brute_flamethrower flamethrower automatic 9600 8 450 2100 <_Editor> 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 <_Editor> 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 <_Editor> 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 <_Editor> 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