I spent the day checking out guns in TTT and noting down their stats mainly because I like to know how my guns work and because there is a lack of gun stats available for TTT on the whole. In order to remedy the situation and help players who may be interested, I'll post them here. btw i combined arm and leg hit boxes because they seem to register about the same amount of damage The time to shots is the amount of time it takes to empty a clip while holding the trigger. All stats are with 1000 and above karma Reload time may vary by one second but only in the upwards direction. Damage does tend to bounce around. Damage should only vary by five,maximum 10, in either direction,if it does at all. Secondary Weapons Deagle Arm/leg-20 torso-37 head-148 5 seconds,8 shots 2 second reload Pistol Arm/Leg-14 Torso-25 Head-68 7 seconds,20 shots 3 second reload Glock ♥ Arm/Leg-7 Torso-12 Head-21 2 seconds, 20 shots 2 seconds reload Primary Weapons Rifle ♥ Arm/leg-27 Torso-50 Head-200 14 seconds,10 shots 2 second reload Mac10 Arm/leg-8 Torso-12 Head-20 2 seconds 30 rounds 3 second reload M16 Arm/Leg-13 Torso-23 Head-62 4 seconds 20 rounds 2-3 seconds-looks a bit funny could be me though. Shotgun Arm/Leg-N/A-It is ridiculously difficult to get a shot on just one leg or arm w. a shotgun. RIDICULOUSLY. Torso-78 Head-127 6 seconds,8 shots 4 second to reload whole clip(2 shots a second) M.249 Arm/Leg-4 Torso-7 Head-15 10 seconds,150 shots silenced pistol Arm/leg-15 Torso-28 head-76 4 seconds, 20 shots 3 second reload UMP Arm/leg-5 Torso-9? seems awfully strange but was consistent, May have to try on a holstered opponent Head-41 3 seconds,30shots 4 seconds reload incen/smoke/discom-5 seconds to detonation incen dmg-In the future, add shall I.
Code: if IsValid(wep) then local s = wep:GetHeadshotMultiplier(ply, dmginfo) or 2 dmginfo:ScaleDamage(s) end elseif (hitgroup == HITGROUP_LEFTARM or hitgroup == HITGROUP_RIGHTARM or hitgroup == HITGROUP_LEFTLEG or hitgroup == HITGROUP_RIGHTLEG or hitgroup == HITGROUP_GEAR ) then dmginfo:ScaleDamage(0.55) end Or if you like, Headshots are x2 base damage, everywhere else is 0.55 of base damage other than the torso which is 1x normal damage. If you have bodyarmour, it's a 70% damage reduction everywhere (including head).
But I've not posted individual weapon stats! Just how it affects the player when shot in certain areas Code: -- Keep ignite-burn damage etc on old levels if (dmginfo:IsDamageType(DMG_DIRECT) or dmginfo:IsExplosionDamage() or dmginfo:IsDamageType(DMG_FALL) or dmginfo:IsDamageType(DMG_PHYSGUN)) then dmginfo:ScaleDamage(2) end end Or if you prefer, anything that isn't bullet damage (bar fire) for the most part is doubled. So fall speed is distance * 1.speed * 2 which is why even with boots you can't fall from stupidly high falls, even if you only take 10% of the overall damage you'd usually take. However because of this you also get huge savings on fall damage. Goomba stomps is the usual fall algorithm, however you then divide the overall result by 3. Fire is a bit different as it depends on a few things.