brute_flamethrower
flamethrower
automatic
9600
8
450
2100
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Entries:DLC1
5
wep_brute_flamethrower
melee can dislodge movers
unlockable
not allowed with human shield
on trigger
do not hide when sprinting
disallow crouching
infinite magazine capacity
use box shape for melee casts
WPNCAT_SPECIAL
100
1
0.1
1.3
Fire Brute
special
36
9
flamethrower_hit
100
single
Minigun
0.8
minigun
flamethrower
3
20
100
0
1.0
1.0
Flamethrower
1.0
weapon_fire_ar
0.2
weapon_fire_ar
0.2
bullet_hit
0.5
.1
1
True
dlc1
1.0
brute_minigun
minigun
automatic
150
200
240
50
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Entries:DLC1
120
14
melee can dislodge movers
not allowed with human shield
unlockable
on trigger
bullets damage tanks
do not hide when sprinting
disallow crouching
armor piercing override
bullets can hit multiple humans
use box shape for melee casts
player instant reload
WPNCAT_SPECIAL
6
0.5
0
0.5
10
1000
0.2
50
Bullet MP Minigun
special
1
automatic
Minigun
minigun
Minigun
0.2
0.0
9
0.1
0.05
weapon_fire_ar
0.5
weapon_fire_ar
0.5
bullet_hit
0.5
150
500
0.0
75
1.0
1.0
1.0
2
True
dlc1
1.0
LuchadoreGrenadeLauncher
launcher
automatic
18
100
0
0
<_Editor>
Entries:DLC1
75
30
unlockable
one shot shatter
on trigger
explosions damage tanks
do not hide when sprinting
not allowed with human shield
show reserve in hud
drops with full reserve
WPNCAT_EXPLOSIVE
0
0
1.0
1.0
4.5
2
100
0
0
700
1000
1. Random Range
Luchadore Grenade
explosive
1
Luchadore_GL_Projectile
25
3250
1.0
.65
.5
0.2
.9
50.0
500
50.0
0.0
Luch_GrenadeBlink
use bullet collision quality
orient projectile to velocity
dont detonate from explosion
8
LuchadoreGrenadeLauncher
automatic
RPG
Underwater Large
AK
6
weapon_fire_rpg
weapon_fire_rpg
0.5
0.5
0.25
bullet_hit
0.5
Luch_Grenade_Muzzle
0.0
1.0
1.0
1.0
LuchadoreGren_Lnchr_NPC
3
True
dlc1
1.0
sp_tank04_w
vehicle
50
automatic
225
2000
200
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Entries:DLC1
80
unlimited ammo
infinite magazine capacity
alt unlimited ammo
explosions damage tanks
has alt fire
bullets damage tanks
vehicle use at own risk
WPNCAT_SPECIAL
0
0
4
1000
100
0
0
3000
3000
1. Random Range
Bullet Rifle
vehicle
1
112
rifle
Don't reset angle when unmanned
-180
180
200
.15
200
30000
-90
20
100
30
50
0.0
Target reticule
0
110
launcher
Tank Muzzle
Target reticule
Enable physics
Don't reset angle when unmanned
-180
180
200
.15
200
30000
-90
10
50
.3
50
1300
single
200
Default
Stag_Tank_Cannon_Explo
rpg_projectile
300
50
detonate on vehicle collision
use bullet collision quality
has light attached
0.0
Stag_Tank_Cannon
0.0
40.0
15
1500
6000
10000
1. Random Range
weapon_fire_ar
explosion_small
1.0
0.4
bullet_hit
0.5
weapon_fire_ar
0.4
explosion_small
1.0
0.0
1.0
Bullethit_Electric
1.0
0.5
0.07
0.0
0.25
0.0
applies to alt fire
0.5
MediumTank
1.0
5
0.0
1.0
dlc1
Veh_Stag_Muzzle
Stag_Tank_Cannon_Explo-NPC
Stag_Tank_Cannon_Explo
True
RPG
sp_tank04_w2
vehicle
single
50
400
2000
65
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Entries:DLC1
400
20
unlimited ammo
infinite magazine capacity
bullets damage tanks
on trigger
explosions damage tanks
WPNCAT_RIFLE
200
0
0
3000
7000
1. Random Range
1. Random Range
vehicle
1
0
115
launcher
Tank Muzzle
Ignore anims for orienting
Don't reset angle when unmanned
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0
117
launcher
Tank Muzzle
Linked firing
Ignore anims for orienting
Don't reset angle when unmanned
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0
116
launcher
Tank Muzzle
Linked firing
Ignore anims for orienting
Don't reset angle when unmanned
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0
118
launcher
Tank Muzzle
Ignore anims for orienting
Don't reset angle when unmanned
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
single
200
Default
5
0.5
0.0
1.0
weapon_fire_ar
0.4
bullet_hit
0.5
explosion_small
0.4
1.0
HeavyTank
1.0
0.5
4
1.0
dlc1
True
Tank_Rpg
Tank_Rpg-NPC
Tank_Rpg
rpg_projectile
300
Veh_TankShell_Smoke
0
50
detonate on vehicle collision
use bullet collision quality
0.0
RPG
sp_tank04_w_old
vehicle
automatic
50
225
2000
200
<_Editor>
Entries:DLC1
400
80
Veh_Stag_Muzzle
unlimited ammo
infinite magazine capacity
alt unlimited ammo
bullets damage tanks
explosions damage tanks
WPNCAT_SPECIAL
0
0
4
1000
150
0
0
3000
3000
1. Random Range
1. Random Range
Bullet Rifle
vehicle
1
112
launcher
Don't reset angle when unmanned
-180
180
200
.15
200
30000
-90
20
100
30
50
0.0
Target reticule
Tank Muzzle
0
110
launcher
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
single
100
Default
Stag_Tank_Cannon_Explo
Stag_Tank_Cannon_Explo
rpg_projectile
300
50
detonate on vehicle collision
use bullet collision quality
has light attached
0.0
Stag_Tank_Cannon
0
40
15
RPG
1500
5000
10000
1. Random Range
weapon_fire_ar
explosion_small
1.0
0.4
bullet_hit
0.5
weapon_fire_ar
0.4
explosion_small
1.0
MediumTank
0.0
1.0
1.0
Stag_Tank_Cannon_Explo-NPC
0.06
0.2
0.0
0.3
0.0
applies to primary
0.5
1.0
5
1.0
dlc1
True
Veh_Stag_Muzzle
Special-SonicGun
shotgun
charge release
100
20
400
80
110
30
<_Editor>
Entries:DLC1
100
10
WPNCAT_SPECIAL
500
Airstrike
special
10
single
melee can dislodge movers
unlockable
allow offhand grenade
do not hide when sprinting
disallow reload
infinite magazine capacity
unlimited ammo
Rifle
shotgun_small
Sonic Wave Gun
5
1500
weapon_fire_shotgun
1
weapon_fire_shotgun
bullet_hit
0.5
1
5
1.0
False
charging
charged
Show HUD on charge
0.0
0.25
2
0.25
1.0
1.0
1.0
1.0
0
True
dlc1
Wep_StagSonic
1.0
Weapon
TableDescription
false
Name
String
Unique name for this weapon.
knife
Framework
Reference
false
dlc_frameworks.xtbl
BundleInfo.Flag_String
False
Info_Slot_Index
Int
Info Slot Index
0
0
Ammo
Reference
false
ammo.xtbl
Ammo.Name
False
Alt_Ammo
Reference
Alt Ammo
false
ammo.xtbl
Ammo.Name
False
Inv_Slot
Reference
Inventory Slot
unarmed
weapon_inventory_slots.xtbl
Inv_Slot.Name
False
special_drop
Reference
Special Drop
If selected, a different weapon will drop to the ground instead of this weapon (only when an NPC is dropping his weapon)
false
weapons.xtbl
Weapon.Name
False
Flags
Flags
Flags for this weapon.
false
allow offhand grenade
alt unlimited ammo
always play melee vfx
always wear on back
apply force to live ragdolls
armor piercing override
attach to forearm
attaches
brass during reload only
bullets can hit multiple humans
bullets damage tanks
can zoom
causes convulsions
constant vfx on combat ready only
constant vfx only at night
cutscene only
disallow crouching
disallow forward throw in vehicle
disallow jumping
disallow reload
disallowed in demos
do not hide when sprinting
dual wieldable
explosions damage tanks
gibs victims
has alt fire
heavy weapon move speed
incendiary shots
infinite magazine capacity
instant ragdoll
left hand
other hand ik during attack only
lethal melee
looping muzzle flash
manually detonates
melee can dislodge movers
melee continue on world collide
no blood splat
no combat ready
no random give
no vehicle combat ready
not allowed in vehicle
not allowed with human shield
on selection
on trigger
one shot shatter
revives humans
secondary trigger fires grenades
secondary weapon
unlimited ammo
unlockable
use block flinch anims
use box shape for melee casts
use mission srid for effects
use modified bullet direction
zoom allows fine aim
show reserve in hud
drops with full reserve
player instant reload
melee always dislodge
no bullet decal
manned turret
force combat ready
explosion ignores owner
continuous burst
alien weapon
superpower blast
create_endpoint_exp_on_miss
use extra aim assist
fire audio only on burst start
hit effect on tracer impact
acid shots
anal probe ultimate
scale damage up by dist
knifegun
vehicle use at own risk
Special_Case_Type
Selection
Special Case Type
This is meant for special-case weapons. Weapons that will have very specific behavior that will not be duplicated by other weapons. They will require special-case code, and will thus require only a flag in the table to tell them what to do.
false
RC Gun
Air Strike
Sonic Wave Gun
Riot Shield
Needler Prototype
Flak Cannon Prototype
Multi Launcher Prototype
Satellite Drone Prototype
Wieldable Prop Weapon
Avatar Sword
Heli Spotlight
Cyber Cannon
Flamethrower
Chum
Abduction
Giant Laser Eyes
Blackhole
Mech Suit
Anal Probe
Shrink Ray
Glitch Gun
Locust
Inflato Ray
Bounce Rifle
Commander in Chief
Dubstep Gun
Disintegrator Rifle
Light Sword
White House Turret
Fixed Turret
Sleigh
Weapon_Class
Reference
Weapon Class
the class of the weapon, which affects how weapon behave gameside
pistol
weapon_class.xtbl
Weapon_Class.Name
False
Category
Reference
Weapon category for stash and gun store.
weapon_categories.xtbl
Categories.Name
False
Reload_override_time_sec
Float
Reload Override Time (sec)
So design can tweak reload times (or allow delays without a reload animation)
false
0.0
Reload_scalar
Float
Reload Scalar
false
1.0
1
Warmup_Delay
Int
Warmup Delay
Time (in milliseconds) for the weapon to spin-up, warm-up,
or otherwise transition from non-firing to firing.
false
0
0
Cooldown_Delay
Int
Cooldown Delay
Cooldown time for weapon
false
0
0
Strafe_Angles
Reference
Strafe Angles
strafe_angles.xtbl
Strafe_Angles.Name
False
Muzzle_Effect
Reference
Muzzle Effect
The muzzle effect for this weapon.
false
effects.xtbl
Effect.Name
False
Alt_Muzzle_Effect
Reference
Alt Muzzle Effect
The muzzle effect for alternate fire for this weapon.
false
effects.xtbl
Effect.Name
False
Melee_Effect
Reference
Melee Effect
Effect played when weapon makes melee contact.
false
effects.xtbl
Effect.Name
False
Trigger_Type
Selection
Trigger Type
See the trigger type enumeration for specifics...
"single" (button press required for each shot)
"burst" (fires a specified number of shots in succession for each trigger pull)
"automatic" (fires while the trigger is down as long as there is ammo)
"charge release" (fires after the trigger is releaset, having been charged for a period of time)
single
single
burst
automatic
charge release
Alt_Trigger_Type
Selection
Alt Trigger Type
See trigger type for explanation.
single
single
burst
automatic
charge release
Magazine_Size
Int
Magazine Size
Number of rounds in a single magazine (ignored for "thrown" and "melee" weapons).
0
Ammo_per_Shot
Float
Ammo per Shot
Units of ammo consumed per shot. If the weapon is continuous-fire (refire delay of 0 ms), this is how much ammo is consumed per second.
1
Ammo_Regeneration
Float
Ammo Regeneration
How quickly the ammunition regenerates in rounds per second. Set to 0.0 to not regenerate
0.0
Ammo_Regeneration_Depleted
Float
Ammo Regeneration Depleted
Rate to use when weapon is completely depleted of ammo. Weapon can't be used until ammo is completely regenerated at that point
false
0.0
Wieldable_Prop_Hits_Allowed
Int
Wieldable Prop - Hits Allowed
false
10
Wieldable_Prop_Death_VFX
Reference
Wieldable Prop Death VFX
Death effect to use for the wieldable prop when it is destroyed.
false
effects.xtbl
Effect.Name
False
Range_Max
Float
Max. Range
Maximum range of weapon (in meters, ignored for "thrown" weapons)
0.0
AI_Ideal_Range_Min
Float
AI Ideal Range Min
The distance when a AI will start to back up.
5.0
0
AI_Ideal_Range_Max
Float
AI Ideal Range Max
AI will move closer if futher than this.
25
0
NPC_Aim_Drift
Reference
NPC Aim Drift Profile
false
aim_drift.xtbl
Profile.Name
False
Time_Management
Element
Time Management
Refire_Delay
Int
Refire Delay
Delay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).
0
0
Dual_Wield_Refire_Delay
Int
Dual Wield Refire Delay
Same as refire delay, but for when the dual wielding.
false
0
npc_refire_delay
Element
NPC refire delay:
Specifies a min/max refire delay for NPCs only
false
min
Int
Min
0
max
Int
Max
0
npc_refire_type
Selection
Refire Type
1. Random Range
1. Random Range
2. Scale up in groups
Pre_Detonate_Delay
Int
Pre Detonate Delay
Delay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.
false
0
Post_Detonate_Delay
Int
Post Detonate Delay
Delay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.
false
0
Firecone_ramp_in_time
Float
Firecone ramp in time
false
0.0
Alt_Time_Management
Element
Alt Time Management
false
Refire_Delay
Int
Refire Delay
Delay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).
0
0
npc_burst_time
Element
NPC burst time
Value for how long a weapon should burst for. Only used by vehicle weapons
false
min
Int
Min
0
max
Int
Max
0
npc_refire_delay
Element
NPC refire delay:
Specifies a min/max refire delay for NPCs only
false
min
Int
Min
0
max
Int
Max
0
npc_refire_type
Selection
Refire Type
1. Random Range
1. Random Range
2. Scale up in groups
Pre_Detonate_Delay
Int
Pre Detonate Delay
Delay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.
false
0
Post_Detonate_Delay
Int
Post Detonate Delay
Delay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.
false
0
Firecone_ramp_in_time
Float
Firecone ramp in time
false
0.0
Damage_Max
Element
Max. Damage Per Shot
The maximum damage that this weapon can do per shot in different situations. Weapons can have more than one shot per round (see Shots Per Round).
NPC_Damage
Float
To NPC
The maximum damage that this weapon can do to an NPC.
0.0
Player_Damage
Float
To Player
The maximum damage that this weapon can do to the player.
0.0
Damage_Min
Element
Min. Damage Per Shot
The minimum damage that this weapon can do per shot in different situations. Weapons can have more than one shot per round (see Shots Per Round).
false
NPC_Damage
Float
To NPC
The minimum damage that this weapon can do to an NPC.
0.0
Player_Damage
Float
To Player
The minimum damage that this weapon can do to the player.
0.0
Riot_Shield_Damage_Multiplier
Float
Riot Shield Damage Multiplier
1.0
Melee_Attack_Info
Reference
Melee Attack Info
Set of melee attacks that will be used when this weapon is equipped. (References weapon_melee_attacks.xtbl)
false
weapon_melee_attacks.xtbl
Melee_Attack_Set.Name
False
Melee_Damage_Overrides
Element
Override Melee Damage Dealt By
Overrides melee.xtbl damage entries
false
NPC
Float
0.0
Player
Float
0.0
Online
Float
0.0
Explosion
Reference
The explosion associated with this weapon.
false
explosions.xtbl
Explosion.Name
False
Alt_Explosion
Reference
Alt Explosion
false
explosions.xtbl
Explosion.Name
False
NPC_Explosion
Reference
false
explosions.xtbl
Explosion.Name
False
NPC_Alt_Explosion
Reference
false
explosions.xtbl
Explosion.Name
False
Underwater_Explosion
Reference
The underwater explosion associated with this weapon.
false
explosions.xtbl
Explosion.Name
False
Cold_Damage_Per_Second
Float
Cold Damage Per Second
The percentage of cold applied to the character each second, at 100% the character is frozen solid
false
0.0
Damage_Max_Dist
Float
Damage Max. Distance
Distance (in meters) at or below which weapon does maximum damage (defaults to zero)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.
false
0.0
Damage_Min_Dist
Float
Damage Min. Distance
Distance (in meters) at or above which weapon does minimum damage (defaults to max range)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.
false
0.0
Operator_Damage_Multiplier
String
Operator Damage Multiplier
Damage multiplier for all damage applied to the human using this weapon.
false
1.0
Dual_Wield_Damage_Multiplier
String
Dual Wield Damage Multiplier
Scale all damage by this when the user is dual wielding.
1.0
Warden_Damage_Multiplier
Float
Warden Damage Multiplier
Scale damage vs. wardens.
false
1.0
Flat_Spread_Metrics
Element
Flat Spread Metrics
For weapons that have a flat spread, this determines how the spread is formed.
false
Flat_Spread_Width_Angle
Float
Flat Spread Width Angle
Width of the firing spread, in degrees. (The long axis of the plane created by the spread.)
0.0
0
90
Flat_Spread_Height_Angle
Float
Flat Spread Height Angle
Height of the firing spread, in degrees. (The short axis of the plane created by the spread.)
0.0
0
90
Flat_Spread_Rotation
Float
Flat Spread Rotation
When 0, the spread is horizontally flat. The axes will be rotated by this value so that if this value is 90 (or -90), the spread will be vertically flat.
0.0
-90
90
Flat_Spread_Rotation_Per_Shot
Float
Flat Spread Rotation Per Shot
How much the flat spread rotates on each shot.
0.0
Fire_Cone_Angle
Float
Fire Cone Angle
(THIS IS GOING TO BE DEPRECATED, PLEASE
USE THE FIRE CONE METRICS, BELOW)
Angle of cone extending from the barrel in which targets take damage (defaults to zero).
false
0.0
Fire_Cone_Length
Float
Fire Cone Length
false
0.0
Fire_Cone_Metrics
Element
Fire Cone Metrics
Metrics to define the fire cone of weapons that fire multiple
shots per round or otherwise damage objects within a cone
rather than just along a ray.
false
Metric_Type
ComboElement
Metric Type
Type of fire cone metrics specified.
Angle
Element
false
Angle
Float
Angle (degrees) of cone extending from the barrel in
which targets take damage (defaults to zero).
0.0
Min_Max
Element
Min-Max
false
Near_Radius
Float
Near Radius
Radius (meters) of the cone at the barrel of the gun.
0.0
Far_Radius
Float
Far Radius
Radius (meters) of the fire cone at the maximum distance
of the weapon.
0.0
Fire_Cone_Impact_Effect
Reference
Fire Cone Impact Effect
false
effects.xtbl
Effect.Name
False
Shots_Per_Round
Int
Shots Per Round
Number of shots emitted per round (defaults to one).
false
1
PlayerWeaponSpread
Element
Player Weapon Spread
Weapon spread values
false
SpreadMinMax
Element
Spread Min/Max
Minimum and maximum spread values for the weapon
false
Player_Spread_Max
Float
Max. Spread
Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
Player_Spread_Min
Float
Min. Spread
Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
SpreadMovementMultipliers
Element
Spread Movement Multipliers
Spread min/max multipliers due to movement
false
Movement_Multiplier_Crouch
Float
Crouch
Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when in a vehicle
1.0
Movement_Multiplier_Fine_Aim
String
Fine Aim
Spread min/max multiplier when in fine-aim
false
1.0
SpreadDynamics
Element
Spread Dynamics
Values affecting how quickly weapon spread increases and decreases
false
Player_To_Spread_Max
Int
To Max. Spread
Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
Player_To_Spread_Min
Int
To Min. Spread
Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
SpreadDynamicMultipliers
Element
Spread Dynamic Multipliers
Spread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)
false
Movement_Multiplier_Crouch
Float
Crouch
Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread dynamic multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread dynamic multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread dynamic multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread dynamic multiplier when in a vehicle
false
1.0
Movement_Multiplier_Fine_Aim
String
Fine Aim
Spread dynamic multiplier when in fine-aim
false
1.0
PlayerAltWeaponSpread
Element
Player Alt Weapon Spread
Weapon spread values for alt-fire
false
SpreadMinMax
Element
Spread Min/Max
Minimum and maximum spread values for the weapon
false
Player_Spread_Max
Float
Max. Spread
Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
Player_Spread_Min
Float
Min. Spread
Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
SpreadMovementMultipliers
Element
Spread Movement Multipliers
Spread min/max multipliers due to movement
false
Movement_Multiplier_Crouch
Float
Crouch
Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when in a vehicle
1.0
Movement_Multiplier_Fine_Aim
String
Fine Aim
Spread min/max multiplier when in fine-aim
false
1.0
SpreadDynamics
Element
Spread Dynamics
Values affecting how quickly weapon spread increases and decreases
false
Player_To_Spread_Max
Int
To Max. Spread
Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
Player_To_Spread_Min
Int
To Min. Spread
Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
SpreadDynamicMultipliers
Element
Spread Dynamic Multipliers
Spread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)
false
Movement_Multiplier_Crouch
Float
Crouch
Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread dynamic multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread dynamic multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread dynamic multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread dynamic multiplier when in a vehicle
false
1.0
Movement_Multiplier_Fine_Aim
String
Fine Aim
Spread dynamic multiplier when in fine-aim
false
1.0
NPCWeaponSpread
Element
NPC Weapon Spread
Weapon spread values
false
SpreadMinMax
Element
Spread Min/Max
Minimum and maximum spread values for the weapon
false
NPC_Spread_Max
Float
Max. Spread
Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
NPC_Spread_Min
Float
Min. Spread
Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
SpreadMovementMultipliers
Element
Spread Movement Multipliers
Spread min/max multipliers due to movement
false
Movement_Multiplier_Crouch
Float
Crouch
Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when in a vehicle
false
1.0
SpreadTargetMovementMultipliers
Element
Spread Target Movement Multipliers
Spread min/max multipliers due to target movement
false
Target_Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when the target is walking
false
1.0
Target_Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when the target is running
false
1.0
Target_Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when the target is sprinting
false
1.0
Target_Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when the target is in a vehicle
false
1.0
SpreadDynamics
Element
Spread Dynamics
Values affecting how quickly weapon spread increases and decreases
false
NPC_To_Spread_Max
Int
To Max. Spread
Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
NPC_To_Spread_Min
Int
To Min. Spread
Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
SpreadDynamicMultipliers
Element
Spread Dynamic Multipliers
Spread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)
false
Movement_Multiplier_Crouch
Float
Crouch
Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread dynamic multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread dynamic multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread dynamic multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread dynamic multiplier when in a vehicle
false
1.0
NPCAltWeaponSpread
Element
NPC Alt Weapon Spread
Weapon spread values for NPCs using alt-fire
false
SpreadMinMax
Element
Spread Min/Max
Minimum and maximum spread values for the weapon
false
NPC_Spread_Max
Float
Max. Spread
Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
NPC_Spread_Min
Float
Min. Spread
Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
SpreadMovementMultipliers
Element
Spread Movement Multipliers
Spread min/max multipliers due to movement
false
Movement_Multiplier_Crouch
Float
Crouch
Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when in a vehicle
false
1.0
SpreadTargetMovementMultipliers
Element
Spread Target Movement Multipliers
Spread min/max multipliers due to target movement
false
Target_Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when the target is walking
false
1.0
Target_Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when the target is running
false
1.0
Target_Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when the target is sprinting
false
1.0
Target_Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when the target is in a vehicle
false
1.0
SpreadDynamics
Element
Spread Dynamics
Values affecting how quickly weapon spread increases and decreases
false
NPC_To_Spread_Max
Int
To Max. Spread
Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
NPC_To_Spread_Min
Int
To Min. Spread
Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
SpreadDynamicMultipliers
Element
Spread Dynamic Multipliers
Spread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)
false
Movement_Multiplier_Crouch
Float
Crouch
Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread dynamic multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread dynamic multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread dynamic multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread dynamic multiplier when in a vehicle
false
1.0
Sweep_Info
Element
Sweep Info
Holds info about the sweep firing pattern this weapon should use
false
Shots_from_Center
Int
Shots from Center
Defines how many shots away from center the sweep pattern covers before reversing direction. EX: a value of 2 here will result in 8 total shots for a complete sweep.
0
1
Max_Angle
Float
Max Angle
Defines the max angle (in degrees) from center that the weapon will fire in the sweep pattern
0.0
0
180
Fine_Aim_Max_Angle
Float
Fine Aim Max Angle
Defines the max angle (in degrees) from center that the weapon will fire in the sweep pattern while in fine aim mode
0.0
0
180
Cone_Info
Element
Cone Info
Holds info about the cone firing pattern this weapon should use
false
Starting_Angle
Float
Starting Angle
Angle (in degrees) that the first shot of the cone pattern should use. 0 is straight up, with positive values going clockwise when looking in the direction of the shot.
0.0
-360
360
Num_Shots
Int
Num Shots
Number of shots that completes a full rotation of the cone pattern
3
2
Object_Bullet_Hit_Impulse_Magnitude
Float
Mover Hit Impulse
Amount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).
false
10
0
Human_Hit_Impulse_Magnitude
Float
Human Hit Impulse
Amount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).
false
10
0
Vehicle_Hit_Impulse_Magnitude
Float
Vehicle Hit Impulse
Amount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).
false
10
0
vehicle_damage_scale
Float
Vehicle damage scale factor
Scale amount applied to damage if target is vehicle.
false
1.0
player_vehicle_damage_scale
Float
Vehicle damage scale factor (player vehicle)
false
1.0
Projectile_Info
Element
Projectile Parameters
Projectile parameters (only for "projectile" or "thrown" weapons).
false
Model
Reference
The 3D model for the projectile.
items_3d.xtbl
Item.Name
False
Speed
Float
Speed (Thrown)
Speed of projectile when it is launched/thrown (in meters/second). NOTE: Havok will limit the projectile's max speed by max(speed, post_ignition_speed)
0.0
Speed_NPC
Float
Speed (Thrown) - NPC
false
0.0
Post_Ignition_Speed
Float
Post Ignition Speed
Speed of the projectile after ignition. NOTE: Havok will limit the projectile's max speed by max(speed, post_ignition_speed)
false
0.0
Post_Ignition_Speed_NPC
Float
Post Ignition Speed (NPC)
false
0.0
Fuse_Time
Int
Fuse Time
Time (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact).
false
0
NPC_Fuse_Time
Int
NPC Fuse Time
Time (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact) when an NPC is using this weapon.
If not specified, the regular fuse time will be used.
false
0
Attached_Effect
Reference
Attached Effect
Effect that is attached to projectile.
false
effects.xtbl
Effect.Name
False
Creation_Effect
Reference
Creation Effect
A non-looping effect which plays at the creation of this projectile
false
effects.xtbl
Effect.Name
False
Gravity
Float
Acceleration due to gravity on the projectile (defaults to -9.8 m/s^2).
false
-9.8
Launch_pitch_change_deg
Float
Launch Pitch Change (deg)
The amount the muzzle fvec is rotated up to get the base launch direction (in degrees).
false
0.0
Sound
Reference
Emitting Sound
Sound that the projectile makes while in flight.
false
audio_events.xtbl
NewEntity.Name
False
FoleyCollision
Reference
Foley Collision
The foley collision name that defines the sound and the min/max speed for volume when the projectile impacts geometry.
false
foley_collision.xtbl
FoleyCollision.Name
False
Mass
Float
Mass of projectile in kg. Default 1kg. Only projectiles that bounce need to worry about tweaking.
false
1.0
Linear_Damp
Float
Linear Damping
Value between 0 and 1. Higher value results in higher drag on linear velocity (ie less distance).
false
0.0
0
1
Angular_Damp
Float
Angular Damping
Value between 0 1nd 1. Higher value results in higher drag on angular velocity (ie less spin).
false
0.0
0
1
Restitution
Float
The restitution coefficient (usually a value from 0 to 1) specifies how much kinetic energy is lost during a collision between two objects e.g. with a value of 0, all energy is lost and objects appear to come to a complete halt when they collide. With a value of 1, no energy is lost and objects bounce off each other with an equal but opposite velocity. For values between 0 and 1, the objects lose some but not all energy with each collision.
false
0.0
Friction
Float
The friction coefficient (usually a value from 0 to 1) which specifies how "sticky" or "rough" an object is.
false
0.0
Angular_Velocity
Vector
Angular Velocity
Starting angular velocity for projectile.
false
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
Projectile_Flags
Flags
Projectile Flags
false
has light attached
rocket flight
sticky
harpoon
satchel charge
guided
attach effect after ignition
detonate on vehicle collision
use bullet collision quality
orient projectile to velocity
dont detonate from explosion
seek to target pos
does not fire from muzzle
detonate on human collision
swarm
vehicle rc
teleport to target
guided on fine aim
rc self destruct
rc military allowed
seek to target pos (npc only)
play attach sound on vehicles only
show hud indicator
genki
detonate and continue
magnetic mines
attached effect no loop
swervy rockets
plunger
Blow_Tire_Radius
Float
Blow Tire Radius
Radius (meters) that this projectile will blow tires in.
false
0.0
Fade_Out_Time
Float
Fade Out Time
0.0
Projectile_Ignition_Delay_MS
String
Projectile Ignition Delay MS
false
Ignition_Effect
Reference
Ignition Effect
false
effects.xtbl
Effect.Name
False
Proximity_Radius
Float
Proximity Radius
When specified, creates a spherical trigger around projectile. Anything entering the trigger will cause it to detonate. Can use 'Projectile Ignition Delay MS' to delay activation.
false
0.0
AI_Can_Guide
Int
AI Can Guide Time
Time (in milliseconds) that the AI can guide a rocket.
false
2000
0
65000
Swervy_Rockets
Element
Swervy Rockets
false
Num_Spline_Points
Int
Num Spline Points
0
Min_Offset
Float
Min Offset
0.0
Max_Offset
Float
Max Offset
0.0
melee_damage_to_anchored_scaler
Float
Scaler melee damage anchored
Scaler applied to damage from this weapon when hitting anchored movers with melee attack
false
0.2
melee_material_effects
List
Melee Impact Material Effects
false
material_effect
Element
Material Effect
material
Reference
Material
concrete
bitmap_materials.xtbl
Bitmap_Material.Name
False
effect
Reference
Effect
effects.xtbl
Effect.Name
False
8
material_effect.material
Base_Version
Reference
If this is a blinged weapon, refers to the non-blinged counterpart of the weapon.
false
weapons.xtbl
Weapon.Name
False
Waterspray_info
Element
false
Water_stream_force
Float
0.0
Refill_rate_per_second
Float
0.0
0
Radius_Expansion_Rate
Float
Radius Expansion Rate
How quickly the spray gets wider as it goes out.
0.25
Pressure_Increase_Rate
Float
Pressure Increase Rate
false
0.5
0
Pressure_Decrease_Rate
Float
Pressure Decrease Rate
false
0.1
0
Pressure_Restore_Time
Float
Pressure Restore Time
false
0.0
Waterspray_Effect
Reference
Waterspray Effect
Which effect to play for waterspray attacks
effects.xtbl
Effect.Name
False
Vehicle_Weapon
Element
Vehicle Weapon Info
false
Primary_Weapons
Grid
Primary Weapons
Weapon
Element
0
UID
Int
0
Weapon_Class
Selection
Weapon Class
pistol
pistol
smg
rifle
launcher
thrown
shotgun
knife
nightstick
stungun
bat
pimp slap
video camera
knuckles
flamethrower
cutscene only
minigun
pepper spray
chainsaw
waterspray
sword
script
vehicle
man cannon
Muzzle_Explosion
Reference
Muzzle Explosion
Explosion to create at the muzzle for each shot.
false
explosions.xtbl
Explosion.Name
False
Flags
Flags
Target reticule
Enable physics
Linked firing
Ignore anims for orienting
Middle_Component
Element
Middle Component
Flags
Flags
Don't reset angle when unmanned
Don't wait for weapon reset on exit
Min_Angle
Float
Min Angle (deg)
0.0
Max_Angle
Float
Max Angle (deg)
0.0
Max_Speed
Float
Max Angular Speed (deg/s)
0.0
Damp_Angle
Float
Damp Angle (deg)
0.0
Unmanned_Speed
Float
Unmanned Angular Speed (deg/s)
0.0
Max_Force
Float
Max Motor Force (lbs)
Applies only to weapons with physics enabled. For them, it's the max force the constraint motor can apply to move collision.
0.0
Firing_Angle_Speed
Float
Firing Angular Speed (deg/s)
false
0.0
Top_Component
Element
Top Component
Flags
Flags
Don't reset angle when unmanned
Don't wait for weapon reset on exit
Min_Angle
Float
Min Angle (deg)
0.0
Max_Angle
Float
Max Angle (deg)
0.0
Max_Speed
Float
Max Angular Speed (deg/s)
0.0
Damp_Angle
Float
Damp Angle (deg)
0.0
Unmanned_Speed
Float
Unmanned Angular Speed (deg/s)
0.0
Max_Force
Float
Max Motor Force (lbs)
Applies only to weapons with physics enabled. For them, it's the max force the constraint motor can apply to move collision.
0.0
Firing_Angle_Speed
Float
Firing Angular Speed (deg/s)
false
0.0
4
1
8
Alt_Weapons
Grid
Alternate Weapons
Weapon
Element
0
UID
Int
0
Weapon_Class
Selection
Weapon Class
the class of the weapon, which affects how weapon behave gameside
pistol
pistol
smg
rifle
launcher
thrown
shotgun
knife
nightstick
stungun
bat
drug1
drug2
liquor
box
pimp slap
video camera
knuckles
flamethrower
cutscene only
minigun
pepper spray
chainsaw
waterspray
sword
script
vehicle
Muzzle_Explosion
Reference
Muzzle Explosion
Explosion to create at the muzzle for each shot.
false
explosions.xtbl
Explosion.Name
False
Flags
Flags
Target reticule
Enable physics
Linked firing
Ignore anims for orienting
Middle_Component
Element
Middle Component
Flags
Flags
Don't reset angle when unmanned
Don't wait for weapon reset on exit
Min_Angle
Float
Min Angle (deg)
0.0
Max_Angle
Float
Max Angle (deg)
0.0
Max_Speed
Float
Max Angular Speed (deg/s)
0.0
Damp_Angle
Float
Damp Angle (deg)
0.0
Unmanned_Speed
Float
Unmanned Angular Speed (deg/s)
0.0
Max_Force
Float
Max Motor Force (lbs)
Applies only to weapons with physics enabled. For them, it's the max force the constraint motor can apply to move collision.
0.0
Firing_Angle_Speed
Float
Firing Angular Speed (deg/s)
false
0.0
Top_Component
Element
Top Component
Flags
Flags
Don't reset angle when unmanned
Don't wait for weapon reset on exit
Min_Angle
Float
Min Angle (deg)
0.0
Max_Angle
Float
Max Angle (deg)
0.0
Max_Speed
Float
Max Angular Speed (deg/s)
0.0
Damp_Angle
Float
Damp Angle (deg)
0.0
Unmanned_Speed
Float
Unmanned Angular Speed (deg/s)
0.0
Max_Force
Float
Max Motor Force (lbs)
Applies only to weapons with physics enabled. For them, it's the max force the constraint motor can apply to move collision.
0.0
Firing_Angle_Speed
Float
Firing Angular Speed (deg/s)
false
0.0
4
8
Target_Lockon
Element
Target Lockon
use the target lockon system
false
Lockon_Time_MS
Int
Lockon Time MS
Time it takes to completely lock on to a target
1500
0
Locking_Size_Multiplier
Float
Locking Size Multiplier
A multiplier to determine now bug the lockon size should be when not locked on
1.25
0
Locked_Size_Multiplier
Float
Locked Size Multiplier
A multiplier to determine now bug the lockon size should be when not locked on
1.0
0
Beep_Timing_Slowest
Float
Beep Timing Slowest
The slowest time between beeps, in seconds
1.0
0
Beep_Timing_Fastest
Float
Beep Timing Fastest
The fastest time between beeps, in seconds
0.1
0
Angle_From_Reticle
Float
Angle From Reticle
When locking onto a vehicle, you need to keep within this angle from the targetting reticle
7.5
0
Angle_From_Reticle_Lose_Target
Float
Angle From Reticle Lose Target
Once locked, if the targeting reticle moves this far from the target, the lockon begins to fade
50.0
0
Locking_Rotation_Furthest_Angle
Float
Locking Rotation Furthest Angle
When the target is being locked on to, the diamond rotates by this angle
0.0
0
Flags
Flags
enemy aircraft only
Camera_Info
Element
Camera Info
false
Primary_Fire_Camera_Shake
Reference
Primary Fire Camera Shake
Camera shake to play when firing the primary weapon normally.
false
camera_shake.xtbl
Camera_Shake.Name
False
Primary_Fire_Camera_Shake_Intensity
Float
Primary Fire Camera Shake Intensity
false
1.0
Primary_Fine_Aim_Camera_Shake
Reference
Primary Fire Fine Aim Camera Shake
Camera shake to play when firing the primary weapon in fine aim or when scoped.
false
camera_shake.xtbl
Camera_Shake.Name
False
Primary_Fire_Fine_Aim_Camera_Shake_Intensity
Float
Primary Fire Fine Aim Camera Shake Intensity
false
1.0
Secondary_Fire_Camera_Shake
Reference
Secondary Fire Camera Shake
Camera shake to play when firing the secondary weapon normally.
false
camera_shake.xtbl
Camera_Shake.Name
False
Secondary_Fire_Camera_Shake_Intensity
Float
Secondary Fire Camera Shake Intensity
false
1.0
Secondary_Fire_Fine_Aim_Camera_Shake
Reference
Secondary Fire Fine Aim Camera Shake
Camera shake to play when firing the secondary weapon in fine aim or scoped.
false
camera_shake.xtbl
Camera_Shake.Name
False
Secondary_Fire_Fine_Aim_Camera_Shake_Intensity
Float
Secondary Fire Fine Aim Camera Shake Intensity
false
1.0
Player_Hit_Camera_Shake
Reference
Player Hit Camera Shake
Camera shake to play if the player is hit by this bullet.
false
camera_shake.xtbl
Camera_Shake.Name
False
Player_Hit_Camera_Shake_Intensity
Float
Player Hit Camera Shake Intensity
false
1.0
Melee_Hard_Camera_Shake
Reference
Melee Hard Camera Shake
Camera shake to play when the weapon is used in melee against a hard suface.
false
camera_shake.xtbl
Camera_Shake.Name
False
Melee_Hard_Camera_Shake_Intensity
Float
Melee Hard Camera Shake Intensity
false
1.0
Melee_Soft_Camera_Shake
Reference
Melee Soft Camera Shake
Camera shake to play when the weapon is usedd in melee against a soft surface.
false
camera_shake.xtbl
Camera_Shake.Name
False
Melee_Soft_Camera_Shake_Intensity
Float
Melee Soft Camera Shake Intensity
false
1.0
Primary_Recoil_Multiplier
Float
Primary Recoil Multiplier
Multiplier to the random recoil value calculated when firing the primary weapon.
false
0.0
Primary_Fine_Aim_Recoil_Multiplier
Float
Primary Fine Aim Recoil Multiplier
Multiplier to the random recoil value calculated when firing the primary in fine aim or scoped.
false
0.0
Primary_Recoil_Delay_ms
Int
Primary Recoil Delay (ms)
This is the amount of time before the primary recoil is at the desired level. This is only used for automatic weapons, as the timer is reset when the trigger is released.
false
0
Primary_Recoil_Ramped
Selection
Primary Recoil Ramped
(Defaults to True)
If this is true, the recoil will be ramped based on the percentage of the timer completed. If not, recoil will not be used until the timer has expired.
false
True
True
False
Secondary_Recoil_Multiplier
Float
Secondary Recoil Multiplier
Multiplier to the random recoil value calculated when firing the secondary weapon.
false
0.0
Secondary_Fine_Aim_Recoil_Multiplier
Float
Secondary Fine Aim Recoil Multiplier
Multiplier to the random recoil value calculated when firing the secondary weapon in fine aim or scoped.
false
0.0
FOV_Rate
Float
Rate at which the FOV decreases in progressive zoom mode. This value is ignored for non-progressive zoom mode.
false
140.0
1
Zoom_Steps
Int
Zoom Steps
Number of taps it takes to reach the minimum FOV. This value is only applicable to non-progressive zoom mode.
false
3
1
10
Maximum_FOV
Float
Maximum FOV
false
0.0
Minimum_FOV
Float
Minimum FOV
Minimum FOV that is zoomed to.
false
15.0
5
60
Zoom_Type
Selection
Zoom Type
Type of zoom mode. Progressive is a smooth transition, while non-progressive moves in increments every time the player taps the zoom button.
false
progressive
non-progressive
Burst_Fire_Info
Element
Burst Fire Info
If this is a burst trigger weapon, these are the parameters that determine how that works.
false
Shots
Int
4
1
Burst_Delay_ms
Int
Burst Delay (ms)
The minimum amount of time between bursts (from the final shot of the previous burst to the first shot of the next) in ms.
300
0
Charge_Release_Info
Element
Charge Release Info
false
Charge_Time_sec
Float
Charge Time (sec)
The amount of time in seconds it takes to fully charge the
0.0
Min_Charge_Percent
Float
Min Charge Percent
Minimum amount of charge required to fire. Defaults to 1.
false
0.0
0
1
Charge_Base
Float
Charge Base
The charge percent will ramp between this base and 1.0 based on how long the player holds the trigger, so if you just tap the trigger it will be this amount of charge.
0.0
Auto_Release
Selection
Auto Release
Should the weapon automatically release when fully charged?
False
True
False
Charging_Camera_Shake
Reference
Charging Camera Shake
false
camera_shake.xtbl
Camera_Shake.Name
False
Charged_Camera_Shake
Reference
Charged Camera Shake
false
camera_shake.xtbl
Camera_Shake.Name
False
Charge_Flags
Flags
Charge Flags
Show HUD on charge
Min_Range
Float
Min Range
The weapon will use a range betwenn this and the weapon's max_range field
false
0.0
Pre_Charge_Delay
Float
Pre Charge Delay (sec)
0.0
Charge_Cooldown_Time
Float
Charge Cooldown Time
After discharging this weapon, the weapon will take this long to cooldown from a full charge.
false
1.0
NPC_Desired_Burst_Size
Int
NPC Desired Burst Size
AUTOMATIC WEAPONS ONLY! When an NPC fires, this is the desired burst size set.
false
3
Ragdoll_Force_Shoot
Float
Ragdoll Force (Shoot)
How much force to apply to a ragdoll when SHOT by this weapon. 0 is none.
0.0
Ragdoll_Info
Element
Ragdoll Info
false
Chance
Float
1.0
0
1
Death_Velocity_Horizontal
Float
Death Velocity Horizontal
0.0
Death_Velocity_Vertical
Float
Death Velocity Vertical
0.0
Death_Point_Velocity
Float
Death Point Velocity
0.0
Death_Angular_Velocity_Vertical
Float
Death Angular Velocity Vertical
0.0
Death_Angular_Velocity_Horizontal
Float
Death Angular Velocity Horizontal
0.0
Death_Range_Min
Float
Death Range Min
The smaller of the "range" parameters. A distance of this (or closer) will result in maximum ragdoll velocities.
0.0
Death_Range_Max
Float
Death Range Max
The larger of the "range" parameters. A distance of this (or further) will result in minimum ragdoll velocities.
0.0
Gravity
Float
The ragdoll's gravity will be overridden by this value when the human is killed.
false
9.8
End_Point_Explosion
Reference
End Point Explosion
Play this explosion at the end point of the shot.
false
explosions.xtbl
Explosion.Name
False
Alt_End_Point_Explosion
Reference
Alt End Point Explosion
Play this explosion at the last point of a bullet hit for the alt weapon.
false
explosions.xtbl
Explosion.Name
False
Overheat_Info
Element
Overheat Info
false
Percent_Increase_Per_Shot
Float
Percent Increase Per Shot
When the weapon is shot, this is the amount by which the heat percent value (0-1) is increased.
0.0
0
1
Percent_Decrease_Per_Second
Float
Percent Decrease Per Second
This is the rate at which the heat percent cools.
0.0
0
Percent_Decrease_Per_Reload
Float
Extra Reload Percent Decrease Per Second
The player can press X to help cool the weapon. This is the amount applied for each button press.
0.0
0
1
Reload_Cooldown_Delay
Float
Reload Cooldown Delay
how long (in seconds) after firing the player must wait before spamming the button to accellerate cooldown
0.5
Percent_Decrease_Per_Second_Overheated
Float
Percent Decrease Per Second Overheated
This is the rate at which the heat percent cools when overheated.
0.0
0
Percent_Decrease_Per_Reload_Overheated
Float
Extra Reload Percent Decrease Per Second Overheated
When overheated, the player can press X to help cool the weapon. This is the amount applied for each button press.
0.0
0
1
Overheat_Flags
Flags
Overheat Flags
applies to primary
applies to alt fire
play reload anim
Percent_Decrease_Per_Kill
Float
Overheat Percent Decrease Per Kill
false
0.0
0
1
Max_Melee_Impacts
Int
false
1
Grenade_Type
Selection
Grenade Type
false
standard
stun
molotov
flashbang
blackhole
Offhand_Weapon_Mesh
Reference
Offhand Weapon Mesh
false
weapons.xtbl
Weapon.Name
False
Diversion_Kill_Multiplier
Float
Diversion Kill Multiplier
1.0
Is_DLC
Selection
Is DLC
Indicates that this content will be owned by a DLC bundle, and should only be available if included in a licensed bundle.
false
True
True
False
Blood_Decal_Scale
Float
Blood Decal Scale
1.0
Blood_Decal_Delay
String
Blood Decal Delay
false
333
DeathEffect
Element
Death Effect
false
MatFX
Reference
Material Effect
Play this material effect when a human is killed by this weapon.
matfx.xtbl
Effect.Name
False
Lifetime_Humans
Int
Lifetime Humans
Lifetime of the material effect in milliseconds.
1000
10
Lifetime_Other
Int
Lifetime Other
1000
10
DeleteTarget
Selection
Delete Target
Automatically deletes the ragdoll after the death effect plays.
False
True
False
VFX
Reference
Play this effect at the hit point on a human who is killed.
false
effects.xtbl
Effect.Name
False
num_weapon_lasers
Int
Number of Weapon Lasers
false
0
HealthPickup
Float
Health Pickup Multiplier
Adjusts the number of health pickups dropped by npcs killed by this weapon
false
1.0
0
MechanicalsBonus
Float
Mechanical Damage Multiplier
Damage modifier for damage dealt to characters flagged as 'no_blood' and to vehicles.
false
0.0
0
KillRoundsBonus
Int
Bonus rounds on Kill
Number of rounds added to weapons clip when used to kill another human
false
1
1
HealthRestoration
Float
Health Restoration Bonus
Percentage of maximum health attacker restores when they kill another human
false
0.0
0
1
CashBonus
Float
Cash Bonus Pct
Amount of cash the attacker recieves when killing another human (applied as a percentile of maximum health)
false
0.0
0
1
WielderDamageReductionPct
Float
Damage Reduction Pct
Pct to reduce damage applied to the wielder.
false
0.0
0
1
OverheatDamageBonus
Float
Overheat Damage Multiplier
Multiplier applied to damage based on overheat (at full overheat the whole multiplier is applied)
false
0.0
0
Muzzle_Explosion
Reference
Muzzle Explosion
false
explosions.xtbl
Explosion.Name
False
True
Entries
DLC1
DLC2
DLC3
DLC4
DLC5
offhand_grenades
temp_pickups
Vehicle
weapon_radial
explosive
melee
pistol
rifle
shotgun
smg
special
Wieldable Props