Railgun Sg552 (Vscript)
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Description
This one was inspired by "Dark Knight" rifle on CSO (now Counter Strike: Nexon) & my "Desperado Dual Pistols". As I already got some clues from "Pipe Shotgun" custom weapon about how to make it, so I made it for fun :D .
This mod gives a special upgrade to sg552 to allow "Railgun Shot". "Railgun Shot" will leave some electrical traces when shot. I'll explain later on the mechanisms below.
List of features available on "railgun sg552.txt" cfg file:
1. rifle_sg552_railgun_user: Who can use railgun (bots/ players/ all). For bots, they have 10% chance to use railgun shot on each shot. For players, they need to use scope in order to shoot railgun bullet.
2. rifle_sg552_railgun_mode: Which mode is used. 0= Manual mode (a custom cvar, "kuro_railgun_sg552_mode", can be used to toggle on/off railgun shot). 1= AUto mode (always railgun bullet when using scope)
3. rifle_sg552_railgun_damage: The base damage of the railgun shot. The final damage is 2-3x damage of this base damage.
4. rifle_sg552_railgun_gore_mode: When enabled, common infected killed with railgun shot will have parts of their body destroyed/ gibbed (not really useful, as rifle bullet already gibs a common.This is just for a complementary).
5. rifle_sg552_railgun_ammo_used: How much ammo is used on each railgun shot. 0= No additional ammo used. 1 or higher= Additional (1 * value) ammo used.
Mechanisms of "Railgun Sg552":
- When you have ammo clip more than the value on "rifle_sg552_railgun_ammo_used", you can use railgun shot when using scope.
- "rifle_sg552_railgun_mode" controls whether the "Railgun Shot" is automatically used when using scope or not. When it's set to 0 (Manual Mode), a custom cvar "kuro_railgun_sg552_mode" is needed to enable/ disable "Railgun Shot". You can use alias to toggle on/off "Railgun Shot" like how flashlight works, for example like this on "v" key:
alias sg552rail+ "kuro_railgun_sg552_mode 1; cl_colorblind 1; bind v sg552rail-"
alias sg552rail- "kuro_railgun_sg552_mode 0; cl_colorblind 0; bind v sg552rail+"
bind v sg552rail+
- "Railgun Shot" leaves some electrical traces when used & some small sparks when the bullet hits objects other than zombies. When hitting zombies, there will be extra blood splatters.
- "Railgun Shot" has 100% accuracy as long as the target is at the center of crosshair.
- "Railgun Shot" causes a short delay after use, like 0.5 second, so it can't be spammed.
- "Railgun Shot" final damage is 2-3x damage from the value of "rifle_sg552_railgun_damage". Normal rifle bullet damage is still applied, so basically the final damage is 2nd damage after the normal bullet damage.
- "Railgun Shot" causes short knockback to the shooter. For the zombies, common & witch will stumble if they're not killed in one shot, while special infected & tank will be pushed back quite far.
- "Railgun Shot" can hinder charger's charge attack when he's shot during charging. Charger shot with "Railgun Shot" will stop for around 0.5 second before he starts charging again. Sometimes it completely cancels his charging attack. If the damage is set high, it can kill charger even when he's charging.
- "Railgun Shot" bypasses riot zombie's armor.
- As "Railgun Shot" can damage object, it can also damage custom enemies/ bosses in custom campaigns.
- Survivor teammates are immune to "Railgun Shot" damage. However, they will still take the normal rifle bullet damage.
CREDITS:
- Rec tus: Custom Weapon, Improvised Pipe Shotgun.
- CSO = Dark Knight rifle.
NOTES
- As "Railgun Shot" can cause a knockback, player can use it to give additional upward knockback after jumping by shooting downward when in the air, though the knockback is only in short range.
- Sg552 with railgun bullets
- Electric traces on railgun bullets
- a cfg file to configure settings
Tagged
Changelog
08/08/25 ======== No change notes have been added by the publisher.
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File Details
railgun sg552.zip
(6.9 KB)
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