redeye_turret_ai { DriverAttachment ATTACH // Where player's eyes (and body for now) will be located when used (default = "") MuzzleAttachment MUZZLE_LEFT // Guns will fire out of this attachment (default = "") AltMuzzleAttachment MUZZLE_RIGHT // If specified, guns will alternate firing between this attachment too (default = "") AmmoType Pistol // Type of ammo used when firing YawPoseParameter aim_yaw // Animation pose parameter to set when rotating turret horizontally PitchPoseParameter aim_pitch // Animation pose parameter to set when rotating turret vertically // Damage properties from firing DamageNear 100 DamageFar 100 DamageNearDistance 0 DamageFarDistance 1000 AttackSound redeye.ai_turret_fire // Sound to play when firing MuzzleFlashEffect wpn_muzzleflash_redeye_turret // Effect to play (on muzzle) when firing TracerType AR2Tracer // Type of tracer to use when firing Crosshair crosshair_1 // Texture to use for crosshair ViewPunchPitchMin -1.1 // Lower range of how much view shakes vertically when fired ViewPunchPitchMax 1.1 // Upper range of how much view shakes vertically when fired ViewPunchYawMin -1 // Lower range of how much view shakes horizontally when fired ViewPunchYawMax 1 // Upper range of how much view shakes horizontally when fired Rumble 6 // Rumble effect to play on controller when fired CanUse 0 // Whether player can mount turret with +use key MakeSolid 1 // Used to set model collision (0 = no collision, 1 = AABB collision, 2 = use VPhysics, default = 0). You need collision if you want to make it usable with +use (use key) HidePlayer 1 // Hides player (calls script hide) when player mounts turret ForceAttackForward 0 // Force firing to always be in direction player is looking, rather than using muzzle attachment's direction/rotation AttackDownDriverDir 0 // Fire down the driver attachment direction, rather than the turret's direction. AttachPlayer 0 // Whether to physically attach player to driver attachment position AlignPlayer 1 // When enabled, player will not snap to the turret's initial absolute rotation MouseSensitivityModifierX 0.75 // Used to dampen mouse sensitivity horizontally MouseSensitivityModifierY 0.75 // Used to dampen mouse sensitivity vertically MouseMaxMovementRateX 7500 // Used to put an upper limit on mouse movement horizontally MouseMaxMovementRateY 7500 // Used to put an upper limit on mouse movement vertically JoystickSensitivityModifierX 0.75 // Used to dampen joystick sensitivity horizontally JoystickSensitivityModifierY 0.6 // Used to dampen joystick sensitivity vertically JoystickMaxMovementRateX 50 // Used to put an upper limit on joystick movement horizontally JoystickMaxMovementRateY 50 // Used to put an upper limit on joystick movement vertically AttackRate 15 // How many times gun fires per second AttackShots 1 // Number of bullets fired per shot AttackSpread 10 // Spread to apply to aim direction (0 for 100% accuracy) }