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Shoot Entities

wootguy edited this page Jun 5, 2018 · 2 revisions

Shoot entities define what happens when you pull the trigger. There are 4 types of these, and all of them share a large chunk of keyvalues. You can connect up to 4 of these to a weapon_custom entity - one for each fire button plus an alternate primary fire.

The "Shoot Entities":

Shared Keyvalues:

These keyvalues are shared across all 4 shoot entities. These are for configuring generic settings like damage, accuracy, and cooldowns.

Keyvalue
Value Type
Description
_____________________________
Name
string
Name of the entity (this is what you write in weapon_custom).
Damage
float
Damage to apply. For projectiles, this applies only when bouncing off an entity.
Damage Type
integer
Override default damage type.
Damage Type 2
integer
Additional damage type. Combines with default or overridden type.
Gib Mode
integer
Choose how the weapon should explode monsters.
Friendly Fire
integer
Enable this for PvP.
Shoot Sounds
List of weapon_custom_sounds
Sounds to play when firing, chosen randomly.
Shoot Animations
List of integers
Animations to play when firing, chosen sequentially.
Shoot Empty Animation
integer
Animation to play when the last shot in the clip is fired.
Shoot Empty Sound
weapon_custom_sound
Sound to play when the last shot in the clip is fired.
Shoot Failure Sounds
List of weapon_custom_sounds
Sounds to play when the fire is aborted (due to enabled flags). Chosen randomly.
Ammo Cost
integer
Amount of ammo used when a single shot is fired.
Cooldown
float
Time to wait (seconds) after firing a shot.
Cooldown On Fail/Empty
float
Time to wait (seconds) after failing to shoot (e.g. out of ammo, in water).
Accuracy
float
Bullet spread in degrees. 0 = perfect accuracy, 180 = worst possible.
Accuracy Function
integer
Gaussian = Bullets will mostly hit in the center of the accuracy cone.
Uniform = Any point in the accuracy cone is equally likely (combine with 180 deg accuracy for disco parties).
Recoil
2 floats
The minimum and maximum amount of vertical recoil. A random value is selected between these 2 values each time you shoot.
Kickback
float
Push force applied to the player in the opposite direction of where the gun is pointed.
Knockback
float
Push force applied to monsters when hit.
Max Range
float
Maximum shoot distance (does not apply to projectiles).
Heal Mode
integer
Healing action (e.g. medkit fire)
Heal Targets
integer
Selectively heal based on classification.
Ricochet Max Angle
float
Maximum angle (degrees) that a shot will ricochet off a wall (only works for beams, currently).
Muzzle Flash Color
Color
Dynamic light color (0 0 0 = disabled)
Muzzle Flash Adv.
3 integers
Radius, Life time (seconds*0.1), and rate of decay of the muzzle flash.
Shell Ejection Type
integer
Type of shell to eject after firing.
Shell Custom Model
string
Custom shell model.
Shell Offset
Vector
Position to eject the shell from, relative to the gun position. Coordinates are given as Right, Up, and Forward units.
Shell Velocity
Vector
Shell ejection direction and speed, relative to the aim vector. Coordinates are given as Right, Up, and Forward units.
Shell Spread
float
Amount to randomize the shell ejection direction.
Shell Ejection Delay
float
Time in seconds to delay the shell ejection after firing.
Shell Ejection Delay Sound
weapon_custom_sound
Sound to play if after the ejection delay has finished (but only if the delay is greater than 0).
Wind Up Time
float
Time in seconds to wait before firing after the button is pressed.
Min Responsive Wind Up Time
float
Minimum time to windup if windups can be cancelled.
Wind Up Action
integer
What to do after the windup has finished.
Wind Up Ammo Cost
integer
Amount of ammo used for a full windup.
Wind Up Damage Multiplier
float
Extra damage done if the shot is fired at maximum windup (scales to match however long the windup was held).
Wind Up Kickback Multiplier
float
Extra kickback force applied if the shot is fired at maximum windup (scales to match however long the windup was held).
Wind Up Easing
integer
Smoothing function to use for windup (accelerates and decelerates the windup).
Wind up Sound
weapon_custom_sound
Sound to play during the windup
Wind Up Pitch Start
integer
Starting pitch for the windup sound.
Wind Up Pitch End
integer
Ending pitch for the windup sound.
Wind Up Animation
integer
Animation to play when the windup is started.
Wind Up Animation Time
float
Time to wait before playing the windup loop animation, if one is set.
Wind Up Loop Animation
integer
Animation to play after the windup start animation.
Wind Up Loop Sound
weapon_custom_sound
Sound to play while the windup loop animation is active.
Wind Up Overcharge Time
float
Time to wait before triggering the overcharge action.
Wind Up Overcharge Action
integer
What to do when the windup has been held for too long (overcharged).
Wind Up Overcharge Effect
weapon_custom_user_effect
Effect to trigger when the windup has been overcharged.
Wind Up Overcharge Animation
integer
Animation to play when the windup has been overcharged.
Wind Up Overcharge Cooldown
float
Time to wait after the windup has been overcharged.
Wind Up Move Speed Multiplier
float
Scales player movement speed while the weapon is winding up.
Wind Up Shoot Move Speed Mult.
float
Scales player movement speed while the weapon is wound up and the player is shooting (e.g. minigun fire makes you stop moving)
Wind Down Time
float
Time for the weapon to wind down after winding up.
Wind Down Min Cancel Time
float
Minimum wind down time required before you can try to wind up again.
Wind Down Animation
integer
Animation to play while the weapon is winding down.
Wind Down Sound
weapon_custom_sound
Sound to play while the weapon is winding down.
Toggle Cooldown
float
Time to wait after toggling to this fire mode.

Shared Flags:

All Shoot Entities get these flags

# Name Description
___________________
1 Don't Fire On Damage Abort the attack if shooting would not result in the target being healed.
2 Don't Fire On Miss Abort the attack if shooting would not hit anything.
4 No Sound Overlap Prevents weapon shoot sounds from overlapping by default. For melee weapons, this prevents the swing and hit sounds from playing at the same time.
8 Responsive Windup Allows windups to be cancelled part way through.
16 Partial Ammo Shooting Allows shooting if only a fraction of the required ammo is available (scales back damage accordingly).
32 Quake Muzzle Flash Flashes yellow light at the player's third-person model.
64 No Autofire Holding down the shoot button won't let you shoot continuously.
128 No Projectile Orienting Projectiles won't rotate to face their movement direction.
256 Works In Water Shots can be fired under water.
512 No Bubbles In Water Shooting into water won't spawn bubbles.
1024 Detonate Satchels Any satchels owned by the player will be detonated.
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