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9/15/2011 CS:S Weapon Scripts - A Mod for Counter-Strike: Source

Updates

Updated archive. 5y
  • - Added missing weapon_knife.txt script to the archive.

CS:S Weapon Scripts as of 9/15/2011.

So on 9/15/2011, as you all know, Valve decided to release another update for CS:S. However, little did they know (or care for that matter) that their update messed up quite a few skins created by the community. The included files in this archive are all of the .CTX files as of 9/15/2011 converted into .TXT format. If you find yourself in need of a weapon script for a now-broken weapon skin or a newly created one, this archive has every weapon script you would actually need (rifles, SMG's, sniper rifles, pistols, machine gun). Just place them in: C:/.../Steam/Steamapps/your username/Counter-Strike Source/Cstrike/scripts/ if you find yourself in need of using them, or save them in another location so you have a reference file.

I hope this helps everyone else as it has helped me. I spent a good 30 minutes raging at my computer trying to get everything working before taking a look through the game cache. >.>

**UPDATE:** It has come to my attention through various other people that have used this pack that there are skins that seem to be coming up left-handed after installing any of these scripts. Therefore, I will provide a bit more information about these script files and how to fix the left-handed issues.

These script files are directly from the game cache itself, and because of this they are the DEFAULT settings for the weapons on CS:S. Because of these default settings, these skins that are affected now mirror themselves on the opposite side of the screen instead of being where they are supposed to be set.

Because of the weapons being mirrored, and people that seem to be having troubles with this, there is an easy fix that you can do for yourself. Here is an example, directly from the weapon_awp script:
_______________________________________________________
WeaponData
{

"MaxPlayerSpeed" "210"

"WeaponType" "SniperRifle"

"FullAuto" 0

"WeaponPrice" "4750"

"WeaponArmorRatio" "1.95"

"CrosshairMinDistance" "8"

"CrosshairDeltaDistance" "3"

"Team" "ANY"

**"BuiltRightHanded" "0"**

"PlayerAnimationExtension" "awp"

"MuzzleFlashScale" "1.35"
_______________________________________________________
Take notice of the bold text within the above example. That is the default setting for any weapon_* script. Just change the "0" to a "1" for the skin in question that is on the wrong side of the screen, and you should be good to go.

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  • Ganryu avatar
    Ganryu username pic Joined 12y ago
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    Posted by Jheppe

    Posted by Ganryu

    Posted by Jheppe
    I'm putting them here: cstrike/custom/skins/scripts

    Are you just throwing them in by themselves, or are you using them with custom skins as intended?
    With the custom skins they came with.


    Then I'm honestly not sure what the problem would be. I've never had this issue happen before, so I'm not exactly sure how to help. My apologies.
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    Posted by Ganryu

    Posted by Jheppe
    I'm putting them here: cstrike/custom/skins/scripts

    Are you just throwing them in by themselves, or are you using them with custom skins as intended?
    With the custom skins they came with.

    Bananite
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    Posted by Jheppe
    I'm putting them here: cstrike/custom/skins/scripts

    Are you just throwing them in by themselves, or are you using them with custom skins as intended?
    Rev up those G-Diffusers.
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    Posted by Ganryu

    Posted by Jheppe

    I know this thing is pretty ancient, but I was just wondering if anyone knew why whenever I change stuff in a weapon script the weapon in-game starts off empty and cannot be reloaded? Resetting all the values I changed doesn't fix it and neither does restarting my computer.

    Update: Pretty sure the problem I'm having is that whenever I edit a value, it sets it to zero in game. If I change a gun's damage, it does zero damage. If a change a gun's clip size, that too becomes zero in-game. When I go back and check the text files they are still what I set them. I've tried moving said text files out of the scripts folder, running CSS and putting them back in, but that doesn't do anything. This is offline, btw.


    Are you placing them in the script folder for your existing weapon skin(s), or are you just dropping them directly into the main directory's script folder?

    And on a surprising side note, these scripts are still 100% compatible with the game as it is now. After the update back in 2011, the scripts have been exactly the same as they are shown in this pack. Even if they are technically ancient, they're still the same as the ones being used by the game normally.

    I'm putting them here: cstrike/custom/skins/scripts
    Bananite
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    Posted by Jheppe

    I know this thing is pretty ancient, but I was just wondering if anyone knew why whenever I change stuff in a weapon script the weapon in-game starts off empty and cannot be reloaded? Resetting all the values I changed doesn't fix it and neither does restarting my computer.

    Update: Pretty sure the problem I'm having is that whenever I edit a value, it sets it to zero in game. If I change a gun's damage, it does zero damage. If a change a gun's clip size, that too becomes zero in-game. When I go back and check the text files they are still what I set them. I've tried moving said text files out of the scripts folder, running CSS and putting them back in, but that doesn't do anything. This is offline, btw.


    Are you placing them in the script folder for your existing weapon skin(s), or are you just dropping them directly into the main directory's script folder?

    And on a surprising side note, these scripts are still 100% compatible with the game as it is now. After the update back in 2011, the scripts have been exactly the same as they are shown in this pack. Even if they are technically ancient, they're still the same as the ones being used by the game normally.
    Rev up those G-Diffusers.
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  • Jheppe avatar
    Jheppe Joined 6y ago
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    I know this thing is pretty ancient, but I was just wondering if anyone knew why whenever I change stuff in a weapon script the weapon in-game starts off empty and cannot be reloaded? Resetting all the values I changed doesn't fix it and neither does restarting my computer.

    Update: Pretty sure the problem I'm having is that whenever I edit a value, it sets it to zero in game. If I change a gun's damage, it does zero damage. If a change a gun's clip size, that too becomes zero in-game. When I go back and check the text files they are still what I set them. I've tried moving said text files out of the scripts folder, running CSS and putting them back in, but that doesn't do anything. This is offline, btw.

    Bananite
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    > **Posted by O.T.I.S.** > -Snip for length- Glad I could help. Although I should correct you on one thing; these scripts do also work online, so long as you aren't changing certain numeric values. Aside from that, these scripts do function properly online.
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    This might be one of the most useful game files I've ever downloaded. Period. It only works for offline play really, but as an end user screwing with the values of a given weapon's script you can: -- make the weapon ostensibly lighter or heavier (I like to make pump-action M3 skins have the same MaxPlayerSpeed as the XM1014, or make the ARs have different move speeds) -- switch the PlayerAnimationExtension value to another weapon's value to make an already compiled skin's world model look more natural and properly held in the player model's hands (works best with skins that have static wees) -- increase or decrease the given weapon's clip size (I prefer to make the value smaller usually, an attempt at realism with certain weapon skins) -- increase or decrease the damage given out by a weapon (Especially neat with pistols, making a magnum-caliber revolver skin for the deagle slot even more overpowered, or a 9mm pistol skin properly underpowered) -- fix a skin without a weapon script so it is right-handed or left-handed if you prefer in first-person. (The Infamous "BuiltRightHanded"!) I even succeeded in an attempt at copying and pasting the rate of fire, range, accuracy and idle values of the default AK-47 to a skin for the M4 slot. Made that skin a wholly different animal than what it was. Truly a valuable little archive of text files. Thanks for uploading them, Ganryu.
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    > **Posted by uuraktn** > to make a weapon burst fire, what do I had to do?? I'm afraid I can't help you on that one. From what I noticed, the scripts don't seem to contain any info about the burst-fire function - that's controlled by a completely different file.
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    to make a weapon burst fire, what do I had to do??
    Bananite
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