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Add scripts for the scout jumpgun #54

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May 29, 2016
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Binary file modified resource/FortressForever_english.txt
Binary file not shown.
1 change: 1 addition & 0 deletions scripts/ff_playerclass_scout.txt
Original file line number Diff line number Diff line change
Expand Up @@ -28,6 +28,7 @@ PlayerClassData
{
"weapon" "ff_weapon_crowbar"
"weapon" "ff_weapon_shotgun"
"weapon" "ff_weapon_jumpgun"
"weapon" "ff_weapon_nailgun"
"weapon" "ff_weapon_deploymancannon"

Expand Down
108 changes: 108 additions & 0 deletions scripts/ff_weapon_jumpgun.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,108 @@
WeaponData
{
// Weapon characteristics:
"CycleTime" "0.2" // Rate of fire
"CycleDecrement" "1" // Number of bullets fired per cycle

"Damage" "0" // Damage per burst
"DamageRadius" "0" // Radius of damage

// Projectile weapons
"Speed" "1500" // Speed for projectile to travel at

"RecoilAmount" "2" // Amount of recoil

// Hitscan weapons
"Bullets" "-1" // Bullets to shoot
"BulletSpread" "-1" // Spread of projectiles

"PreReloadTime" "-1" // Time taken for the weapon to move to reload state
"ReloadTime" "-1" // Time taken to reload a shell/rocket/etc
"PostReloadTime" "-1" // Time taken to move weapon back to firing state

"SpinTime" "-1" // For AC

"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "50"
"default_clip2" "-1"

"primary_ammo" "AMMO_NAILS"
"secondary_ammo" "None"

"ffencrypted" "1" // required for the script to load

// Weapon data is loaded by both the Game and Client DLLs.
"printname" "#FF_WPNHUD_JUMPGUN"
"viewmodel" "models/weapons/railgun/v_railgun.mdl"
"playermodel" "models/weapons/railgun/w_railgun.mdl"

"anim_prefix" "anim"
"PlayerAnimationExtension" "railgun"
"bucket" "2"
"bucket_position" "2"

"weight" "50"
"item_flags" "0"

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"empty" "generic.empty"
"single_shot" "jumpgun.single_shot"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"font" "WeaponIcons"
"character" "t"
}
"weapon_s"
{
"font" "WeaponIconsSelected"
"character" "t"
}
"ammo"
{
"font" "WeaponIconsSmall"
"character" "7"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"deathnotice"
{
"font" "StatusGlyphsSmall"
"character" "u"
}
}
ModelBounds
{
Viewmodel
{
Mins "-10 -4 -13"
Maxs "21 9 -1"
}
World
{
Mins "-10 -7 -6"
Maxs "22 8 9"
}
}
}
13 changes: 12 additions & 1 deletion scripts/game_sounds_ff_weapons.txt
Original file line number Diff line number Diff line change
Expand Up @@ -430,6 +430,17 @@
"wave" "weapons/pipelauncher/pipe_bounce1.wav"
}
//----------------
// Jump gun
//----------------
"jumpgun.single_shot"
{
"channel" "CHAN_WEAPON"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"wave" "weapons/jumpgun/jumpgun-fire.wav"
}
//----------------
//Railgun, poor thing, you kicked arse in Quake 3
//----------------
"railgun.single_shot"
Expand Down Expand Up @@ -804,4 +815,4 @@
"CompatibilityAttenuation" "1.0"
"pitch" "95,105"
"wave" "weapons/umbrella/umbrella_miss.wav"
}
}