Half-Life 2: EP2 Usable Combine Sniper Rifle

The name says it all. Annoyed that snipers never drop their guns out the window? Do you hate the vortigaunt for not charging up the rifle fa...

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File Description

The name says it all. Annoyed that snipers never drop their guns out the window? Do you hate the vortigaunt for not charging up the rifle faster? Here's a chance to use (a mounted) one!

It's actually pretty easy to make on your own, but this prefab is mainly for the lazy ones who don't like rigging 19 different outputs to a func_tank. (But then again, who's ever THAT lazy?)

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Readme
=== Usable Mounted Combine Sniper Rifle ===

-Yay! You're reading the README file! (Amazing!)

-The name says it all. Annoyed that snipers never drop their guns out the window? Here's a chance to use (a mounted) one!

-It's actually pretty easy to make on your own, but this prefab is mainly for the lazy ones who don't like rigging 19 different outputs to a func_tank. (But then again, who's ever THAT lazy?)


== Installation ==

-Download and open up the .zip file.

-Extract the "usable_cmb_snipe_rifle.vmf" file to your "C:Program FilesSteamsteamapps[account name here]sourcesdkbinorangeboxbinprefabsPrefabs HL2" folder.

== Notes ==

*Usable only for Orange Box games (specifically, Episode 2)

*The rifle beam suffers from certain limitations- it is only 323 units long, so
	therefore the rifle bullet will NOT necessarily hit what the beam is 
	pointing at!

*When changing the rifle orientation, change the func_tank's angles but keep the
	func_tank facing east (facing right in the top view)

*For some reason, VALVe made the gun model point backwards:
	the angles 0 0 0 will make the gun barrel point WEST and
	the angles 0 180 0 will make the barrel point EAST.


Prefab Includes:

	*Brush textured with tools/toolsskip (to help with placement/alignment)
	
	*prop_static	(models/props_combine/combine_barricade_short01a.mdl)

	*prop_dynamic	(models/weapons/w_combine_sniper.mdl)	(snipe_mdl)

	*func_tank	(tools/toolsinvisible)			(snipe_tank)

	*func_door	(tools/toolsnodraw)			(snipe_recoil)

	*env_zoom		(snipe_zoom)

	*env_screenoverlay	(snipe_binocoverlay)

	*env_beam		(snipe_beam)

	*env_sprite		(snipe_sprite)

	*env_shake		(snipe_screenshake)

	*trigger_multiple	(snipe_controlvolume)

	*2 info_target entities
		-snipe_beamstart
		-snipe_beamend

	*5 ambient_generic entities	
		-snipe_firesound [x2]
		-snipe_reloadsound
		-snipe_zoominsound
		-snipe_zoomoutsound

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Darthkillyou


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Registered 17th April 2008

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