[FOR SALE] [ZP] Extra Item - Vortex Drill For CS 1.6 (20$)
[FOR SALE] [ZP] Extra Item - Vortex Drill For CS 1.6 (20$)
Drill Vortex Drill with a special ability [b]: can be used without a separate gauge. Fires the drill forward, which [b]explodes and disappears after a certain amount of time.
Crosshair notification appears when a hit is successful.
In scenario mode [b]unlimited spare magazine.

[b]Advantages:
Increased damage
Larger magazine size
Shorter reload time
Has Vortex Mode

CONTACT DISCORD : @iquit


PRICE : 20$



The weapon [b]is unique and not a remake. Created specifically for tb-team.com and under HIDE.




const WEAPON_AMMO = 50; // Clip Ammo
const WEAPON_BPAMMO = 250; // Total Ammo



// - [ Weapon Settings ] - //
const Float: WEAPON_SHOOT_RATE = 0.33; // How fast weapon shoot ( Lower number means faster shooting )
const Float: WEAPON_ACCURACY = 0.3; // How accurate weapon is ( 1.0 for max accuracy )
const Float: WEAPON_SHOOT_PUNCHANGLE = 0.5; // How much recoil weapon have ( 0.0 for no "camera shake" )
const Float: WEAPON_SHOOT_DAMAGE = 1.0; // How much damage weapon will have

// - [ Weapon Slash Settings ] - //
#define WEAPON_SLASH_DAMAGE random_float(400.0, 650.0)
const Float: WEAPON_SLASH_RANGE = 175.0;
const Float: WEAPON_SLASH_KNOCKBACK = 700.0;

// - [ Weapon Charge Settings ] - //
const Float: WEAPON_CHARGE_TIME = 3.0; // 3 seconds charge time
const Float: WEAPON_CHARGE_DAMAGE = 800.0; // Charged projectile damage
const Float: WEAPON_CHARGE_SPEED = 350.0; // Projectile speed
const Float: WEAPON_CHARGE_RANGE = 2000.0; // Max projectile range
const Float: WEAPON_CHARGE_EXPLOSION_RANGE = 150.0; // Explosion range
const Float: WEAPON_PROJECTILE_HIT_RANG = 45.0; // Projectile hit range

// - [ Drill Knockback Settings ] - //
const Float: WEAPON_DRILL_KNOCKBACK_SIDE = 350.0; // Side knockback for direct hit
const Float: WEAPON_DRILL_KNOCKBACK_UP = 200.0; // Upward knockback for direct hit
const Float: WEAPON_DRILL_BOMB_KNOCKBACK_SIDE = 250.0; // Side knockback for explosion
const Float: WEAPON_DRILL_BOMB_KNOCKBACK_UP = 150.0; // Upward knockback for explosion

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