[Script] OP Marksman Deagle

#1
Numele Script-ului: OP Marksman Deagle
Versiune: -
Descriere: Este util.
Download:
WeaponData
{
// particle muzzle flash effect to play when fired
MuzzleFlashEffect_1stPerson weapon_muzzle_flash_pistol
MuzzleFlashEffect_3rdPerson weapon_muzzle_flash_pistol
HeatEffect weapon_muzzle_smoke
HeatPerShot 0.3

// model for the shell casing to eject when we fire bullets
EjectBrassEffect weapon_shell_casing_9mm

// the tracer particle effect and frequency
TracerEffect weapon_tracers_pistol
// 0 = never, 1 = every shot, 2 = every other, etc
TracerFrequency 1

MaxPlayerSpeed 195
WeaponType Pistol
FullAuto 0
WeaponPrice 9950
WeaponArmorRatio 5.000
CrosshairMinDistance 8
CrosshairDeltaDistance 3
Team ANY
BuiltRightHanded 1
PlayerAnimationExtension pistol

CanEquipWithShield 1

// Weapon characteristics:
Penetration 9
Damage 200
Range 9999
RangeModifier 9.99
Bullets 1
CycleTime 0.225

FlinchVelocityModifierLarge 0.40
FlinchVelocityModifierSmall 0.55

// accuracy model parameters
Spread 0.01
InaccuracyCrouch 0.01
InaccuracyStand 0.01
InaccuracyJump 0.001
InaccuracyLand 0.001
InaccuracyLadder 000.01
InaccuracyFire 00.01
InaccuracyMove 00.01

RecoveryTimeCrouch 0.449927
RecoveryTimeStand 0.8112

RecoilAngle 0.0
RecoilAngleVariance 60
RecoilMagnitude 48.20
RecoilMagnitudeVariance 18
RecoilSeed 1454

// Weapon data is loaded by both the Game and Client DLLs.
printname #SFUI_WPNHUD_DesertEagle
viewmodel models/weapons/v_pist_deagle.mdl
playermodel models/weapons/w_pist_deagle.mdl
shieldviewmodel models/weapons/v_shield_de_r.mdl
anim_prefix anim
bucket 1
bucket_position 1

clip_size 1
default_clip -1
default_clip2 -1

primary_ammo BULLET_PLAYER_50AE
secondary_ammo None

weight 7
item_flags 0

rumble 2

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 single_shot sounds)
SoundData
{
//reload Default.Reload
//empty Default.ClipEmpty_Rifle
single_shot Weapon_DEagle.Single
single_shot Weapon_SG556.Single
single_shot Weapon_AWP.Single
single_shot Weapon_M4A1.Single
single_shot Weapon_AK47.Single
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
weapon
{
font CSweaponsSmall
character F
}
weapon_s
{
font CSweapons
character F
}
ammo
{
font CSTypeDeath
character U
}
crosshair
{
file sprites/crosshairs
x 0
y 48
width 24
height 24
}
autoaim
{
file sprites/crosshairs
x 0
y 48
width 24
height 24
}
}
ModelBounds
{
Viewmodel
{
Mins "-7 -3 -14"
Maxs "19 10 -2"
}
World
{
Mins "-1 -3 -2"
Maxs "13 4 6"
}
}
}
Autor: StopLosingAccount
Sursa (Link-ul oficial):
GameBanana
Demo sau Imagini: -
Propria parere: Este util.
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