I need to edit the crosshairs for the new weapons and update the files for older weapons, where exactly can I find the weapon files? All I could find is ctx files that just show up as gibberish when converted
Where can I find weapon script txt files?
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Customization
I need to edit the crosshairs for the new weapons and update the files for older weapons, where exactly can I find the weapon files? All I could find is ctx files that just show up as gibberish when converted
tf_weapon_rocketlauncher_fireball.txt - Flamethrower
WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_RocketLauncher"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Primary Attributes.
"Damage" "90"
"Range" "0"
"BulletsPerShot" "1"
"Spread" "0.0"
"PunchAngle" "1.5"
"TimeFireDelay" "0.8"
"TimeIdle" "0.8"
"TimeIdleEmpty" "0.8"
"TimeReloadStart" "0.1"
"TimeReload" "0.83"
"primary_ammo" "TF_AMMO_PRIMARY"
"ProjectileType" "tf_projectile_balloffire"
"HasTeamSkins_Viewmodel" "1"
// Secondary Attributes.
"secondary_ammo" "None"
// Buckets.
"bucket" "0"
"bucket_position" "0"
"ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"
"ExplosionSound" "BaseExplosionEffect.Sound"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_dragons_fury"
// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "gl"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_RPG.Single"
"double_shot" "Weapon_FlameThrower.AirBurstAttack"
// "reload" "Weapon_RPG.WorldReload"
"burst" "Weapon_RPG.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_rl"
"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/circle"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
tf_weapon_rocketpack.txt - Jetpack
WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_RocketPack"
"BuiltRightHanded" "0"
"MeleeWeapon" "1"
"weight" "1"
"WeaponType" "melee"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Attributes TF.
"Damage" "35"
"TimeFireDelay" "0.5"
"TimeIdle" "5.0"
// Ammo & Clip
"primary_ammo" "TF_AMMO_GRENADES1"
"secondary_ammo" "None"
clip_size "-1"
default_clip "2"
// Buckets.
"bucket" "1"
"bucket_position" "0"
// Model & Animation
"viewmodel" "models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
"playermodel" "models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"melee_miss" "Weapon_FireAxe.Miss"
"melee_hit" "Weapon_FireAxe.HitFlesh"
"melee_hit_world" "Weapon_FireAxe.HitWorld"
"burst" "Weapon_FireAxe.MissCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_fireaxe"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_fireaxe"
"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/sniper"
"x" ""
"y" "0"
"width" "64"
"height" "64"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
tf_weapon_rocketlauncher_fireball.txt - Flamethrower
[code]WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_RocketLauncher"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Primary Attributes.
"Damage" "90"
"Range" "0"
"BulletsPerShot" "1"
"Spread" "0.0"
"PunchAngle" "1.5"
"TimeFireDelay" "0.8"
"TimeIdle" "0.8"
"TimeIdleEmpty" "0.8"
"TimeReloadStart" "0.1"
"TimeReload" "0.83"
"primary_ammo" "TF_AMMO_PRIMARY"
"ProjectileType" "tf_projectile_balloffire"
"HasTeamSkins_Viewmodel" "1"
// Secondary Attributes.
"secondary_ammo" "None"
// Buckets.
"bucket" "0"
"bucket_position" "0"
"ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"
"ExplosionSound" "BaseExplosionEffect.Sound"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_dragons_fury"
// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "gl"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_RPG.Single"
"double_shot" "Weapon_FlameThrower.AirBurstAttack"
// "reload" "Weapon_RPG.WorldReload"
"burst" "Weapon_RPG.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_rl"
"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/circle"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}[/code]
tf_weapon_rocketpack.txt - Jetpack
[code] WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_RocketPack"
"BuiltRightHanded" "0"
"MeleeWeapon" "1"
"weight" "1"
"WeaponType" "melee"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Attributes TF.
"Damage" "35"
"TimeFireDelay" "0.5"
"TimeIdle" "5.0"
// Ammo & Clip
"primary_ammo" "TF_AMMO_GRENADES1"
"secondary_ammo" "None"
clip_size "-1"
default_clip "2"
// Buckets.
"bucket" "1"
"bucket_position" "0"
// Model & Animation
"viewmodel" "models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
"playermodel" "models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"melee_miss" "Weapon_FireAxe.Miss"
"melee_hit" "Weapon_FireAxe.HitFlesh"
"melee_hit_world" "Weapon_FireAxe.HitWorld"
"burst" "Weapon_FireAxe.MissCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_fireaxe"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_fireaxe"
"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/sniper"
"x" ""
"y" "0"
"width" "64"
"height" "64"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
[/code]
[code]WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_RocketLauncher"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Primary Attributes.
"Damage" "90"
"Range" "0"
"BulletsPerShot" "1"
"Spread" "0.0"
"PunchAngle" "1.5"
"TimeFireDelay" "0.8"
"TimeIdle" "0.8"
"TimeIdleEmpty" "0.8"
"TimeReloadStart" "0.1"
"TimeReload" "0.83"
"primary_ammo" "TF_AMMO_PRIMARY"
"ProjectileType" "tf_projectile_balloffire"
"HasTeamSkins_Viewmodel" "1"
// Secondary Attributes.
"secondary_ammo" "None"
// Buckets.
"bucket" "0"
"bucket_position" "0"
"ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"
"ExplosionSound" "BaseExplosionEffect.Sound"
// Muzzleflash
"MuzzleFlashParticleEffect" "muzzle_dragons_fury"
// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "gl"
// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_RPG.Single"
"double_shot" "Weapon_FlameThrower.AirBurstAttack"
// "reload" "Weapon_RPG.WorldReload"
"burst" "Weapon_RPG.SingleCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_rl"
"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/circle"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}[/code]
tf_weapon_rocketpack.txt - Jetpack
[code] WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_RocketPack"
"BuiltRightHanded" "0"
"MeleeWeapon" "1"
"weight" "1"
"WeaponType" "melee"
"ITEM_FLAG_NOITEMPICKUP" "1"
// Attributes TF.
"Damage" "35"
"TimeFireDelay" "0.5"
"TimeIdle" "5.0"
// Ammo & Clip
"primary_ammo" "TF_AMMO_GRENADES1"
"secondary_ammo" "None"
clip_size "-1"
default_clip "2"
// Buckets.
"bucket" "1"
"bucket_position" "0"
// Model & Animation
"viewmodel" "models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
"playermodel" "models/weapons/c_models/c_rocketpack/c_rocketpack.mdl"
// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"melee_miss" "Weapon_FireAxe.Miss"
"melee_hit" "Weapon_FireAxe.HitFlesh"
"melee_hit_world" "Weapon_FireAxe.HitWorld"
"burst" "Weapon_FireAxe.MissCrit"
}
// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_fireaxe"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_fireaxe"
"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/sniper"
"x" ""
"y" "0"
"width" "64"
"height" "64"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
[/code]
to get the files you have to extract them from tf/tf2_misc_dir.vpk using gfcscrape, in scripts you'll find compiled .ctx files, to decompile them use vice
using command prompt run:
cd [path to the folder with vice.exe]
vice.exe -d -x .txt -k E2NcUkG2 *.ctx
this will decompile all .ctx files in the folder, no need to compile them back since tf2 can handle .txt
to get the files you have to extract them from [b]tf/tf2_misc_dir.vpk[/b] using [url=http://nemesis.thewavelength.net/index.php?p=26]gfcscrape[/url], in scripts you'll find compiled .ctx files, to decompile them use [url=http://www8.zippyshare.com/v/YInhf1e5/file.html]vice[/url]
using command prompt run:
[code]
cd [path to the folder with vice.exe]
vice.exe -d -x .txt -k E2NcUkG2 *.ctx[/code]
this will decompile all .ctx files in the folder, no need to compile them back since tf2 can handle .txt
using command prompt run:
[code]
cd [path to the folder with vice.exe]
vice.exe -d -x .txt -k E2NcUkG2 *.ctx[/code]
this will decompile all .ctx files in the folder, no need to compile them back since tf2 can handle .txt
deguto get the files you have to extract them from tf/tf2_misc_dir.vpk using gfcscrape, in scripts you'll find compiled .ctx files, to decompile them use vice
using command prompt run:this will decompile all .ctx files in the folder, no need to compile them back since tf2 can handle .txtcd [path to the folder with vice.exe] vice.exe -d -x .txt -k E2NcUkG2 *.ctx
So tl;dr use vice to convert ctx files? got it thanks
[quote=degu]to get the files you have to extract them from [b]tf/tf2_misc_dir.vpk[/b] using [url=http://nemesis.thewavelength.net/index.php?p=26]gfcscrape[/url], in scripts you'll find compiled .ctx files, to decompile them use [url=http://www8.zippyshare.com/v/YInhf1e5/file.html]vice[/url]
using command prompt run:
[code]
cd [path to the folder with vice.exe]
vice.exe -d -x .txt -k E2NcUkG2 *.ctx[/code]
this will decompile all .ctx files in the folder, no need to compile them back since tf2 can handle .txt[/quote]
So tl;dr use vice to convert ctx files? got it thanks
using command prompt run:
[code]
cd [path to the folder with vice.exe]
vice.exe -d -x .txt -k E2NcUkG2 *.ctx[/code]
this will decompile all .ctx files in the folder, no need to compile them back since tf2 can handle .txt[/quote]
So tl;dr use vice to convert ctx files? got it thanks
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