Item("Firearm_StationaryMachineGun", CategoryType_Firearm)
{
Name("&Firearm_StationaryMachineGun_N&");
Description("&Firearm_StationaryMachineGun_D&");
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_StationaryCannon);
PhysicsScript("DroppedInventory.scr");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0);
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
DamageType(DamageType_Bullet);
Mesh("weapon_browning_a.msh");
AnimPrefix("StationaryCannon");
HudIcon("minigun");
ShotTime(0.1);
ShotSound("minigun_shot_XX.wav");
AmmoType(AmmoType_Rifle);
AmmoCount(-1);
ReloadTime(-1.0);
EmptySound("Pistol_Empty.wav");
RagdollBehavior(RagdollBehavior_None);
TwoHanded(true);
HolderElement("bip01 spine1");
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(true);
BaseSoundPrefix("minigun");
ShootFx("MGGunfireSingle_sequence.fx");
ShootMinAngle(0.01);
ShootMaxAngle(0.015);
ShootAngleVel(0.015);
ShootAngleCooldown(0.1);
ShootVertRecoil(0.01);
ShootRecoilTime(0.2);
ShootMode(ShotMode_Single);
BulletsPerShot(1);
AimFov(2.0);
AiHitSound("firearm");
StatsType(StatsType_Rifle);
LootLevel(5);
LootType(LootType_Firearm_Long);
FF_Left(0.3);
FF_Right(0.4);
FF_Duration(0.1);
FF_FadeOut(0.0);
CriticalProb(0.05);
CriticalDamage(0.0);
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0);
Color(Color_White);
ShotTailDelay(0.1);
RotatingGun(false);
}
1.
ItemType(ItemType_StationaryCannon);
ItemType(ItemType_Rifle);
2.
TwoHanded(true);
TwoHanded(false);
1.
Name("&Firearm_StationaryMachineGun_N&");
Name("ICS Vortex's Gun"); *This is the name of your gun, it can be changed to anything.
2.
DamageRangeMelee(110.0);
DamageRangeMelee(x); *x is a variable. Change it to what you want.
3.
These are the probabilities of what is states. You don't have to change them, but you can.
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
4.
AmmoCount(-1); *-1 is unlimited ammo. Change it, or don't.
5.
ReloadTime(-1.0); *this doesn't matter, as you have unlimited ammo. -1 = Instant Reload. If you change your ammocount, you may want to change this
6.
ShootMode(ShotMode_Single);
ShootMode(ShotMode_Automatic); *This tells the gun to shoot fully automatic. You can choose:
Single
Automatic
Burst
*Burst = 4 shots
7.
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0); *These are you damage factors. Change them for more or less damage/range. For example, to increase: FirePointDamage(1,50.0); you would modify the 50, like so: FirePointDamage(1,1337.0);
8.
Color(Color_White);
Color(Color_Orange); *Makes it rare
You can change it to:
White
Orange
Violet
Blue
Green
9.
BulletsPerShot(1);
BulletsPerShot(x); *Tells the gun how many bullets come out of the barrel when you fire. I do [I][U]not[/U][/I] recommend changing this.
Item("Firearm_StationaryMachineGun", CategoryType_Firearm)
{
Name("&Firearm_StationaryMachineGun_N&");
Description("&Firearm_StationaryMachineGun_D&");
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_StationaryCannon);
PhysicsScript("DroppedInventory.scr");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0);
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
DamageType(DamageType_Bullet);
Mesh("weapon_browning_a.msh");
AnimPrefix("StationaryCannon");
HudIcon("minigun");
ShotTime(0.1);
ShotSound("minigun_shot_XX.wav");
AmmoType(AmmoType_Rifle);
AmmoCount(-1);
ReloadTime(-1.0);
EmptySound("Pistol_Empty.wav");
RagdollBehavior(RagdollBehavior_None);
TwoHanded(true);
HolderElement("bip01 spine1");
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(true);
BaseSoundPrefix("minigun");
ShootFx("MGGunfireSingle_sequence.fx");
ShootMinAngle(0.01);
ShootMaxAngle(0.015);
ShootAngleVel(0.015);
ShootAngleCooldown(0.1);
ShootVertRecoil(0.01);
ShootRecoilTime(0.2);
ShootMode(ShotMode_Single);
BulletsPerShot(1);
AimFov(2.0);
AiHitSound("firearm");
StatsType(StatsType_Rifle);
LootLevel(5);
LootType(LootType_Firearm_Long);
FF_Left(0.3);
FF_Right(0.4);
FF_Duration(0.1);
FF_FadeOut(0.0);
CriticalProb(0.05);
CriticalDamage(0.0);
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0);
Color(Color_White);
ShotTailDelay(0.1);
RotatingGun(false);
}
1.
ItemType(ItemType_StationaryCannon);
ItemType(ItemType_Rifle);
2.
TwoHanded(true);
TwoHanded(false);
1.
Name("&Firearm_StationaryMachineGun_N&");
Name("ICS Vortex's Gun"); *This is the name of your gun, it can be changed to anything.
2.
DamageRangeMelee(110.0);
DamageRangeMelee(x); *x is a variable. Change it to what you want.
3.
These are the probabilities of what is states. You don't have to change them, but you can.
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
4.
AmmoCount(-1); *-1 is unlimited ammo. Change it, or don't.
5.
ReloadTime(-1.0); *this doesn't matter, as you have unlimited ammo. -1 = Instant Reload. If you change your ammocount, you may want to change this
6.
ShootMode(ShotMode_Single);
ShootMode(ShotMode_Automatic); *This tells the gun to shoot fully automatic. You can choose:
Single
Automatic
Burst
*Burst = 4 shots
7.
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0); *These are you damage factors. Change them for more or less damage/range. For example, to increase: FirePointDamage(1,50.0); you would modify the 50, like so: FirePointDamage(1,1337.0);
8.
Color(Color_White);
Color(Color_Orange); *Makes it rare
You can change it to:
White
Orange
Violet
Blue
Green
9.
BulletsPerShot(1);
BulletsPerShot(x); *Tells the gun how many bullets come out of the barrel when you fire. I do [I][U]not[/U][/I] recommend changing this.
Item("Firearm_StationaryMachineGun", CategoryType_Firearm)
{
Name("&Firearm_StationaryMachineGun_N&");
Description("&Firearm_StationaryMachineGun_D&");
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_StationaryCannon);
PhysicsScript("DroppedInventory.scr");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0);
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
DamageType(DamageType_Bullet);
Mesh("weapon_browning_a.msh");
AnimPrefix("StationaryCannon");
HudIcon("minigun");
ShotTime(0.1);
ShotSound("minigun_shot_XX.wav");
AmmoType(AmmoType_Rifle);
AmmoCount(-1);
ReloadTime(-1.0);
EmptySound("Pistol_Empty.wav");
RagdollBehavior(RagdollBehavior_None);
TwoHanded(true);
HolderElement("bip01 spine1");
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(true);
BaseSoundPrefix("minigun");
ShootFx("MGGunfireSingle_sequence.fx");
ShootMinAngle(0.01);
ShootMaxAngle(0.015);
ShootAngleVel(0.015);
ShootAngleCooldown(0.1);
ShootVertRecoil(0.01);
ShootRecoilTime(0.2);
ShootMode(ShotMode_Single);
BulletsPerShot(1);
AimFov(2.0);
AiHitSound("firearm");
StatsType(StatsType_Rifle);
LootLevel(5);
LootType(LootType_Firearm_Long);
FF_Left(0.3);
FF_Right(0.4);
FF_Duration(0.1);
FF_FadeOut(0.0);
CriticalProb(0.05);
CriticalDamage(0.0);
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0);
Color(Color_White);
ShotTailDelay(0.1);
RotatingGun(false);
}
1.
ItemType(ItemType_StationaryCannon);
ItemType(ItemType_Rifle);
2.
TwoHanded(true);
TwoHanded(false);
1.
Name("&Firearm_StationaryMachineGun_N&");
Name("ICS Vortex's Gun"); *This is the name of your gun, it can be changed to anything.
2.
DamageRangeMelee(110.0);
DamageRangeMelee(x); *x is a variable. Change it to what you want.
3.
These are the probabilities of what is states. You don't have to change them, but you can.
HeadSmashProb(1.0);
HeadCutProb(0.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
4.
AmmoCount(-1); *-1 is unlimited ammo. Change it, or don't.
5.
ReloadTime(-1.0); *this doesn't matter, as you have unlimited ammo. -1 = Instant Reload. If you change your ammocount, you may want to change this
6.
ShootMode(ShotMode_Single);
ShootMode(ShotMode_Automatic); *This tells the gun to shoot fully automatic. You can choose:
Single
Automatic
Burst
*Burst = 4 shots
7.
FirePointRange(0,0.0);
FirePointDamage(0,100.0);
FirePointPhysicsDamage(0,50.0);
FirePointForce(0,30.0);
FirePointRange(1,40000.0);
FirePointDamage(1,50.0);
FirePointPhysicsDamage(1,25.0);
FirePointForce(1,15.0); *These are you damage factors. Change them for more or less damage/range. For example, to increase: FirePointDamage(1,50.0); you would modify the 50, like so: FirePointDamage(1,1337.0);
8.
Color(Color_White);
Color(Color_Orange); *Makes it rare
You can change it to:
White
Orange
Violet
Blue
Green
9.
BulletsPerShot(1);
BulletsPerShot(x); *Tells the gun how many bullets come out of the barrel when you fire. I do [I][U]not[/U][/I] recommend changing this.
Copyright © 2026, NextGenUpdate.
All Rights Reserved.