MeleeWeaponData { // Time before you can swing the weapon again "refire_delay" "0.8" // Model to show in firstperson "viewmodel" "models/weapons/melee/v_cricket_bat.mdl" // Model to show in thirdperson "playermodel" "models/weapons/melee/w_cricket_bat.mdl" // Animation prefix - not sure what this is used for just yet "anim_prefix" "anim" // Damage per hit "damage" "50" // 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 << 7) = 128 - knocks them back? "damage_flags" "128" // 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" "-2 0 0" "addon_angles" "0 80 80" // 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_cricket_bat" }