Counter Strike Point Blank 2014
DOCUMENTATION

CSPB Player Config File Structure
Info: CSPB player
File and directory: cstrike\addons\amxmodx\configs\cs_player.ini

 


[name] String
[model] String
[team] Integer (1 Red Team / 2 Blue Team)
[speed] Float
[gender] Integer (1 Male / 2 Female
[hand] Integer


e.g:

[name]Terror[model]terror[team]1[speed]250.0[gender]1[hand]0


CSPB Wpn Config File Structure
Info: There is several types of CSPB Wpn in the .amxx files. Normal Weapon's param is also global param for other types.
File and directory: cstrike\addons\amxmodx\configs\cs_wpn.ini

Global Parameter:
[category] Integer
1 = Primary
2 = Secondary
3 = Melee
4 = Explosive


Primary Weapons:


Type 1 = Normal Weapon
[type] Integer
[name] String
[model] String
[csw] Integer (Depending the cswpn)
[b_model] String
[p_model] String
[w_model] String
[b_submodel] Integer
[p_submodel] Integer
[w_submodel] Integer
[char_anim] Integer (1 - 3. 0 = Default, 1 = Barrel style, 2 = Grip style, 3 = Dual style)
[char_deploy] Integer
[damage] Float
[speed] Float
[zoom] Integer (1 ~ 3)
[clip] Integer
[ammo] Integer
[recoil] Float
[accuracy] Float
[gravity] Integer
[knockback] Integer
[reload] Float
[deploy] Float
[sight_time] Float
[sight_model] String (Sight model)
[sight_tga] String (Sight targa)
[sight_reticle] String (Sight reticle)

Normal Weapons Example (K-2):

[category]1[type]1[name]K-2[model]k2[csw]28[b_model]primary_1[p_model]primary_1[w_model]primary_1[b_submodel]20[p_submodel]19[w_submodel]19[char_anim]1[char_deploy]124[damage]1.0[speed][zoom]0[clip]30[ammo]60[recoil]0.1[accuracy]0.1[gravity]200.0[knockback]0[reload]0[deploy]0[sight_time]0.0[sight_model]m_bottom[sight_tga]eotech[sight_reticle]

 

Type 2 = Double Mag
[mag_change1] Float
[mag_change2] Float
[mag_clip] Integer

Normal Weapons Example (AK-47 Ext.):

[category]1[type]2[name]AK-47 Ext.[model]ak47_ext[csw]22[b_model]primary_1[p_model]primary_1[w_model]primary_1[b_submodel]7[p_submodel]6[w_submodel]6[char_anim]0[char_deploy]124[damage]1.0[speed][zoom]0[clip]30[ammo]180[recoil]0.1[accuracy]0.1[gravity]200.0[knockback]0[reload]0[deploy]0[sight_time]0.0[sight_model][sight_tga][sight_reticle][mag_change1]2.0[mag_change2]2.0[mag_clip]30

Type 3 = Knife Weapon
[knife_anim_seq] Integer
[knife_attack] Float
[knife_attack_delay] Float (Must be smaller from knife_attack)
[knife_range] Float
[knife_damage] Float

Knife Weapon Example (M1887):

[category]1[type]3[name]M1887[model]m1887[csw]21[b_model]primary_1[p_model]primary_1[w_model]primary_1[b_submodel]24[p_submodel]23[w_submodel]23[char_anim][char_deploy]124[damage]1.0[speed]1.4[zoom]0[clip]8[ammo]32[recoil]0.1[accuracy]0.1[gravity]200.0[knockback]0[reload]0[deploy]0[sight_time]0.0[sight_model][sight_tga][sight_reticle][knife_anim_seq]112[knife_attack]1.2[knife_attack_delay]0.5[knife_range]60.0[knife_damage]10.0
Type 4 = Launcher Weapon
[launcher_on] Float
[launcher_off] Float
[launcher_speed] Float
[launcher_ammo] Integer
[launcher_radius] Float
[launcher_damage] Float

Launcher Weapon Example (AK-47 Full Custom):

[category]1[type]4[name]AK-47 F. C[model]ak47_fc[csw]28[b_model]primary_1[p_model]primary_1[w_model]primary_1[b_submodel]7[p_submodel]6[w_submodel]6[char_anim]0[char_deploy]124[damage]1.0[speed][zoom]3[clip]30[ammo]180[recoil]0.1[accuracy]0.1[gravity]200.0[knockback]0[reload]0[deploy]0[sight_time]0.0[sight_model]m_bottom[sight_tga]aimpoint[sight_reticle][launcher_on]1.0[launcher_off]1.0[launcher_speed]0.5[launcher_ammo]1[launcher_radius]200.0[launcher_damage]100.0

 


Type 5 = Shotgun Single Reload
No special param for this type

Shotgun Single Reload (SPAS-15):

[category]1[type]5[name]SPAS-15[model]spas_15[csw]5[b_model]primary_2[p_model]primary_2[w_model]primary_2[b_submodel]11[p_submodel]9[w_submodel]9[char_anim]0[char_deploy]124[s_reload]2.9


Type 6 = Laser Weapon
No special param for this type

Laser Weapon Example (AUG A3):

[category]1[type]6[name]AUG A3[model]aug_a3[csw]28[b_model]primary_1[p_model]primary_1[w_model]primary_1[b_submodel]7[p_submodel]6[w_submodel]6[char_anim]2[char_deploy]124[damage]1.0[speed][zoom]3[clip]30[ammo]150[recoil]0.1[accuracy]0.1[gravity]200.0[knockback]0[reload]0[deploy]0[sight_time]0.0[sight_model]m_bottom[sight_tga]eotech_dot[sight_reticle]laser


Type 7 = Toggle Weapon
[dual_name] String
[dual_submodel] String
[dual_char_anim] Integer (1 - 3. 0 = Default, 1 = Barrel style, 2 = Grip style, 3 = Dual style)
[dual_char_deploy] Integer
[dual_on_time] Float 
[dual_off_time] Float 
[dual_damage] Float
[dual_speed] Float
[dual_recoil] Float
[dual_clip] Integer
[dual_deploy] Float

Toggle Weapon Example (Kriss S. V):

[category]1[type]7[name]Kriss S. V[model]kriss_sv[csw]12[b_model]primary_1[p_model]primary_1[w_model]primary_1[b_submodel]21[p_submodel]20[w_submodel]20[char_anim]2[char_deploy]124[damage]0.9[speed]1.0[zoom]3[clip]30[ammo]180[recoil]0.1[accuracy]0.1[gravity]210.0[knockback]0[reload]2.7[deploy]0.8[sight_time]0.0[sight_model]m_bottom[sight_tga]eotech[sight_reticle][dual_name]Dual Kriss[dual_submodel]0[dual_char_anim]3[dual_char_deploy]126[dual_on_time]0.87[dual_off_time]0.8[dual_damage]2.0[dual_speed]1.1[dual_recoil]0.1[dual_clip]60[dual_deploy]0.87


Type 8 = Zoom Burst
There is no param for laser.

Zoom Burst Example (M4A1 Ext.):

[category]1[type]8[name]M4A1 Ext.[model]m4a1_ext[csw]28[b_model]primary_1[p_model]primary_1[w_model]primary_1[b_submodel]25[p_submodel]24[w_submodel]24[char_anim]1[char_deploy]124[damage]1.0[speed][zoom]3[clip]30[ammo]180[recoil]0.1[accuracy]0.1[gravity]200.0[knockback]0[reload]0[deploy]0[sight_time]0.0[sight_model]m_bottom[sight_tga]acog[sight_reticle]


Type 9 = Dual Shoot Weapon 
No special param for this type

Dual Shoot Weapon (Dual Uzi):

[category]1[type]9[name]Dual Uzi[model]dual_uzi[csw]23[b_model]primary_1[p_model]primary_1[w_model]primary_1[b_submodel]17[p_submodel]16[w_submodel]16[char_anim]1[char_deploy]124[damage]1.0[speed][zoom]0[clip]30[ammo]90[recoil]0.1[accuracy]0.1[gravity]210.0[knockback]0[reload]0[deploy]0[sight_time]0.0[sight_model]m_bottom[sight_tga][sight_reticle]

Secondary Weapons:


Type 1 = Normal Weapon

[type] Integer
[name] String
[model] String
[csw] Integer (Depending the cswpn)
[p_model] String
[w_model] String
[p_submodel] Integer
[w_submodel] Integer
[damage] Float
[speed] Float
[zoom] Integer (1 ~ 3)
[clip] Integer
[ammo] Integer
[recoil] Float
[gravity] Integer
[knockback] Integer
[reload] Float
[deploy] Float
[sight_time] Float
[sight_model] String (Sight model)
[sight_tga] String (Sight targa)
[sight_reticle] String (Sight reticle)
[auto] Integer (0 = Normal Mode || 1 = Auto Mode)

Normal Weapon Example (K-5):
[category]2[type]1[name]K-5[model]k5[csw]1[p_model]k5[w_model]k5[p_submodel]1[w_submodel]1
[damage]0.85[speed]2.0[zoom]0[clip]12[ammo]48[recoil]0.1[accuracy]0.1[gravity]220.0[knockback]0[reload]2.4[deploy]0.67[sight_time][sight_model][sight_tga][sight_reticle][auto]0

 


Type 2 = Knife Weapon
[knife_anim_seq] Integer
[knife_attack] Float
[knife_attack_delay] Float (Must be smaller from knife_attack)
[knife_range] Float
[knife_damage] Float

Knife Weapon Example (P99 & HAK):
[category]2[type]2[name]P99 H & K[model]p99_hak[csw]1[p_model]k5[w_model]k5[p_submodel]1[w_submodel]1
[damage]1.2[speed]2.0[zoom]0[clip]7[ammo]28[recoil]0.1[accuracy]0.1[gravity]220.0[knockback]0[reload]2.4[deploy]0.67[sight_time][sight_model][sight_tga][sight_reticle][auto]
[knife_anim_seq]112[knife_attack]1.2[knife_attack_delay]0.5[knife_range]60.0[knife_damage]10.0

Melee Weapons:


Type 1 = Normal Weapon

[type] Integer
[name] String
[model] String
[csw] Integer
[p_model] String
[p_submodel] Integer
[slash_seq] Integer (This is number of sequence when the character is performing slash action)
[stab_seq] Integer (This is number of sequence when the character is performing stab action)
[slash] Float (Duration of the attack is performed)
[stab] Float (Duration of the attack is performed)
[slash_delay] Float (The damage is executed after float)
[stab_delay] Float (The damage is executed after float)
[slash_range] Integer (The range of the knife can hit the flesh)
[stab_range] Integer (The range of the knife can hit the flesh)
[slash_damage] Float (The damage dealt to the victim)
[stab_damage] Float (The damage dealt to the victim)
[gravity] Integer
[knockback] Integer
[deploy] Float
[team] Integer (1 = Red Team || 2 = Blue Team)
[buy] Integer (0 = Disable || 1 = Enable)

Normal Weapon Example (Amok Kukri):
[category]3[type]1[name]Amok Kukri[model]amok_kukri[csw]29[p_model]melee_1[p_submodel]1[slash_seq]113[stab_seq]114[slash]1.4[stab]1.8[slash_delay]0.4[stab_delay]0.8[slash_range]48[stab_range]68[slash_damage]1[stab_damage]3[gravity]220.0[knockback]0[deploy]0.7

 


Type 2 = Multi Hit Weapon

[slash_delay2] Float (Leave as empty to ignore the second delay ~ Must be smaller than stab)
[stab_delay2] Float (Leave as empty to ignore the second delay ~ Must be smaller than stab)
[slash_range2] Integer (Leave as empty to ignore the second range)
[stab_range2] Integer (Leave as empty to ignore the second range)
[slash_damage2] Float (Leave as empty to ignore the second damage)
[stab_damage2] Float (Leave as empty to ignore the second damage)
[slash_delay3] Float (Leave as empty to ignore the third delay ~ Must be smaller than slash)
[stab_delay3] Float (Leave as empty to ignore the third delay ~ Must be smaller than stab)
[slash_range3] Integer (Leave as empty to ignore the third range)
[stab_range3] Integer (Leave as empty to ignore the third range)
[slash_damage3] Float (Leave as empty to ignore the third damage)
[stab_damage3] Float (Leave as empty to ignore the third damage)

Multi Hit Weapon Example (Combat Machete):
[category]3[type]2[name]Combat Machete[model]combat_machete[csw]29[p_model]melee_1[p_submodel]3[slash_seq]8[stab_seq]0[slash]1.4[stab]1.8[slash_delay]0.4[stab_delay]0.6[slash_range]48[stab_range]68[slash_damage]5.0[stab_damage]3.0[gravity]220.0[knockback]0[deploy]0.7
[slash_delay2][stab_delay2]1.0[slash_range2][stab_range2]68[slash_damage2][stab_damage2]0.5[slash_delay3][stab_delay3][slash_range3][stab_range3][slash_damage3][stab_damage3]

 


Type 3 = Throw Weapon

[slash_delay2] Float (Leave as empty to ignore the second delay)
[stab_delay2] Float (Leave as empty to ignore the second delay)
[slash_range2] Integer (Leave as empty to ignore the second range)
[stab_range2] Integer (Leave as empty to ignore the second range)
[slash_damage2] Float (Leave as empty to ignore the second damage)
[stab_damage2] Float (Leave as empty to ignore the second damage)
[slash_delay3] Float (Leave as empty to ignore the third delay)
[stab_delay3] Float (Leave as empty to ignore the third delay)
[slash_range3] Integer (Leave as empty to ignore the third range)
[stab_range3] Integer (Leave as empty to ignore the third range)
[slash_damage3] Float (Leave as empty to ignore the third damage)
[stab_damage3] Float (Leave as empty to ignore the third damage)
[w_model] String
[w_submodel] Integer

Throw Weapon Example (Mini Axe):
[category]3[type]3[name]Mini Axe[model]mini_axe[csw]29[p_model]melee_1[p_submodel]7[slash_seq]8[stab_seq]0[slash]1.1[stab]1.35[slash_delay]0.3[stab_delay]0.5[slash_range]48[stab_range]140[slash_damage]5.0[stab_damage]5.0[gravity]220.0[knockback]0[deploy]0.7
[slash_delay2]0.7[stab_delay2][slash_range2]48[stab_range2][slash_damage2]1.0[stab_damage2][slash_delay3][stab_delay3][slash_range3][stab_range3][slash_damage3][stab_damage3][w_model]mini_axe[w_submodel]0

Type 4 = Reload Weapon

[w_model] String
[w_submodel] Integer
[ammo] Integer
 


Explosive Weapons:


Type 1 = Normal Weapons

[type] Integer
[name] String
[model] String
[csw] Integer
[p_model] String
[w_model] String
[p_submodel] Integer
[w_submodel] Integer
[damage] Integer
[gravity] Integer
[deploy] Float
[explode] Integer
[size] Integer (Size of sprites)

 


Type 2 = Trigger Weapon

[delay1] Float (Duration of attack 1 is performed)
[delay2] Float (Duration of attack 2 is performed)
[radius] Integer
[trigger] Float (Delay of trigger after float ~ Must be smaller than delay1)
[plant] Float (Delay of plant after float ~ Must be smaller than delay2)

Trigger Weapon Example (C-5):
[category]4[type]2[name]C-5[model]c5[csw]4[p_model]c5[w_model]c5[p_submodel]0[w_submodel]6[damage]200[gravity]220.0[deploy]0[explode][size]30[trigger_delay]1.0[plant_delay]1.0[trigger_time]0.5[plant_time]0.5[radius]400