I Need to know How to spawn/Give me
The Css Mp5 Gun
For a big Movie me and some freinds Are Going To Do in OC
I tried
GIVE CUSTOM_MP5
GIVE CUSTOM_MP5NEW
None Work
Please help
Help With Console Command
Help With Console Command
...G☭LD...
-
- npc_combine_elite
- Posts: 469
- Joined: Wed Nov 05, 2008 5:52 am
- Location: lolwut L0C4tI0n?
- Contact:
Re: Help With Console Command
Check the customweapons folder in your oc/scripts directory for EXACT weapon names, try custom_mp5_de_prodigy for the mp5
Re: Help With Console Command
All i got was
"Weapon_MP5Navy.Deploy"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/mp5navy/mp5_deploy.wav"
}
and a usp o.o?
"Weapon_USP.Clipout"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/out.wav"
}
"Weapon_USP.Clipin1"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/in1.wav"
}
"Weapon_USP.Clipin2"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/in2.wav"
}
"Weapon_USP.Sliderelease"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/release.wav"
}
"Weapon_USP.Slideback"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/back.wav"
"Weapon_MP5Navy.Deploy"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"pitch" "PITCH_NORM"
"wave" "weapons/mp5navy/mp5_deploy.wav"
}
and a usp o.o?
"Weapon_USP.Clipout"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/out.wav"
}
"Weapon_USP.Clipin1"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/in1.wav"
}
"Weapon_USP.Clipin2"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/in2.wav"
}
"Weapon_USP.Sliderelease"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/release.wav"
}
"Weapon_USP.Slideback"
{
"channel" "CHAN_ITEM"
"volume" "1.0"
"CompatibilityAttenuation" "1.0"
"soundlevel" "SNDLVL_NORM"
"pitch" "95,105"
"wave" "weapons/usp/back.wav"
...G☭LD...
Re: Help With Console Command
That's the soundscript you got, what you're looking for is in <SteamApps path>/obsidian/scripts/customweapons/
Apparently, Valve can't make games beyond the number 2.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
I think the only time we'll get a Source SDK code update is when it starts having purchasable hats integrated, i.e. hatconomy.
Please do not make assumptions you are not knowledgeable enough to make - that just backfires on yourself.
Tick me off, and I'll be sure to give you the golden treatment. Haven't you heard? Silence is golden.
Re: Help With Console Command
oh there is a mp5k o.o I want that to lol
"WeaponData"
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "MP5"
"viewmodel" "models/weapons/v_smg_mp5.mdl"
"playermodel" "models/weapons/w_smg_mp5.mdl"
"anim_prefix" "smg2"
"bucket" "2"
"bucket_position" "10"
"clip_size" "30"
"clip2_size" "0"
"default_clip" "30"
"default_clip2" "0"
"primary_ammo" "SMG1"
"secondary_ammo" "None"
"weight" "3"
"item_flags" "0"
"BuiltRightHanded" "0"
"AllowFlipping" "1"
"csviewmodel" "1"
"ironsightoffset"
{
"x" "-4.50"
"y" "4.70"
"z" "2.35"
}
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
"SoundData"
{
"reload_npc" "Weapon_SMG1.NPC_Reload"
"empty" "Default.ClipEmpty_Rifle"
"single_shot" "Weapon_mp5navy.Single"
"single_shot_npc" "Weapon_mp5navy.Single"
}
// Weapon Sprite data is loaded by the Client DLL.
"TextureData"
{
"weapon"
{
"font" "CSWeaponIcons"
"character" "x"
}
"weapon_s"
{
"font" "CSWeaponIconsSelected"
"character" "x"
}
"ammo"
{
"font" "WeaponIcons"
"character" "r"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
"Advanced" // only for Weapon_Scripted
{
// **Primary Attack**
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
"FireType1" "1"
// Rate of Weapons Fire ( Not for laser or warp )
"FireRate1" "0.10"
// Allow a refire as fast as the player can click, Basic Bullet Only.
"FastFire1" "0"
// Allow Fire Underwater?
"FireUnderWater1" "0"
// For Bullet accuracy
"FireCone1" "2" // Starting Value ( 0-20 )
"FireConeLerp1" "1" // Bool
"FireConeLerpto1" "4" // Value to lerp accuracy too ( 0-20 )
// **Secondary Attack**
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
"FireType2" "0"
// **Global Weapon Settings**
// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
// ( Only if a weapon has recoil animations, Not for laser or warp )
"NumberOfRecoilAnims" "0"
// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
"RecoilIncrementSpeed" "1"
// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
// This is the player animation set that will be used on all players you view ingame.
"PlayerAnimationSet" "2"
// **NPC Weapon Settings**
// NPCs use a ShotRegulator in code, these settings corrispond with it.
"NPCRateofFire" "0.2"
"NPCMinBursts" "1"
"NPCMaxBursts" "4"
"NPCMinRest" "0.3"
"NPCMaxRest" "0.6"
// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.
"NPCMinRange1" "24"
"NPCMaxRange1" "1500"
"NPCMinRange2" "24"
"NPCMaxRange2" "200"
}
"WeaponData"
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "MP5"
"viewmodel" "models/weapons/v_smg_mp5.mdl"
"playermodel" "models/weapons/w_smg_mp5.mdl"
"anim_prefix" "smg2"
"bucket" "2"
"bucket_position" "10"
"clip_size" "30"
"clip2_size" "0"
"default_clip" "30"
"default_clip2" "0"
"primary_ammo" "SMG1"
"secondary_ammo" "None"
"weight" "3"
"item_flags" "0"
"BuiltRightHanded" "0"
"AllowFlipping" "1"
"csviewmodel" "1"
"ironsightoffset"
{
"x" "-4.50"
"y" "4.70"
"z" "2.35"
}
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
"SoundData"
{
"reload_npc" "Weapon_SMG1.NPC_Reload"
"empty" "Default.ClipEmpty_Rifle"
"single_shot" "Weapon_mp5navy.Single"
"single_shot_npc" "Weapon_mp5navy.Single"
}
// Weapon Sprite data is loaded by the Client DLL.
"TextureData"
{
"weapon"
{
"font" "CSWeaponIcons"
"character" "x"
}
"weapon_s"
{
"font" "CSWeaponIconsSelected"
"character" "x"
}
"ammo"
{
"font" "WeaponIcons"
"character" "r"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
"Advanced" // only for Weapon_Scripted
{
// **Primary Attack**
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp
"FireType1" "1"
// Rate of Weapons Fire ( Not for laser or warp )
"FireRate1" "0.10"
// Allow a refire as fast as the player can click, Basic Bullet Only.
"FastFire1" "0"
// Allow Fire Underwater?
"FireUnderWater1" "0"
// For Bullet accuracy
"FireCone1" "2" // Starting Value ( 0-20 )
"FireConeLerp1" "1" // Bool
"FireConeLerpto1" "4" // Value to lerp accuracy too ( 0-20 )
// **Secondary Attack**
// 0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope
"FireType2" "0"
// **Global Weapon Settings**
// Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.
// ( Only if a weapon has recoil animations, Not for laser or warp )
"NumberOfRecoilAnims" "0"
// Shots fired till next recoil animation. ( Only if a weapon has recoil animations )
"RecoilIncrementSpeed" "1"
// 1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1
// This is the player animation set that will be used on all players you view ingame.
"PlayerAnimationSet" "2"
// **NPC Weapon Settings**
// NPCs use a ShotRegulator in code, these settings corrispond with it.
"NPCRateofFire" "0.2"
"NPCMinBursts" "1"
"NPCMaxBursts" "4"
"NPCMinRest" "0.3"
"NPCMaxRest" "0.6"
// Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.
"NPCMinRange1" "24"
"NPCMaxRange1" "1500"
"NPCMinRange2" "24"
"NPCMaxRange2" "200"
}
...G☭LD...
Re: Help With Console Command
You have to use the actual name of the files
-
- npc_combine_elite
- Posts: 469
- Joined: Wed Nov 05, 2008 5:52 am
- Location: lolwut L0C4tI0n?
- Contact:
Re: Help With Console Command
Which I said earlier haha, glad you finally got it tho