitJar
DisplayNameAllCaps #L4D_Weapon_VomitJar_CAPS
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_bile_flask.mdl
AddonAttachment molotov
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname _ Vomit Jar _
playermodel models/w_models/weapons/w_eq_bile_flask.mdl
viewmodel models/v_models/v_bile_flask.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 2
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_VOMITJAR
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
Sounds for the weapon
idle Molotov.IdleLoop

Upgradepacks[]

UpgradePack Explosive[]

Parameter L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType upgradepack
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName UpgradePack_Explosive
MusicDynamicSpeed 2
DisplayName #L4D_Weapon_UpgradePack_Explosive
DisplayNameAllCaps #L4D_Weapon_UpgradePack_Explosive_CAPS
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_explosive_ammopack.mdl
AddonAttachment medkit
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname _ UpgradePack_Explosive _
playermodel models/w_models/weapons/w_eq_explosive_ammopack.mdl
viewmodel models/v_models/v_explosive_ammopack.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 3
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_FIRSTAID
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
Sounds for the weapon

UpgradePack Incendiary[]

Parameter L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType upgradepack
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName UpgradePack_Incendiary
MusicDynamicSpeed 2
DisplayName #L4D_Weapon_UpgradePack_Incendiary
DisplayNameAllCaps #L4D_Weapon_UpgradePack_Incendiary_CAPS
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_incendiary_ammopack.mdl
AddonAttachment medkit
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname _ UpgradePack_Incendiary _
playermodel models/w_models/weapons/w_eq_incendiary_ammopack.mdl
viewmodel models/v_models/v_incendiary_ammopack.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 3
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_FIRSTAID
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
Sounds for the weapon

Healing[]

First Aid Kit[]

Parameter L4D L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType Healing healing
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team ANY Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName FirstAidKit
MusicDynamicSpeed 2
DisplayName #L4D_Weapon_FirstAidKit
DisplayNameAllCaps #L4D_Weapon_FirstAidKit_CAPS
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_Medkit.mdl
AddonAttachment medkit
addon_offset 0 0 -3
addon_angles 0 0 0
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname First Aid Kit
playermodel models/w_models/weapons/w_eq_Medkit.mdl
viewmodel models/v_models/v_firstaidkit.mdl models/v_models/v_medkit.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 3
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_FIRSTAID
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
Sounds for the weapon

Pain Pills[]

Parameter L4D L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType Healing healing
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team ANY Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName PainPills
MusicDynamicSpeed 2
DisplayName #L4D_Weapon_PainPills
DisplayNameAllCaps #L4D_Weapon_PainPills_CAPS
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_painpills.mdl
AddonAttachment pills
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname Pain Pills
playermodel models/w_models/weapons/w_eq_painpills.mdl
viewmodel models/v_models/v_painpills.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 4
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_PAINPILLS
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
LoadoutSlots 0
Sounds for the weapon
single_shot PainPills.Use

Defibrillator[]

Parameter L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType healing
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName Defibrillator
MusicDynamicSpeed 2
DisplayName #L4D_Weapon_Defibrillator
DisplayNameAllCaps #L4D_Weapon_Defibrillator_CAPS
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_defibrillator.mdl
AddonAttachment medkit
addon_offset 1 0 0
addon_angles -90 15 0
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname _ Defibrillator _
playermodel models/w_models/weapons/w_eq_defibrillator.mdl
viewmodel models/v_models/v_defibrillator.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 3
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_FIRSTAID
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
Sounds for the weapon

Adrenaline[]

Parameter L4D2 L4D2: TLS
Weapon Data
MaxPlayerSpeed 250
WeaponType healing
WeaponPrice 300
WeaponArmorRatio 1
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
Tier 0 // valid entries are 0, 1, 2
ResponseRulesName Adrenaline
MusicDynamicSpeed 2
DisplayName #L4D_Weapon_Adrenaline
DisplayNameAllCaps #L4D_Weapon_Adrenaline_CAPS
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_eq_adrenaline.mdl
AddonAttachment pills
addon_offset -0.5 0 0
addon_angles -16 30 -80
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname _ Adrenaline _
playermodel models/w_models/weapons/w_eq_adrenaline.mdl
viewmodel models/v_models/v_adrenaline.mdl
CharacterViewmodelAddon unnecessary
anim_prefix anim
bucket 4
bucket_position 1
clip_size -1
default_clip 1
primary_ammo AMMO_TYPE_ADRENALINE
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
LoadoutSlots 0
Sounds for the weapon
single_shot PainPills.Use

Props[]

Gascan[]

Parameter L4D L4D2
Weapon Data
MaxPlayerSpeed 250
WeaponType Grenade carried_prop
WeaponPrice 300
WeaponArmorRatio 1
Team ANY Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
CanEquipWithShield 1
AddonModel models/props_junk/gascan001a.mdl
AddonAttachment gascan
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname gascan
playermodel models/props_junk/gascan001a.mdl
viewmodel models/props_junk/gascan001a.mdl
CharacterViewmodelAddon n/a
anim_prefix anim
bucket 5
bucket_position 1 0
clip_size -1
default_clip 1
primary_ammo AMMO_CARRIED_ITEM
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
DeployDuration 0.1
Sounds for the weapon

Oxygentank[]

Parameter L4D L4D2
Weapon Data
MaxPlayerSpeed 250
WeaponType Grenade carried_prop
WeaponPrice 300
WeaponArmorRatio 1
Team ANY Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
CanEquipWithShield 1
AddonModel models/props_equipment/oxygentank01.mdl
AddonAttachment gascan
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname oxygentank
playermodel models/props_equipment/oxygentank01.mdl
viewmodel models/props_equipment/oxygentank01.mdl
CharacterViewmodelAddon n/a
anim_prefix anim
bucket 5
bucket_position 1 0
clip_size -1
default_clip 1
primary_ammo AMMO_CARRIED_ITEM
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
DeployDuration 0.1
Sounds for the weapon

Propanetank[]

Parameter L4D L4D2
Weapon Data
MaxPlayerSpeed 250
WeaponType Grenade carried_prop
WeaponPrice 300
WeaponArmorRatio 1
Team ANY Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
CanEquipWithShield 1
AddonModel models/props_junk/propanecanister001a.mdl
AddonAttachment gascan
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
Weapon data is loaded by both the Game and Client DLLs
printname propanetank
playermodel models/props_junk/propanecanister001a.mdl
viewmodel models/props_junk/propanecanister001a.mdl
CharacterViewmodelAddon n/a
anim_prefix anim
bucket 5
bucket_position 1 0
clip_size -1
default_clip 1
primary_ammo AMMO_CARRIED_ITEM
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
DeployDuration 0.1
Sounds for the weapon

FireworkCrate[]

Parameter L4D2
Weapon Data
MaxPlayerSpeed 250
WeaponType carried_prop
WeaponPrice 300
WeaponArmorRatio 1
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
CanEquipWithShield 1
AddonModel models/props_junk/explosive_box001.mdl
AddonAttachment gascan
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
ResponseRulesName FireworkCrate
Weapon data is loaded by both the Game and Client DLLs
printname fireworkcrate
playermodel models/props_junk/explosive_box001.mdl
viewmodel models/props_junk/explosive_box001.mdl
anim_prefix anim
bucket 5
bucket_position 0
clip_size -1
default_clip 1
primary_ammo AMMO_CARRIED_ITEM
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
DeployDuration 0.1
Sounds for the weapon

Cola Bottles[]

Parameter L4D2
Weapon Data
MaxPlayerSpeed 250
WeaponType carried_prop
WeaponPrice 300
WeaponArmorRatio 1
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
CanEquipWithShield 1
AddonModel models/w_models/weapons/w_cola.mdl
AddonAttachment gascan
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
ResponseRulesName ColaBottles
Weapon data is loaded by both the Game and Client DLLs
printname cola bottles
playermodel models/w_models/weapons/w_cola.mdl
viewmodel models/v_models/v_cola.mdl
anim_prefix anim
bucket 5
bucket_position 0
clip_size -1
default_clip 1
primary_ammo AMMO_CARRIED_ITEM
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
DeployDuration 0.1
Sounds for the weapon

Gnome[]

Parameter L4D2
Weapon Data
MaxPlayerSpeed 250
WeaponType carried_prop
WeaponPrice 300
WeaponArmorRatio 1
Team Survivor
BuiltRightHanded 1
PlayerAnimationExtension gren
MuzzleFlashScale 0
MuzzleFlashStyle CS_MUZZLEFLASH_NONE
CanEquipWithShield 1
AddonModel models/props_junk/gnome.mdl
AddonAttachment gascan
Weapon characteristics
Penetration 1
Damage 50
Range 4096
RangeModifier 0.99
Bullets 1
ResponseRulesName Gnome
Weapon data is loaded by both the Game and Client DLLs
printname gnome
playermodel models/props_junk/gnome.mdl
viewmodel models/weapons/melee/v_gnome.mdl
anim_prefix anim
bucket 5
bucket_position 0
clip_size -1
default_clip 1
primary_ammo AMMO_CARRIED_ITEM
secondary_ammo None
weight 2
item_flags 0
ITEM_FLAG_NOAMMOPICKUPS 1
DeployDuration 0.1
Sounds for the weapon
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