Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"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"
"Manager" "models/weapons/arms/v_arms_louis.mdl"
"Biker" "models/weapons/arms/v_arms_francis.mdl"
"TeenGirl" "models/weapons/arms/v_arms_zoey.mdl"
"NamVet" "models/weapons/arms/v_arms_bill.mdl"
}
Changing the "primary_ammo" line doesn't only change the reserve ammo, apparently it also affects some sort of mechanics.
for instance, the recent ak47 script I made. I changed it to "AMMO_TYPE_AUTOSHOTGUN" and what happened next was that the headshot mechanic on Special Infected was lost. The same amount of bullets spent on body shots are also spent on headshots
Now when I tested it using "AMMO_TYPE_HUNTINGRIFLE" instead, complete 1-shot kill to the head on SI.
Formula goes like this:
RoundsperMin ÷ 60 = N
1 ÷ N = Cycletime
sample:
700 / 60 = 11.66 (round off to 11.7)
--> 1 / 11.7 = 0.08547 (round off to .0855)