Turban Maker Apr 2 @ 12:13am
Weapon Scripts Add-on
What line would I edit to make a semi-automatic weapon fire full auto?

In this case, I have changed the cycle time on the hunting rifle, so now I can fire as fast as my mouse macro allows, which is cool, but how can I make it full auto?

This is what my weapon_hunting_rifle.txt looks like:

---------------------

WeaponData
{
// Terror-specific Data --------------------
"VerticalPunch" "0"
"SpreadPerShot" "0"
"MaxSpread" "0"
"SpreadDecay" "8"
"MinDuckingSpread" "0"
"MinStandingSpread" "0"
"MinInAirSpread" "0"
"MaxMovementSpread" "0"
"AddonAttachment" "Primary"
"Team" "Survivor"

"Tier" "2" // valid entries are 0, 1, 2

"ResponseRulesName" "HuntingRifle"

// particle muzzle flash effect to play when fired
"MuzzleFlashEffect_1stPerson" "weapon_muzzle_flash_huntingrifle_FP"
"MuzzleFlashEffect_3rdPerson" "weapon_muzzle_flash_huntingrifle"

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

// Used in the music system when this weapon fires
"MusicDynamicSpeed" "3.5"

"DisplayName" "#L4D_Weapon_HuntingRifle"
"DisplayNameAllCaps" "#L4D_Weapon_HuntingRifle_CAPS"

// 360 Terror Data
"MaxAutoAimDeflection1" "6.0"
"MaxAutoAimRange1" "0"
//This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.
//You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
"WeaponAutoAimScale" "1.0"
// End Terror-specific Data ----------------

"MaxPlayerSpeed" "2100"
"WeaponType" "sniper_rifle"
"WeaponPrice" "4200"
"WeaponArmorRatio" "1.45"
"CrosshairMinDistance" "1"
"CrosshairDeltaDistance" "1"
"BuiltRightHanded" "1"
"PlayerAnimationExtension" "sg550"
"CanEquipWithShield" "0"

"Rumble" "2"

// Weapon characteristics:
"PenetrationNumLayers" "9999"
"PenetrationPower" "9999"
"PenetrationMaxDistance" "0" // none

"Damage" "99999"
"Range" "99999"
"RangeModifier" "0.97"
"Bullets" "50"
"CycleTime" "-9999"
"AccuracyDivisor" "-1"
"AccuracyOffset" "0"
"MaxInaccuracy" "0"
"TimeToIdle" "0"
"IdleInterval" "0"

// Weapon data is loaded by both the Game and Client DLLs.
"printname" "Hunting Rifle"
"playermodel" "models/w_models/weapons/w_sniper_mini14.mdl"

"viewmodel" "models/v_models/v_huntingrifle.mdl"
"CharacterViewmodelAddon"
{
"Coach" "models/weapons/arms/v_arms_coach_new.mdl"
"Mechanic" "models/weapons/arms/v_arms_mechanic_new.mdl"
"Producer" "models/weapons/arms/v_arms_producer_new.mdl"
"Gambler" "models/weapons/arms/v_arms_gambler_new.mdl"
"Namvet" "models/weapons/arms/v_arms_bill.mdl"
"Biker" "models/weapons/arms/v_arms_francis.mdl"
"Manager" "models/weapons/arms/v_arms_louis.mdl"
"TeenGirl" "models/weapons/arms/v_arms_zoey.mdl"
}

"anim_prefix" "anim"
"bucket" "0"
"bucket_position" "0"

"clip_size" "9999"

"primary_ammo" "AMMO_TYPE_SMG"
"secondary_ammo" "None"

"weight" "0"
"item_flags" "0"

"LoadoutSlots" "2"

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"single_shot" "HuntingRifle.Fire"
"special3" "HuntingRifle.Zoom"
"shoot_incendiary" "HuntingRifle.FireIncendiary"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "vgui/hud/iconsheet"
"x" "320"
"y" "384"
"width" "192"
"height" "64"
}
"ammo"
{
"file" "vgui/hud/iconsheet"
"x" "384"
"y" "448"
"width" "64"
"height" "64"
}
"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 "-3 -3 -12"
Maxs "40 14 -1"
}
World
{
Mins "-7 -8 -3"
Maxs "32 9 9"
}
}
}