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.
Best wishes!
This page is for any tests.
Welcome to the sandbox!
Anyone can edit this.
Simple Editing[]
To edit a page, click on the "edit" tab, usually near the top of the page. Then, edit the box in the page. Feel free to practice here, on this page. It's here just for you to practice.
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Simple Formatting[]
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Create a bulleted list by starting each item with an asterick (*)
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Formatting for Emphasis[]
Put single quote marks around words or phrases for formatting emphasis.
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Other stuff...
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Welcome Template Test[]
Welcome to the Left 4 Dead Wiki! |
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:
- Not sure what to do? Check out the recent changes page to see what's going on. It's a great place to start out on; you can see what articles people are editing the most, and see how you can help! You can also look at the to do list. It has a list of things that need to be done.
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We're glad to have you here, and we hope that you'll keep editing this wiki. If still have any questions, feel free to leave them on [[User talk:{{{1}}}|my talk page]]. I'd be glad to help you out.
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 | ||
— | — |