WeaponData { // General "printname" "#WPN_TITAN_HEAT_SHIELD" "shortprintname" "#WPN_TITAN_HEAT_SHIELD_SHORT" "description" "#WPN_TITAN_HEAT_SHIELD_DESC" "longdesc" "#WPN_TITAN_HEAT_SHIELD_LONGDESC" "menu_icon" "rui/titan_loadout/defensive/titan_defensive_heat_shield_menu" "hud_icon" "rui/titan_loadout/defensive/titan_defensive_heat_shield" "hint_type" "hold" "weaponClass" "titan" "weaponType" "defense" "fire_mode" "offhand" "alwaysShow" "1" "minimap_reveal_distance" "32000" "OnWeaponActivate" "OnWeaponActivate_titanweapon_heat_shield" "OnWeaponDeactivate" "OnWeaponDeactivate_titanweapon_heat_shield" "OnWeaponCustomActivityStart" "OnWeaponCustomActivityStart_titanweapon_heat_shield" "OnWeaponVortexHitBullet" "OnWeaponVortexHitBullet_titanweapon_heat_shield" "OnWeaponVortexHitProjectile" "OnWeaponVortexHitProjectile_titanweapon_heat_shield" "OnWeaponPrimaryAttack" "OnWeaponPrimaryAttack_titanweapon_heat_shield" "OnWeaponNpcPrimaryAttack" "OnWeaponNpcPrimaryAttack_titanweapon_heat_shield" "OnWeaponChargeBegin" "OnWeaponChargeBegin_titanweapon_heat_shield" "OnWeaponChargeEnd" "OnWeaponChargeEnd_titanweapon_heat_shield" "OnWeaponAttemptOffhandSwitch" "OnWeaponAttemptOffhandSwitch_titanweapon_heat_shield" "OnWeaponOwnerChanged" "OnWeaponOwnerChanged_titanweapon_heat_shield" // Menu Stats // Models "viewmodel" "models/weapons/titan_vortex_blocker/atpov_vortexblocker_scorch.mdl" "playermodel" "models/weapons/titan_vortex_blocker/w_vortexblocker.mdl" "projectilemodel" "models/weapons/bullets/projectile_rocket.mdl" //Sounds "charge_sound_1p" "heat_shield_1p_loop" "charge_sound_3p" "heat_shield_3p_loop" // Effects "vortex_absorb_effect" "wpn_vortex_projectile_rifle_FP" "vortex_absorb_effect_third_person" "wpn_vortex_projectile_rifle" "vortex_absorb_sound" "Vortex_Shield_AbsorbBulletSmall" "vortex_absorb_sound_1P_VS_3P" "Vortex_Shield_AbsorbBulletSmall_1P_VS_3P" "sound_weapon_ready" "HUD_TitanDefenseAbility_replenished_1P" "projectile_adjust_to_gun_barrel" "1" "sound_dryfire" "titan_dryfire" "explosionradius" "175" "offhand_keep_primary_in_hand" "1" // Ammo "ammo_stockpile_max" "4500" "ammo_clip_size" "-1" "ammo_default_total" "0" "cooldown_type" "vortex_drain" "damage_type" "burn" "npc_use_short_duration" "0.7" "npc_use_normal_duration" "2.0" "npc_use_min_damage" "600" "npc_use_max_damage" "1200" "aimassist_disable_hipfire_humansonly" "1" "aimassist_disable_ads_humansonly" "1" MP_BASE { // Charge settings "charge_time" "4.0" "charge_cooldown_time" "8.0" "charge_cooldown_delay" "1.0" "charge_end_forces_fire" "0" "charge_remain_full_when_fired" "1" // Damage - When Used by Players "damage_near_distance" "200" "damage_far_distance" "200" "damage_near_value" "25" "damage_far_value" "25" "damage_near_value_titanarmor" "200" "damage_far_value_titanarmor" "200" "impulse_force" "0" "enable_highlight_networking_on_creation" "" } SP_BASE { // Charge settings "charge_time" "3.0" "charge_cooldown_time" "8.0" "charge_cooldown_delay" "1.0" "charge_end_forces_fire" "0" "charge_remain_full_when_fired" "1" // Damage - When Used by Players "damage_near_distance" "300" "damage_far_distance" "300" "damage_near_value" "25" "damage_far_value" "25" "damage_near_value_titanarmor" "200" "damage_far_value_titanarmor" "200" "impulse_force" "0" "enable_highlight_networking_on_creation" "1" } // NPC "npc_min_burst" "0" // this must be 0 so AI don't shoot vortex automatically "npc_max_burst" "0" // this must be 0 so AI don't shoot vortex automatically "npc_rest_time_between_bursts_min" "0.1" "npc_rest_time_between_bursts_max" "0.1" // NPC "proficiency_poor_additional_rest" "20" "proficiency_average_additional_rest" "12" "proficiency_good_additional_rest" "6" "proficiency_very_good_additional_rest" "3" // Behavior "fire_rate" "5" "zoom_time_in" "0.125" "zoom_time_out" "0.125" "zoom_fov" "75" "holster_time" ".2" "deploy_time" ".2" "lower_time" ".2" "raise_time" ".2" "play_offhand_charging_anim" "1" "offhand_blocks_sprint" "1" "allow_empty_fire" "1" "reload_enabled" "1" "allow_empty_click" "1" "empty_reload_only" "0" "trigger_snipercam" "0" "allow_headshots" "0" // Spread "spread_stand_hip" "7" "spread_stand_ads" "7" "ammo_suck_behavior" "offhand_weapons" // View Kick "viewkick_spring" "pistol" // Bob "bob_cycle_time" ".7" "bob_vert_dist" "1" "bob_horz_dist" "1" "bob_max_speed" "300" // View Drift "viewdrift_hipfire_stand_scale_pitch" "0.1" "viewdrift_hipfire_crouch_scale_pitch" "0.1" "viewdrift_hipfire_air_scale_pitch" "0.1" "viewdrift_hipfire_stand_scale_yaw" "0.075" "viewdrift_hipfire_crouch_scale_yaw" "0.075" "viewdrift_hipfire_air_scale_yaw" "0.075" "viewdrift_hipfire_speed_pitch" "0.6" "viewdrift_hipfire_speed_yaw" "1.22" "viewdrift_ads_stand_scale_pitch" "0.05" "viewdrift_ads_crouch_scale_pitch" "0.05" "viewdrift_ads_air_scale_pitch" "0.05" "viewdrift_ads_stand_scale_yaw" "0.037" "viewdrift_ads_crouch_scale_yaw" "0.037" "viewdrift_ads_air_scale_yaw" "0.037" "viewdrift_ads_speed_pitch" "0.6" "viewdrift_ads_speed_yaw" "1.22" // Rumble "fire_rumble" "rumble_titan_vortex_release" "npc_lead_time_scale" "0.0003" "npc_min_range" "0" "npc_max_range" "8000" "npc_titan_ability" "WTA_VORTEX_MELEE" // WeaponED Unhandled Key/Values and custom script Key/Values "sway_turn_angle_factor" "-0.5" "sway_turn_origin_factor" "0" "sway_turn_angle_factor_zoomed" "0" "sway_turn_origin_factor_zoomed" "0.05" "sway_move_angle_factor" "0.5" "sway_move_origin_factor" "0.5" "sway_move_angle_factor_zoomed" "0" "sway_move_origin_factor_zoomed" "0.03" "sway_gain" "15.0" // Crosshair "red_crosshair_range" "1200" Mods { npc_normal_difficulty { "charge_cooldown_time" "*2.0" "charge_cooldown_delay" "*2.0" "charge_time" "*2.0" } dev_infinite { "charge_time" "-1.0" "charge_cooldown_time" "0.0" "charge_cooldown_delay" "0.0" } pas_scorch_shield { "charge_cooldown_time" "*1.5" "charge_time" "*1.5" "damage_near_value" "*1.2" "damage_far_value" "*1.2" "damage_near_value_titanarmor" "*1.2" "damage_far_value_titanarmor" "*1.2" } } active_crosshair_count "1" rui_crosshair_index "0" RUI_CrosshairData { DefaultArgs { adjustedSpread weapon_spread adsFrac player_zoomFrac isSprinting player_is_sprinting isReloading weapon_is_reloading teamColor crosshair_team_color isAmped weapon_is_amped crosshairMovementX crosshair_movement_x crosshairMovementY crosshair_movement_y chargeFrac player_chargeFrac } Crosshair_1 { "ui" "ui/crosshair_heat_shield" "base_spread" "3.0" Args { isFiring weapon_is_firing } } } }