超级玩家
 
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- 注册时间
- 2017-6-7
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就是能打小僵尸打飞的击退
MeleeWeaponData
{
// 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" "500"
// 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 << 7000) = 128 - knocks them back?
"damage_flags" "128 | 4| 8"
// Rumble effect to play on 360 when we swing
// RUMBLE_CROWBAR_SWING = 9
// RUMBLE_L4D_PLAYER_MELEE_HIT = 42
"rumble_effect" "42"
"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"
"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_attachment" "melee"
"addon_offset" "-10 0 1"
"addon_angles" "90 0 0"
// Sound data
// define the hit and miss sounds
SoundData
{
"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
"sprite_active" "icon_baseball_bat"
}
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