A better Heavy Carbine(SMG3) script

Discussion in 'Feedback' started by Spike, Jul 5, 2016.

  1. Spike

    Spike Long Live The King!

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    Lets face it the smg3 is awfull you cant hit the broad side of a barn with the dam thing plus the recoil is way to high i suggest this script that might make it alot better. I also fixed the ridiculous recoil and inadequate damage.
    Code:
    WeaponData
    {
        // Weapon characteristics:
        "Damage"            "52"        // damage per bullet
        "Bullets"            "1"        // bullets per shoot
        "CycleTime"            "0.15"        // time between shoots
        "Falloff"            "1500"        // distance at which bullet strength has dropped to 85% (damage decreases linearly)
        "Falloff Base"            "0.9"        // falloff base
        "MinimalDamage"            "42"        // bullet will always deal this amount of damage even after damage decrease
    
        "Damage Head Modifier"        "1.5"
        "Damage Chest Modifier"        "1"
        "Damage Stomach Modifier"    "1"
        "Damage Left Arm Modifier"    "0.7"
        "Damage Right Arm Modifier"    "0.7"
        "Damage Left Leg Modifier"    "0.7"
        "Damage Right Leg Modifier"    "0.7"
    
        // Weapon data is loaded by both the Game and Client DLLs.
        "printname"            "#SDK_MP5"
        "viewmodel"            "models/NF/Weapons/v/SMG3/nf_smg1.mdl"
        "playermodel"            "models/NF/Weapons/w/SMG3/nf_smg3.mdl"
     
        "anim_prefix"            "mp5"
        "bucket"            "1"
        "bucket_position"        "0"
    
        "clip_size"            "20"
        "clip2_size"            "-1"
     
        "primary_ammo"            "AMMO_50CAL"
        "secondary_ammo"        "AMMO_MELEE"
    
        "weight"            "25"
        "item_flags"            "0"
    
        "BuiltRightHanded"        "0"
        "AllowFlipping"            "1"
    
        "MeleeWeapon"            "0"
        "MeleeDamage"            "90"    // damage per melee hit
        "MeleeCycleTime"        "0.5"    // time between melee attacks
        //Accuracy Upgrade Modifier. Default is 0.75. The lower the better.
        "AccuracyUpgradeModifier"    "0.85"
    //Weapon Spread
        //When at rest
        "JumpingSpread"            "0.03"
        "StandingSpread"        "0.009"
        "DuckingSpread"            "0.005"
        "ProneSpread"            "0.004"
    
        //When moving at full speed (sv_maxspeed)
        "JumpingSpreadModifier"        "0.1"
        "StandingSpreadModifier"    "0.025"
        "DuckingSpreadModifier"        "0.02"
        "ProneSpreadModifier"        "0.015"
    
        //Maximum the spread can become due to spread increment per shot below
        "JumpingSpreadMax"    "0.7"
        "StandingSpreadMax"    "0.06"
        "DuckingSpreadMax"    "0.04"
        "ProneSpreadMax"    "0.02"
    
        //Increment spread by this amount for every shot fired to maximum of moving at full speed spread
        "JumpingSpreadIncrement"    "0.01"
        "StandingSpreadIncrement"    "0.009"
        "DuckingSpreadIncrement"    "0.006"
        "ProneSpreadIncrement"        "0.005"
    
        //Decrease spread by this amount for every second not fired down to minimum rest spread
        "JumpingSpreadDecrement"    "0.01"
        "StandingSpreadDecrement"    "0.06"
        "DuckingSpreadDecrement"    "0.06"
        "ProneSpreadDecrement"        "0.1"
    
        //Weapon kick range x (vertical) and y (horizontal), full and no spread, max and min
        //interpolates between full and no spread value based on current spread (percentage inbetween at rest and maximum spread due to firing)
        //The max and min values are for defining a range that a random number is generated between
        "JumpingKick_X_FullSpread_Max"    "11"
        "JumpingKick_X_FullSpread_Min"    "9"
        "JumpingKick_X_NoSpread_Max"    "7"
        "JumpingKick_X_NoSpread_Min"    "5"
    
        "JumpingKick_Y_FullSpread_Max"    "2"
        "JumpingKick_Y_FullSpread_Min"    "-2"
        "JumpingKick_Y_NoSpread_Max"    "1"
        "JumpingKick_Y_NoSpread_Min"    "-1"
    
        "StandingKick_X_FullSpread_Max"    "1.6"
        "StandingKick_X_FullSpread_Min"    "1.5"
        "StandingKick_X_NoSpread_Max"    "1.5"
        "StandingKick_X_NoSpread_Min"    "1.4"
    
        "StandingKick_Y_FullSpread_Max"    "1.5"
        "StandingKick_Y_FullSpread_Min"    "1"
        "StandingKick_Y_NoSpread_Max"    "1"
        "StandingKick_Y_NoSpread_Min"    "0.5"
    
        "DuckingKick_X_FullSpread_Max"    "1.3"
        "DuckingKick_X_FullSpread_Min"    "1.1"
        "DuckingKick_X_NoSpread_Max"    "1.1"
        "DuckingKick_X_NoSpread_Min"    "0.8"
    
        "DuckingKick_Y_FullSpread_Max"    "0.5"
        "DuckingKick_Y_FullSpread_Min"    "0"
        "DuckingKick_Y_NoSpread_Max"    "0.2"
        "DuckingKick_Y_NoSpread_Min"    "0"
    
        "ProneKick_X_FullSpread_Max"    "0.7"
        "ProneKick_X_FullSpread_Min"    "0.5"
        "ProneKick_X_NoSpread_Max"    "0.5"
        "ProneKick_X_NoSpread_Min"    "0.3"
    
        "ProneKick_Y_FullSpread_Max"    "0.3"
        "ProneKick_Y_FullSpread_Min"    "0"
        "ProneKick_Y_NoSpread_Max"    "0.1"
        "ProneKick_Y_NoSpread_Min"    "0"
    //End Weapon Spread
    
    
        // 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"            "NF_Smg3.Fire"
        }
    
        // Weapon Sprite data is loaded by the Client DLL.
        TextureData
        {
            "weapon"
            {
                    "font"        "EmpiresTypeDeath"
                    "character"    "1"
            }
            "weapon_s"
            { 
                    "font"        "EmpiresTypeDeath"
                    "character"    "1"
            }
            "ammo"
            {
                    "font"        "WeaponIcons"
                    "character"    "1"
            }
            "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    "-10 -4 -13"
                Maxs    "21 9 -1"
            }
            World
            {
                Mins    "-10 -7 -6"
                Maxs    "22 8 9"
            }
        }
    }
    3 Clips in reserve (60 rounds)
     
    Last edited: Jul 5, 2016
  2. Sgt.Security

    Sgt.Security Member

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    I know SMG3 is broken.
     
  3. Spike

    Spike Long Live The King!

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    yeah its still going to be broken next version.
     

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