Welcome to our guide on Left 4 Dead 2’s Custom Weapon Lab! Here, we’ll provide you with all the necessary information on the CWL Base and framework. Get ready to level up your gaming experience with this useful infomartical guide and info roster. Let’s dive in!
Introduction Guide
Custom Weapon Lab Informational Guide
MOD INFO
Version – v0.71
Change Log – Updates [www.Website_URL.com]
Mod Url – Workshop Page [www.Website_URL.com]
NOTE
-
[DISCLAIMER] The LOD’s for the worldmodels won’t work if either off these video-settings are put on low.
- Model / Texture Quality:
- Reason [LOD’s are not loaded to preserve model and texture memory]
- Paged Pool Memory:
- Reason [LOD’s require CPU memory to shift their models based on distance]
- Model / Texture Quality:
This should not be a issue for a Huge portion off the community , unless you still run a 25 year old pentium 4 or have less then 256 M/b’s off video memory. These settings should always be on medium they provide better performance overal aslong as you meet better system requirements then the minimal.
EMS Info
This section provides a overview off all variables in the script files that are required to set-up a functional custom weapon
- [EMS] file to modify and spawn custom weapons.
- [EMSFilePath] custom_weapon_lab/custom_weaponlist.cfg
VariableValueInfoReplacePercentage100Amount off weapon spawns to replace by custom weapons.CustomWeaponList[“weapon_name” , “…”]A array list off current actively allowed custom weapons to spawn or create.
- [EMSFilePath] custom_weapon_lab/custom_weaponlist.cfg
- [EMS] file to set up weapon requirements to function.
- [EMSFilePath] custom_weapon_lab/weapons/weapon_name.cfg
VariableValueInfoScript“weapon_logic_script”The Script that includes the weapon logic into the weapons scopeWeaponClass“weapon_class_to_override”Weapon Class to replace and override as a spawn but also as the weapon the viewmodel is designed forCustomFPmodel“…/custom_viewmodel_path.mdl”Your custom first person viewmodel PathCustomTPmodel“…/custom_worldmodel_path.mdl”Your custom third person viewmodel path
- [EMSFilePath] custom_weapon_lab/weapons/weapon_name.cfg
- [EMS] file to edit weapon settings.
- [EMSFilePath] custom_weapon_lab/weapons/weapon_name_settings.cfg [Part 1]
VariableValueInfoDEBUGfalseEnable debugging for the weaponDEPLOY_TP_ANIM“ACT_DEPLOY_…”deploy third person animation to useDEPLOY_FP_ANIM“deploy_layer”deploy first person animation to use [_layer] sequences directly being called utlize events better like 5004DEPLOY_ANIM_FRAMES29deploy first person animation frames to calculateDEPLOY_ANIM_FRAMERATE48deploy first person animation framerate to use to calculateBASH_TP_ANIM“ACT_MELEE_Shove_…”bash third person animation to useBASH_FP_ANIM“melee_layer”bash first person animation to use [_layer] sequences directly being called utlize events better like 5004BASH_ANIM_FRAMES21bash first person animation frames to use to calculateBASH_ANIM_FRAMERATE30bash first person animation framerate to calculateRELOAD_TP_ANIM“ACT_RELOAD_…”reload third person animation to useRELOAD_FP_ANIM“reload_layer”reload first person animation to use [_layer] sequences directly being called utlize events better like 5004RELOAD_ANIM_FRAMES76reload first person animation frames to use to calculateRELOAD_ANIM_FRAMERATE34reload first person animation framerate to calculateFIRE_TP_ANIM“ACT_PRIMARYATTACK_…”fire third person animation to useFIRE_FP_ANIM“fire_layer”fire first person animation to useFIRE_ANIM_FRAMES3fire first person animation frames to use to calculate [NOTE: the frames value should be equal to the moment the weapon fires i nmost cases a value off 3]FIRE_ANIM_FRAMERATE30fire first person animation framerate to calculateFIRE_SOUND“ScriptSound”fire script sound name to use when firing the weapon
- [EMSFilePath] custom_weapon_lab/weapons/weapon_name_settings.cfg [Part 2]
VariableValueInfoWeapon Data ValueAMMO_CLIP131ammo amount for the main clipClipSizeAMMO_CLIP2250ammo amount for the second clipCarryCapacityWOUNDTYPE0wound gore type to give [0:Normal , 1:Explosive , 2:Slash]DAMAGETYPE2damagetype to useSHOT_DISTANCE3000shot distance amount in hammer unitsRangeSHOT_DAMAGE25overall weapon damage per shotDamageSHOT_IMPULSE20impulse on physics or other moveable objects when hitFIRE_RATE500rate off fire per minuteCycleTime = [FIRE_RATE / 3600 = Bullets Fired Per Second]RECOIL3View punch shake intensityVerticalPunch[Less Sophisticated]HEADSHOT_DAMAGE_MULTIPLIER4.0damage amount being multiplied on a headshotCENTER_SPREAD_RADIUS0when firing the random spread off the bullet coming out the muzzleSHOT_SPREAD_RADIUS4when firing the random spread off the bulletSpreadPerShotNUM_SHOT1amount off bullet being fired per shotBulletsSHOT_SECTOR_SIZE60shot sector cone angleDUCKING_SPREAD0.5shot spread while crouchingMinDuckingSpreadSTANDING_SPREAD1.0shot spread while standingMinStandingSpreadAIR_SPREAD3.0shot spread while jumping or in airMinAirSpreadMOVEMENT_SPREAD6.0shot spread while movingMinMovementSpreadMAX_PENETRATIONS2amount off surfaces penetrated by each shotPenetrationNumLayersMAX_PENETRATIONS_DISTANCE512max distance to still hit after penetrationPenetrationMaxDistancePENETRATION_DAMAGE_FACTOR0.97penetration damage left after penetratingPenetrationPowerPENETRATION_OFFSET32penetration spread after penetrating a surfacePROJECTILEfalseenable projectile logic [NOTE: this will ignore most settings and enable projectile behaviour based on grenade launcher projectiles]
- [EMSFilePath] custom_weapon_lab/weapons/weapon_name_settings.cfg [Part 1]
Chat Commands
- [COMMANDS] Chat Commands Available to use in-game.
- [Requires to be in singleplayer and being the host to spawn and create weapons manually]
VariableValueInfo/cwl createcustom_weapon_namegiving or Creating a weapon to the player using the command [Usage: /cwl create custom_weapon_name]/cwl listPrints Weapons in Console Automaticlylists all custom weapons available and prints them out in console [Usage: /cwl list]
- [Requires to be in singleplayer and being the host to spawn and create weapons manually]
And that wraps up our share on Left 4 Dead 2: Custom Weapon Lab [Info]. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by devlos, who deserves all the credit. Happy gaming!