Hello,
For some reason I don't have bullet tracers on scattergun but I do on my pistol. I would like to have bullet tracers on scattergun aswell. It seems to be scattergun related and the only thing in my config that is scattergun related is tf_weapon_scattergun.txt which I use for VTF crosshair. The content in that txt you can find below in the spoiler.
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WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_Scattergun"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"
"HasTeamSkins_Viewmodel" "1"
// Primary Attributes
"Damage" "6"
"Range" "8192"
"BulletsPerShot" "10"
"Spread" "0.0675"
"PunchAngle" "3.0"
"TimeFireDelay" "0.625"
"TimeIdle" "5.0"
"TimeIdleEmpty" "0.25"
"TimeReloadStart" "0.1"
"TimeReload" "0.5"
"primary_ammo" "TF_AMMO_PRIMARY"
"clip_size" "6"
"default_clip" "6"
"ProjectileType" "projectile_bullet"
"AmmoPerShot" "1"
"HasTeamSkins" "1"
"DoInstantEjectBrass" "1"
"BrassModel" "models/weapons/shells/shell_shotgun.mdl"
"TracerEffect" ""
// Buckets.
"bucket" "0"
"bucket_position" "0"
// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "shotgun"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_scattergun"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_Scatter_Gun.Single"
"empty" "Weapon_Scatter_Gun.Empty"
"reload" "Weapon_Scatter_Gun.WorldReload"
"special1" "Weapon_Scatter_Gun.Pump"
"burst" "Weapon_Scatter_Gun.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_scatgun"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_scatgun"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "vgui/replay/thumbnails/dot"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
{
// Attributes Base.
"printname" "#TF_Weapon_Scattergun"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"
"HasTeamSkins_Viewmodel" "1"
// Primary Attributes
"Damage" "6"
"Range" "8192"
"BulletsPerShot" "10"
"Spread" "0.0675"
"PunchAngle" "3.0"
"TimeFireDelay" "0.625"
"TimeIdle" "5.0"
"TimeIdleEmpty" "0.25"
"TimeReloadStart" "0.1"
"TimeReload" "0.5"
"primary_ammo" "TF_AMMO_PRIMARY"
"clip_size" "6"
"default_clip" "6"
"ProjectileType" "projectile_bullet"
"AmmoPerShot" "1"
"HasTeamSkins" "1"
"DoInstantEjectBrass" "1"
"BrassModel" "models/weapons/shells/shell_shotgun.mdl"
"TracerEffect" ""
// Buckets.
"bucket" "0"
"bucket_position" "0"
// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "shotgun"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_scattergun"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_Scatter_Gun.Single"
"empty" "Weapon_Scatter_Gun.Empty"
"reload" "Weapon_Scatter_Gun.WorldReload"
"special1" "Weapon_Scatter_Gun.Pump"
"burst" "Weapon_Scatter_Gun.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_scatgun"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_scatgun"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "vgui/replay/thumbnails/dot"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}