not to be a downer but that is a FX file by the looks of things not a xmodel.
You can change the FX into a explosion, rubble, smoke, flame, church towers, exploding tanks, and helicopters, but you will still be shooting bullets.
Because i have messed with weapons files before, I recall that in order for you to "shoot" a xmodel your weapon needs to be a Projectile based weapon like the RPG, Javelin, or AT4.
Not that you cant make the USP into one of those, as I have made a Barret that shoots Javelin missles... it was quite a surprise for my buddy when i pulled that one on him.
Code:
WEAPONFILE\displayName\WEAPON_BARRETTC\modeName\\playerAnimType\sniper\altWeapon\\AIOverlayDescription\\weaponType\projectile\weaponClass\rifle\penetrateType\large\impactType\rocket_explode\inventoryType\primary\fireType\Single Shot\twoHanded\1\rifleBullet\1\armorPiercing\1\boltAction\1\aimDownSight\1\rechamberWhileAds\1\noPartialReload\0\segmentedReload\0\adsFire\0\noAdsWhenMagEmpty\0\avoidDropCleanup\0\enhanced\0\cancelAutoHolsterWhenEmpty\0\suppressAmmoReserveDisplay\0\laserSightDuringNightvision\1\blocksProne\0\silenced\0\autoAimRange\0\aimAssistRange\600\aimAssistRangeAds\2000\enemyCrosshairRange\600\crosshairColorChange\1\moveSpeedScale\1\adsMoveSpeedScale\1\sprintDurationScale\1\gunMaxPitch\30\gunMaxYaw\15\lowAmmoWarningThreshold\0.33\ammoName\.50 BMG\maxAmmo\60\startAmmo\60\clipName\barrett_acog_mp\clipSize\10\shotCount\1\dropAmmoMin\60\dropAmmoMax\60\reloadAmmoAdd\0\reloadStartAdd\1\damage\70\minDamage\70\meleeDamage\135\maxDamageRange\4000\minDamageRange\5000\playerDamage\30\locNone\1\locHelmet\1.5\locHead\1.5\locNeck\1.5\locTorsoUpper\1.5\locTorsoLower\1.1\locRightArmUpper\1\locRightArmLower\1\locRightHand\1\locLeftArmUpper\1\locLeftArmLower\1\locLeftHand\1\locRightLegUpper\1\locRightLegLower\1\locRightFoot\1\locLeftLegUpper\1\locLeftLegLower\1\locLeftFoot\1\locGun\0\fireTime\0.05\fireDelay\0\meleeTime\0.8\meleeChargeTime\1.16\meleeDelay\0.13\meleeChargeDelay\0.16\reloadTime\4.08\reloadEmptyTime\4.625\reloadStartTime\0\reloadEndTime\0\reloadAddTime\2.8\reloadStartAddTime\0\rechamberTime\0.1\rechamberBoltTime\2.3\dropTime\0.7\raiseTime\1\altDropTime\0\altRaiseTime\0\quickDropTime\0.25\quickRaiseTime\0.75\firstRaiseTime\1\emptyDropTime\0.7\emptyRaiseTime\1\sprintInTime\0.3\sprintLoopTime\0.7\sprintOutTime\0.3\nightVisionWearTime\0\nightVisionWearTimeFadeOutEnd\0\nightVisionWearTimePowerUp\0\nightVisionRemoveTime\0\nightVisionRemoveTimePowerDown\0\nightVisionRemoveTimeFadeInStart\0\standMoveF\0\standMoveR\0\standMoveU\-2.2\standRotP\0\standRotY\0\standRotR\0\standMoveMinSpeed\80\standRotMinSpeed\80\posMoveRate\6\posRotRate\6\duckedMoveF\0\duckedMoveR\0\duckedMoveU\-1.7\duckedRotP\0\duckedRotY\0\duckedRotR\0\duckedOfsF\-0.5\duckedOfsR\0.8\duckedOfsU\-0.2\duckedMoveMinSpeed\20\duckedRotMinSpeed\20\proneMoveF\-55\proneMoveR\3\proneMoveU\-145\proneRotP\0\proneRotY\220\proneRotR\-200\proneOfsF\-2\proneOfsR\1.5\proneOfsU\0.8\posProneMoveRate\25\posProneRotRate\30\proneMoveMinSpeed\0\proneRotMinSpeed\0\hipIdleAmount\30\adsIdleAmount\40\hipIdleSpeed\1\adsIdleSpeed\1.5\idleCrouchFactor\1\idleProneFactor\1\adsSpread\0\adsAimPitch\0\adsTransInTime\0.3\adsTransOutTime\0.6\adsTransBlendTime\0.1\adsReloadTransTime\0.6\adsCrosshairInFrac\1\adsCrosshairOutFrac\0.2\adsZoomFov\30\adsZoomInFrac\0.4\adsZoomOutFrac\0.6\adsBobFactor\0\adsViewBobMult\1\adsViewErrorMin\0\adsViewErrorMax\0\hipSpreadStandMin\10\hipSpreadDuckedMin\9.5\hipSpreadProneMin\9\hipSpreadMax\15\hipSpreadDuckedMax\14\hipSpreadProneMax\13\hipSpreadFireAdd\1\hipSpreadTurnAdd\0\hipSpreadMoveAdd\5\hipSpreadDecayRate\5\hipSpreadDuckedDecay\1\hipSpreadProneDecay\1\hipGunKickReducedKickBullets\0\hipGunKickReducedKickPercent\0\hipGunKickPitchMin\80\hipGunKickPitchMax\85\hipGunKickYawMin\-35\hipGunKickYawMax\35\hipGunKickAccel\1000\hipGunKickSpeedMax\1200\hipGunKickSpeedDecay\100\hipGunKickStaticDecay\100\adsGunKickReducedKickBullets\0\adsGunKickReducedKickPercent\0\adsGunKickPitchMin\0\adsGunKickPitchMax\0\adsGunKickYawMin\0\adsGunKickYawMax\0\adsGunKickAccel\600\adsGunKickSpeedMax\600\adsGunKickSpeedDecay\100\adsGunKickStaticDecay\100\hipViewKickPitchMin\80\hipViewKickPitchMax\95\hipViewKickYawMin\-80\hipViewKickYawMax\-95\hipViewKickCenterSpeed\1000\adsViewKickPitchMin\80\adsViewKickPitchMax\95\adsViewKickYawMin\-80\adsViewKickYawMax\-95\adsViewKickCenterSpeed\1000\swayMaxAngle\20\swayLerpSpeed\4\swayPitchScale\-1\swayYawScale\-1\swayHorizScale\0.3\swayVertScale\0.1\swayShellShockScale\5\adsSwayMaxAngle\2\adsSwayLerpSpeed\6\adsSwayPitchScale\0.1\adsSwayYawScale\0.1\adsSwayHorizScale\0.02\adsSwayVertScale\0.02\fightDist\720\maxDist\730\aiVsAiAccuracyGraph\\aiVsPlayerAccuracyGraph\\reticleCenter\\reticleSide\reticle_side_small\reticleCenterSize\3\reticleSideSize\8\reticleMinOfs\0\hipReticleSidePos\0\adsOverlayShader\\adsOverlayShaderLowRes\\adsOverlayReticle\none\adsOverlayWidth\480\adsOverlayHeight\480\gunModel\viewmodel_barrett_mp\gunModel2\viewmodel_barrett_mp_brock\gunModel3\viewmodel_barrett_mp_bshdwl\gunModel4\viewmodel_barrett_mp_bwmrpt\gunModel5\viewmodel_barrett_mp_cmdtgr\gunModel6\viewmodel_barrett_mp_stagger\gunModel7\\gunModel8\\gunModel9\\gunModel10\\gunModel11\\gunModel12\\gunModel13\\gunModel14\\gunModel15\\gunModel16\\handModel\viewmodel_base_viewhands\worldModel\weapon_m82\worldModel2\weapon_m82_mp_brock\worldModel3\weapon_m82_mp_bshdwl\worldModel4\weapon_m82_mp_bwmrpt\worldModel5\weapon_m82_mp_cmdtgr\worldModel6\weapon_m82_mp_stagger\worldModel7\\worldModel8\\worldModel9\\worldModel10\\worldModel11\\worldModel12\\worldModel13\\worldModel14\\worldModel15\\worldModel16\\worldClipModel\\knifeModel\viewmodel_knife\worldKnifeModel\weapon_parabolic_knife\idleAnim\viewmodel_barrett_idle\emptyIdleAnim\viewmodel_barrett_idle\fireAnim\viewmodel_barrett_fire\lastShotAnim\viewmodel_barrett_fire\rechamberAnim\\meleeAnim\viewmodel_M4m203_knife_melee_1\meleeChargeAnim\viewmodel_M4m203_knife_melee_2\reloadAnim\viewmodel_barrett_reload\reloadEmptyAnim\viewmodel_barrett_reload_empty\reloadStartAnim\\reloadEndAnim\\raiseAnim\viewmodel_barrett_pullout\dropAnim\viewmodel_barrett_putaway\firstRaiseAnim\viewmodel_barrett_pullout\altRaiseAnim\viewmodel_dragunov_pullout\altDropAnim\viewmodel_barrett_putaway\quickRaiseAnim\viewmodel_barrett_pullout_quick\quickDropAnim\viewmodel_barrett_putaway_quick\emptyRaiseAnim\viewmodel_barrett_pullout\emptyDropAnim\viewmodel_barrett_putaway\sprintInAnim\viewmodel_barrett_sprint_in\sprintLoopAnim\viewmodel_barrett_sprint_loop\sprintOutAnim\viewmodel_barrett_sprint_out\nightVisionWearAnim\\nightVisionRemoveAnim\\adsFireAnim\viewmodel_barrett_ADS_acog_fire\adsLastShotAnim\viewmodel_barrett_ADS_acog_fire\adsRechamberAnim\\adsUpAnim\viewmodel_barrett_ADS_acog_up\adsDownAnim\viewmodel_barrett_ADS_acog_down\viewFlashEffect\muzzleflashes/at4_flash\worldFlashEffect\muzzleflashes/at4_flash\viewShellEjectEffect\shellejects/rifle_view\worldShellEjectEffect\shellejects/rifle\viewLastShotEjectEffect\\worldLastShotEjectEffect\\worldClipDropEffect\\pickupSound\weap_pickup\pickupSoundPlayer\weap_pickup\ammoPickupSound\\ammoPickupSoundPlayer\\projectileSound\weap_rpg_loop\fireSound\ac130_105mm_fire\fireSoundPlayer\ac130_105mm_fire\lastShotSound\\lastShotSoundPlayer\\emptyFireSound\weap_dryfire_rifle_npc\emptyFireSoundPlayer\weap_dryfire_rifle_plr\meleeSwipeSound\melee_swing_large\meleeSwipeSoundPlayer\melee_m82sniper_swing_plr\meleeHitSound\\meleeMissSound\\rechamberSound\\rechamberSoundPlayer\\reloadSound\weap_m82_reload_npc\reloadSoundPlayer\\reloadEmptySound\weap_m82_reload_npc\reloadEmptySoundPlayer\\reloadStartSound\\reloadStartSoundPlayer\\reloadEndSound\\reloadEndSoundPlayer\\altSwitchSound\\altSwitchSoundPlayer\\raiseSound\weap_raise\raiseSoundPlayer\weap_raise_plr\firstRaiseSound\\firstRaiseSoundPlayer\\putawaySound\\putawaySoundPlayer\\nightVisionWearSound\\nightVisionWearSoundPlayer\\nightVisionRemoveSound\\nightVisionRemoveSoundPlayer\\hudIcon\hud_icon_barrett50cal\killIcon\hud_icon_barrett50cal\dpadIcon\\ammoCounterIcon\\hudIconRatio\2:1\killIconRatio\2:1\dpadIconRatio\4:1\ammoCounterIconRatio\4:1\ammoCounterClip\Magazine\flipKillIcon\1\explosionRadius\800\explosionInnerDamage\800\explosionOuterDamage\300\damageConeAngle\180\projectileSpeed\2500\projectileSpeedUp\500\projectileActivateDist\0\projectileLifetime\60\projectileModel\projectile_javelin_missile\projExplosionType\rocket\projExplosionEffect\\projExplosionEffectForceNormalUp\0\projExplosionSound\\projDudEffect\\projDudSound\\projImpactExplode\1\projTrailEffect\smoke/smoke_geotrail_rpg\projectileDLight\200\projectileRed\0.75\projectileGreen\0.3\projectileBlue\1\projIgnitionDelay\0\projIgnitionEffect\\projIgnitionSound\\destabilizationRateTime\0.4\destabilizationCurvatureMax\10\destabilizeDistance\300\parallelDefaultBounce\0.5\parallelBarkBounce\0.5\parallelBrickBounce\0.5\parallelCarpetBounce\0.5\parallelClothBounce\0.5\parallelConcreteBounce\0.5\parallelDirtBounce\0.5\parallelFleshBounce\0.5\parallelFoliageBounce\0.5\parallelGlassBounce\0.5\parallelGrassBounce\0.5\parallelGravelBounce\0.5\parallelIceBounce\0.5\parallelMetalBounce\0.5\parallelMudBounce\0.5\parallelPaperBounce\0.5\parallelPlasterBounce\0.5\parallelRockBounce\0.5\parallelSandBounce\0.5\parallelSnowBounce\0.5\parallelWaterBounce\0.5\parallelWoodBounce\0.5\parallelAsphaltBounce\0.5\parallelCeramicBounce\0.5\parallelPlasticBounce\0.5\parallelRubberBounce\0.5\parallelCushionBounce\0.5\parallelFruitBounce\0.5\parallelPaintedMetalBounce\0.5\perpendicularDefaultBounce\0.5\perpendicularBarkBounce\0.5\perpendicularBrickBounce\0.5\perpendicularCarpetBounce\0.5\perpendicularClothBounce\0.5\perpendicularConcreteBounce\0.5\perpendicularDirtBounce\0.5\perpendicularFleshBounce\0.5\perpendicularFoliageBounce\0.5\perpendicularGlassBounce\0.5\perpendicularGrassBounce\0.5\perpendicularGravelBounce\0.5\perpendicularIceBounce\0.5\perpendicularMetalBounce\0.5\perpendicularMudBounce\0.5\perpendicularPaperBounce\0.5\perpendicularPlasterBounce\0.5\perpendicularRockBounce\0.5\perpendicularSandBounce\0.5\perpendicularSnowBounce\0.5\perpendicularWaterBounce\0.5\perpendicularWoodBounce\0.5\perpendicularAsphaltBounce\0.5\perpendicularCeramicBounce\0.5\perpendicularPlasticBounce\0.5\perpendicularRubberBounce\0.5\perpendicularCushionBounce\0.5\perpendicularFruitBounce\0.5\perpendicularPaintedMetalBounce\0.5\fireRumble\sniper_fire\meleeImpactRumble\defaultweapon_melee\adsDofStart\0\adsDofEnd\15\hideTags\tag_m82_scope
\notetrackSoundMap\melee_knife_stab melee_knife_stab
weap_m82_lift_plr weap_m82_lift_plr
weap_m82_clipout_plr weap_m82_clipout_plr
weap_m82_clipin_plr weap_m82_clipin_plr
weap_m82_chamber_close_plr weap_m82_chamber_close_plr
Javelin Barret modified by 9837265498
I would use this as a base and just replace the M82 refernces with the USP equivalent
then if you want to make him shoot a teddy bear or a tank just change the
projectileModel\projectile_javelin_missile to what ever xmodel you want.
also be aware that the the dmg settings are ridiculously huge as it will kill anything within about 2000 units of impact.
Have fun!