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weapon_custom

wootguy edited this page Jun 5, 2018 · 5 revisions

This entity is the base definition of your weapon. It will define a new weapon entity for you to place in your map or cfg. It doesn't spawn anything on its own, and you will need to attach at least one shoot entity for your weapon to be usable.

Keyvalues:

Keyvalue
Value Type
Description
_____________________________
Name
string
Name of the entity (not the name of the weapon).
Weapon Class
string
Name of your weapon. This is the new entity you'll place in your map or cfg.
Default Ammo
integer
Amount of ammo to put in the clip when the weapon is first picked up. For weapons without a clip, this will be the starting ammo. Set to -1 to start with a full clip (or full ammo if no clip is used).
Primary Fire
weapon_custom_shoot
Primary fire shoot settings.
Primary Alternate Fire
weapon_custom_shoot
Primary alternate fire shoot settings.
Primary Empty Sound
weapon_custom_sound
Sound played when attempting to fire without ammo or under water.
Primary Clip Size
integer
Amount of ammo held in the primary clip.
Primary Ammo Type
string
Ammo type used for primary fire.
Primary Ammo Drop Class
float
Classname of entity to create when dropping primary ammo. If left blank, the smallest known ammo class is used. For example, if your weapon uses 9mm ammo, ammo_9mmclip will be the dropped ammo type.
Primary Ammo Regen Time
float
Time in seconds for primary ammo to regenerate.
Primary Ammo Regen Amount
float
Amount of primary ammo regenerated at each interval.
Secondary Action
integer
What to do when the secondary fire button is pressed.
Secondary Fire
weapon_custom_shoot
Secondary fire shoot settings.
Secondary Empty Sound
weapon_custom_sound
Sound played when attempting to fire without ammo or under water.
Secondary Clip Size
integer
Amount of ammo to put in the secondary clip when the weapon is first picked up.
Secondary Default Ammo
integer
Amount of ammo held in the secondary clip.
Secondary Ammo Type
string
Ammo type used for secondary fire.
Secondary Ammo Drop Class
float
Classname of entity to create when dropping secondary ammo. If left blank, the smallest known ammo class is used. For example, if your weapon uses 9mm ammo, ammo_9mmclip will be the dropped ammo type.
Secondary Ammo Regen Time
float
Time in seconds for secondary ammo to regenerate.
Secondary Ammo Regen Amount
float
Amount of secondary ammo regenerated at each interval.
Tertiary Action
integer
What to do when the tertiary fire button is pressed.
Tertiary Fire
weapon_custom_shoot
Tertiary fire shoot settings.
Tertiary Empty Sound
weapon_custom_sound
Sound played when attempting to fire without ammo or under water.
Tertiary Ammo Type
integer
Ammo type used for tertiary fire.
Max Live Projectiles
integer
Maximum projectiles allowed to exist at once. The weapon will not fire if the number of live projectiles is above this limit. 0 = no limit.
V_Model
string
Default first-person model.
P_Model
string
Default third-person model.
W_Model
string
Default world model (weapon on ground).
V_Model Body
integer
Default first-person sub-model/model body.
Reload Mode
integer
Reload method.
Reload Time
float
Total reload time when Reload Mode = Simple.
Time between load stages when Reload Mode = Staged.
Ignored when Reload Mode = Effect Chain.
Reload Animation
integer
Reload animation when Reload Mode = Simple.
Load stage animation when Reload Mode = Staged.
Ignored when Reload Mode = Effect Chain.
Reload Sound
weapon_custom_sound
Reload sound when Reload Mode = Simple.
Load stage sound when Reload Mode = Staged.
Ignored when Reload Mode = Effect Chain.
Reload Empty Animation
integer
Animation played when reloading with no ammo left in clip.
Ignored when Reload Mode = Effect Chain.
Reload Staged Start Time
float
Duration (in seconds) of the reload start stage.
Reload Staged Start Animation
integer
Animation played for the reload start stage.
Reload Staged Start Sound
weapon_custom_sound
Sound played for the reload start stage.
Reload Staged End Time
float
Duration (in seconds) of the reload end stage.
Reload Staged End Animation
integer
Animation played for the reload end stage.
Reload Staged End Sound
weapon_custom_sound
Sound played for the reload end stage.
Reload Staged Cancel Time
float
Duration (in seconds) of the reload cancel stage.
Reload Staged Cancel Animation
integer
Animation played for the reload cancel stage.
Reload Staged Cancel Sound
weapon_custom_sound
Sound played for the reload cancel stage.
Reload Staged Ammo Amount
integer
Amount of ammo replenished after each load stage.
Reload User Effect
weapon_custom_user_effect
User effect triggered when a reload is started.
Reload Empty User Effect
weapon_custom_user_effect
User effect triggered when a reload is started with no ammo left in the clip.
Secondary Reload Mode
integer
Reload method for secondary clip.
Secondary Reload Time
float
Total reload time when Secondary Reload Mode = Simple.
Ignored when Secondary Reload Mode = Effect Chain.
Secondary Reload Animation
integer
Reload animation when Secondary Reload Mode = Simple.
Ignored when Secondary Reload Mode = Effect Chain.
Secondary Reload Sound
weapon_custom_sound
Reload sound when Secondary Reload Mode = Simple.
Ignored when Secondary Reload Mode = Effect Chain.
Secondary Reload User Effect
weapon_custom_user_effect
User effect triggered when a reload is started.
Deploy Time
float
Time in seconds for weapon deployment to finish. All weapon actions are blocked until then.
Deploy Animation
integer
Animation played when weapon is deployed.
Deploy Sound
weapon_custom_sound
Sound played when weapon is deployed.
Idle Animations
List of integers
Animations to randomly play when weapon is idle.
Idle Animation Time
float
Delay between idle animations.
Player Animations
integer
Third-person reference animations.
Laser Sight Sprite
string
Sprite displayed at crosshair surface.
Laser Sight Sprite Scale
float
Size of of the laser sprite (1.0 = 100%).
Laser Sight Sprite Color
Color
Color and opacity of the laser sprite.
Zoom FOV
float
Field of view when zoomed in (degrees).
HUD Sprite
string
A convenient place to precache the HUD sprite for your weapon.
HUD Sprite Info Folder
string
Folder where the HUD Sprite text file is stored (relative to "sprites/").
Weapon Slot
integer
Horizontal positioning in the weapon menu.
Weapon Slot Position
integer
Vertical positioning in a weapon menu.
Auto Switch Priority
integer
Higher number means you'll likely switch to this weapon when picking it up for the first time or depleting another weapon(?)

Flags:

# Name Description
___________________
1 Can Select If Empty Allow the weapon to be selected even if it has no ammo.
2 No Auto Reload Disable automatic reloading when the clip is empty.
4 No Empty Switch Disable automatic weapon switching when no ammo is left.
8 Limit In World If there are few entity slots left, this weapon will not respawn.
16 Exhaustible Destroy weapon when ammo is depleted.
32 Hide Secondary Ammo Don't show the secondary ammo count on the HUD. Use this only when the secondary ammo type matches the primary ammo type.
64 Laser Sight Laser sight is enabled by default.
128 Disable Jumping Player can't jump while the weapon is deployed.
256 Wait for Projectiles Weapon won't reload or holster until all projectiles are dead.
512 Exclusive Hold Disables weapon switching. Only one weapon with this flag should be held at any given time.
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