DLC3_BeeGunlaunchercharge release11500
<_Editor>
Entries:temp_pickups0Luchador30Shotgunone shot shatteron triggerdo not hide when sprintinguse underslung fine aimnot allowed with human shieldbullets can hit multiple humansno bullet decalshow reserve in hudWPNCAT_SPECIAL95000DLC3_BeeGun_Projectilespecial1DLC3_BeeGun_Projectile158001.0.65.50.2.9550050.0VFX_BeeGunProjectileuse bullet collision qualityorient projectile to velocitydont detonate from explosiondetonate on human collisionshow hud indicator8VFX_BeeSwarmalways ondlc3_bee_gun_expsingleRPGAK6weapon_fire_rpgweapon_fire_rpg0.60.60.40VFX_BeeGunMuzzlemuzzle flashVFX_BeeGunMuzzle0.01.01.01.0dlc3_bee_gun_exp89dlc3True2.00.00.00.00.00.010.0000.450.0TrueShow HUD on charge0.01.01.500DLC_fireballthrownsingle110000dlc3_fireballgrenade_electric510.00.00.00.0VFX_DeckerSwordTrail-1has light attachedrocket flightattach effect after ignitionuse bullet collision qualityorient projectile to velocitydont detonate from explosion108
<_Editor>
Entries:offhand_grenadesThrown15WPNCAT_THROWN111.01.0Underwater Large000Airstrikegrenade1singleDefaultexplosions damage tanksunlimited ammo100.00.0standard1.01.01.01.589dlc3TrueDLC_super_fistsknucklessingle0200
<_Editor>
Entries:weapon_radial:meleeKB_Gloves2melee can dislodge moversnot allowed with human shielduse box shape for melee castsdo not hide when sprintingallow offhand grenadegibs victimsattach to forearmbullets damage tanksexplosions damage tanks0.2WPNCAT_MELEE000melee11502000150singleDefault5.00.00.01.02hm1.01.01.5bullet_hit0.589dlc3True
WeaponTableDescriptionfalseNameStringUnique name for this weapon.knifeFrameworkReferencefalsedlc_frameworks.xtblBundleInfo.Flag_StringFalseInfo_Slot_IndexIntInfo Slot Index00AmmoReferencefalseammo.xtblAmmo.NameFalseAlt_AmmoReferenceAlt Ammofalseammo.xtblAmmo.NameFalseInv_SlotReferenceInventory Slotunarmedweapon_inventory_slots.xtblInv_Slot.NameFalseFlagsFlagsFlags for this weapon.falseallow offhand grenadealt unlimited ammoalways play melee vfxalways wear on backapply force to live ragdollsarmor piercing overrideattach to forearmattachesbrass during reload onlybullets can hit multiple humansbullets damage tankscan zoomcauses convulsionsconstant vfx on combat ready onlyconstant vfx only at nightcutscene onlydisallow crouchingdisallow forward throw in vehicledisallow jumpingdisallow reloaddisallowed in demosdo not hide when sprintingdual wieldableexplosions damage tanksgibs victimshas alt fireheavy weapon move speedincendiary shotsinfinite magazine capacityinstant ragdollleft handother hand ik during attack onlylethal meleelooping muzzle flashmanually detonatesmelee can dislodge moversmelee continue on world collideno blood splatno combat readyno random giveno vehicle combat readynot allowed in vehiclenot allowed with human shieldon selectionon triggerone shot shatterrevives humanssecondary trigger fires grenadessecondary weaponunlimited ammounlockableuse block flinch animsuse box shape for melee castsuse mission srid for effectsuse modified bullet directionuse underslung fine aimzoom allows fine aimshow reserve in huddrops with full reserveplayer instant reloadmelee always dislodgeno bullet decalmanned turretSpecial_Case_TypeSelectionSpecial Case TypeThis 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.falseRC GunAir StrikeSonic Wave GunRiot ShieldNeedler PrototypeFlak Cannon PrototypeMulti Launcher PrototypeSatellite Drone PrototypeWieldable Prop WeaponAvatar SwordHeli SpotlightCyber CannonFlamethrowerChumWeapon_ClassReferenceWeapon Classthe class of the weapon, which affects how weapon behave gamesidepistolweapon_class.xtblWeapon_Class.NameFalseCategoryReferenceWeapon category for stash and gun store.weapon_categories.xtblCategories.NameFalseAnimation_GroupReferenceAnimation GroupWhich group of animation to use from the animation set of the characteranim_groups.xtblAnim_Group.NameFalseFine_Aim_Animation_GroupReferenceFine Aim Animation Groupfalseanim_groups.xtblAnim_Group.NameFalseReload_Animation_GroupReferenceReload Animation Groupfalseanim_groups.xtblAnim_Group.NameFalseReload_override_time_secFloatReload Override Time (sec)So design can tweak reload times (or allow delays without a reload animation)false0.0Warmup_DelayIntWarmup DelayTime (in milliseconds) for the weapon to spin-up, warm-up,
or otherwise transition from non-firing to firing.false00Cooldown_DelayIntCooldown DelayCooldown time for weaponfalse00Strafe_AnglesReferenceStrafe Anglesstrafe_angles.xtblStrafe_Angles.NameFalseMuzzle_EffectReferenceMuzzle EffectThe muzzle effect for this weapon.falseeffects.xtblEffect.NameFalseAlt_Muzzle_EffectReferenceAlt Muzzle EffectThe muzzle effect for alternate fire for this weapon.falseeffects.xtblEffect.NameFalseMelee_EffectReferenceMelee EffectEffect played when weapon makes melee contact.falseeffects.xtblEffect.NameFalseConstant_EffectsListConstant EffectsList of effects to play for this weapon whenever the weapon is equipped. These should be looping effects.Constant_EffectElementConstant EffectEffectReferenceWhich effect to continuously playeffects.xtblEffect.NameFalseWeapon_Prop_PointStringWeapon Prop PointfalseConditionSelectionalways onalways onduring melee swingfine aimweapon raised48AudioElementAudio attributes for this weapon.Weapon_ModelReferenceAudio Weapon ModelWeapon Model switch defined in Wwise.audio_syncs.xtblNewEntity.Switches.WEAPON_MODEL.Values.Entry.NameFalseSoundbank_NameReferenceSoundbankfalseaudio_banks.xtblNewEntity.NameFalseloopingSelectionLooping SoundThis weapon uses a looping sound - if this field is true, issue the stop event to kill the sound.FalseTrueFalsealt_loopingSelectionAlt Looping SoundFalseTrueFalseSound_RadiusFloatAI Sound RadiusRadius of attack sound (in meters).false0.0Stop_Override_EventReferencefalseaudio_events.xtblNewEntity.NameFalseAlt_Fire_Stop_Override_EventReferencefalseaudio_events.xtblNewEntity.NameFalseBrassReferenceType of brass to use for this weapon.falseshells.xtblShell.NameFalseTrigger_TypeSelectionTrigger TypeSee 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)singlesingleburstautomaticcharge releaseAlt_Trigger_TypeSelectionAlt Trigger TypeSee trigger type for explanation.singlesingleburstautomaticcharge releaseMagazine_SizeIntMagazine SizeNumber of rounds in a single magazine (ignored for "thrown" and "melee" weapons).0Ammo_per_ShotFloatAmmo per ShotUnits 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.1Ammo_RegenerationFloatAmmo RegenerationHow quickly the ammunition regenerates in rounds per second. Set to 0.0 to not regenerate0.0Wieldable_Prop_Hits_AllowedIntWieldable Prop - Hits Allowedfalse10Wieldable_Prop_Death_VFXReferenceWieldable Prop Death VFXDeath effect to use for the wieldable prop when it is destroyed.falseeffects.xtblEffect.NameFalseRange_MaxFloatMax. RangeMaximum range of weapon (in meters, ignored for "thrown" weapons)0.0AI_Ideal_Range_MinFloatAI Ideal Range MinThe distance when a AI will start to back up.5.00AI_Ideal_Range_MaxFloatAI Ideal Range MaxAI will move closer if futher than this.250NPC_Aim_DriftReferenceNPC Aim Drift Profilefalseaim_drift.xtblProfile.NameFalseTime_ManagementElementTime ManagementRefire_DelayIntRefire DelayDelay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).00npc_refire_delayElementNPC refire delay:Specifies a min/max refire delay for NPCs onlyfalseminIntMin0maxIntMax0npc_refire_typeSelectionRefire Type1. Random Range1. Random Range2. Scale up in groupsPre_Detonate_DelayIntPre Detonate DelayDelay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.false0Post_Detonate_DelayIntPost Detonate DelayDelay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.false0Firecone_ramp_in_timeFloatFirecone ramp in timefalse0.0Alt_Time_ManagementElementAlt Time ManagementfalseRefire_DelayIntRefire DelayDelay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).00npc_burst_timeElementNPC burst timeValue for how long a weapon should burst for. Only used by vehicle weaponsfalseminIntMin0maxIntMax0npc_refire_delayElementNPC refire delay:Specifies a min/max refire delay for NPCs onlyfalseminIntMin0maxIntMax0npc_refire_typeSelectionRefire Type1. Random Range1. Random Range2. Scale up in groupsPre_Detonate_DelayIntPre Detonate DelayDelay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.false0Post_Detonate_DelayIntPost Detonate DelayDelay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.false0Firecone_ramp_in_timeFloatFirecone ramp in timefalse0.0Damage_MaxElementMax. Damage Per ShotThe 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_DamageFloatTo NPCThe maximum damage that this weapon can do to an NPC.0.0Player_DamageFloatTo PlayerThe maximum damage that this weapon can do to the player.0.0Damage_MinElementMin. Damage Per ShotThe 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).falseNPC_DamageFloatTo NPCThe minimum damage that this weapon can do to an NPC.0.0Player_DamageFloatTo PlayerThe minimum damage that this weapon can do to the player.0.0Riot_Shield_Damage_MultiplierFloatRiot Shield Damage Multiplier1.0Melee_Attack_InfoReferenceMelee Attack InfoSet of melee attacks that will be used when this weapon is equipped. (References weapon_melee_attacks.xtbl)falseweapon_melee_attacks.xtblMelee_Attack_Set.NameFalseMelee_Damage_OverridesElementOverride Melee Damage Dealt ByOverrides melee.xtbl damage entriesfalseNPCFloat0.0PlayerFloat0.0OnlineFloat0.0ExplosionReferenceThe explosion associated with this weapon.falseexplosions.xtblExplosion.NameFalseAlt_ExplosionReferenceAlt Explosionfalseexplosions.xtblExplosion.NameFalseNPC_ExplosionReferencefalseexplosions.xtblExplosion.NameFalseNPC_Alt_ExplosionReferencefalseexplosions.xtblExplosion.NameFalseUnderwater_ExplosionReferenceThe underwater explosion associated with this weapon.falseexplosions.xtblExplosion.NameFalseFire_Damage_Per_SecondFloatFire Damage Per SecondAmount of fire damage a human will take per second from an explosion caused by this weapon.false0.0Damage_Max_DistFloatDamage Max. DistanceDistance (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.false0.0Damage_Min_DistFloatDamage Min. DistanceDistance (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.false0.0Operator_Damage_MultiplierStringOperator Damage MultiplierDamage multiplier for all damage applied to the human using this weapon.false1.0Flat_Spread_MetricsElementFlat Spread MetricsFor weapons that have a flat spread, this determines how the spread is formed.falseFlat_Spread_Width_AngleFloatFlat Spread Width AngleWidth of the firing spread, in degrees. (The long axis of the plane created by the spread.)0.0090Flat_Spread_Height_AngleFloatFlat Spread Height AngleHeight of the firing spread, in degrees. (The short axis of the plane created by the spread.)0.0090Flat_Spread_RotationFloatFlat Spread RotationWhen 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.0.0-9090Flat_Spread_Rotation_Per_ShotFloatFlat Spread Rotation Per ShotHow much the flat spread rotates on each shot.0.0Fire_Cone_AngleFloatFire 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).false0.0Fire_Cone_LengthFloatFire Cone Lengthfalse0.0Fire_Cone_MetricsElementFire Cone MetricsMetrics 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.falseMetric_TypeComboElementMetric TypeType of fire cone metrics specified.AngleElementfalseAngleFloatAngle (degrees) of cone extending from the barrel in
which targets take damage (defaults to zero).0.0Min_MaxElementMin-MaxfalseNear_RadiusFloatNear RadiusRadius (meters) of the cone at the barrel of the gun.0.0Far_RadiusFloatFar RadiusRadius (meters) of the fire cone at the maximum distance
of the weapon.0.0Fire_Cone_Impact_EffectReferenceFire Cone Impact Effectfalseeffects.xtblEffect.NameFalseShots_Per_RoundIntShots Per RoundNumber of shots emitted per round (defaults to one).false1PlayerWeaponSpreadElementPlayer Weapon SpreadWeapon spread valuesfalseSpreadMinMaxElementSpread Min/MaxMinimum and maximum spread values for the weaponfalsePlayer_Spread_MaxFloatMax. SpreadMaximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0Player_Spread_MinFloatMin. SpreadMinimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0SpreadMovementMultipliersElementSpread Movement MultipliersSpread min/max multipliers due to movementfalseMovement_Multiplier_CrouchFloatCrouchSpread min/max multiplier when crouched (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread min/max multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when in a vehicle1.0Movement_Multiplier_Fine_AimStringFine AimSpread min/max multiplier when in fine-aimfalse1.0SpreadDynamicsElementSpread DynamicsValues affecting how quickly weapon spread increases and decreasesfalsePlayer_To_Spread_MaxIntTo Max. SpreadNumber of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0Player_To_Spread_MinIntTo Min. SpreadTime (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0SpreadDynamicMultipliersElementSpread Dynamic MultipliersSpread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)falseMovement_Multiplier_CrouchFloatCrouchSpread dynamic multiplier when crouching (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread dynamic multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread dynamic multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread dynamic multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread dynamic multiplier when in a vehiclefalse1.0Movement_Multiplier_Fine_AimStringFine AimSpread dynamic multiplier when in fine-aimfalse1.0PlayerAltWeaponSpreadElementPlayer Alt Weapon SpreadWeapon spread values for alt-firefalseSpreadMinMaxElementSpread Min/MaxMinimum and maximum spread values for the weaponfalsePlayer_Spread_MaxFloatMax. SpreadMaximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0Player_Spread_MinFloatMin. SpreadMinimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0SpreadMovementMultipliersElementSpread Movement MultipliersSpread min/max multipliers due to movementfalseMovement_Multiplier_CrouchFloatCrouchSpread min/max multiplier when crouched (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread min/max multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when in a vehicle1.0Movement_Multiplier_Fine_AimStringFine AimSpread min/max multiplier when in fine-aimfalse1.0SpreadDynamicsElementSpread DynamicsValues affecting how quickly weapon spread increases and decreasesfalsePlayer_To_Spread_MaxIntTo Max. SpreadNumber of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0Player_To_Spread_MinIntTo Min. SpreadTime (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0SpreadDynamicMultipliersElementSpread Dynamic MultipliersSpread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)falseMovement_Multiplier_CrouchFloatCrouchSpread dynamic multiplier when crouching (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread dynamic multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread dynamic multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread dynamic multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread dynamic multiplier when in a vehiclefalse1.0Movement_Multiplier_Fine_AimStringFine AimSpread dynamic multiplier when in fine-aimfalse1.0NPCWeaponSpreadElementNPC Weapon SpreadWeapon spread valuesfalseSpreadMinMaxElementSpread Min/MaxMinimum and maximum spread values for the weaponfalseNPC_Spread_MaxFloatMax. SpreadMaximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0NPC_Spread_MinFloatMin. SpreadMinimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0SpreadMovementMultipliersElementSpread Movement MultipliersSpread min/max multipliers due to movementfalseMovement_Multiplier_CrouchFloatCrouchSpread min/max multiplier when crouched (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread min/max multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when in a vehiclefalse1.0SpreadTargetMovementMultipliersElementSpread Target Movement MultipliersSpread min/max multipliers due to target movementfalseTarget_Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when the target is walkingfalse1.0Target_Movement_Multiplier_RunFloatRunSpread min/max multiplier when the target is runningfalse1.0Target_Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when the target is sprintingfalse1.0Target_Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when the target is in a vehiclefalse1.0SpreadDynamicsElementSpread DynamicsValues affecting how quickly weapon spread increases and decreasesfalseNPC_To_Spread_MaxIntTo Max. SpreadNumber of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0NPC_To_Spread_MinIntTo Min. SpreadTime (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0SpreadDynamicMultipliersElementSpread Dynamic MultipliersSpread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)falseMovement_Multiplier_CrouchFloatCrouchSpread dynamic multiplier when crouching (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread dynamic multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread dynamic multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread dynamic multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread dynamic multiplier when in a vehiclefalse1.0NPCAltWeaponSpreadElementNPC Alt Weapon SpreadWeapon spread values for NPCs using alt-firefalseSpreadMinMaxElementSpread Min/MaxMinimum and maximum spread values for the weaponfalseNPC_Spread_MaxFloatMax. SpreadMaximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0NPC_Spread_MinFloatMin. SpreadMinimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).false0.0SpreadMovementMultipliersElementSpread Movement MultipliersSpread min/max multipliers due to movementfalseMovement_Multiplier_CrouchFloatCrouchSpread min/max multiplier when crouched (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread min/max multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when in a vehiclefalse1.0SpreadTargetMovementMultipliersElementSpread Target Movement MultipliersSpread min/max multipliers due to target movementfalseTarget_Movement_Multiplier_WalkFloatWalkSpread min/max multiplier when the target is walkingfalse1.0Target_Movement_Multiplier_RunFloatRunSpread min/max multiplier when the target is runningfalse1.0Target_Movement_Multiplier_SprintFloatSprintSpread min/max multiplier when the target is sprintingfalse1.0Target_Movement_Multiplier_VehicleFloatVehicleSpread min/max multiplier when the target is in a vehiclefalse1.0SpreadDynamicsElementSpread DynamicsValues affecting how quickly weapon spread increases and decreasesfalseNPC_To_Spread_MaxIntTo Max. SpreadNumber of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0NPC_To_Spread_MinIntTo Min. SpreadTime (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).false0SpreadDynamicMultipliersElementSpread Dynamic MultipliersSpread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)falseMovement_Multiplier_CrouchFloatCrouchSpread dynamic multiplier when crouching (includes stationary crouch and crouch walk)false1.0Movement_Multiplier_WalkFloatWalkSpread dynamic multiplier when walkingfalse1.0Movement_Multiplier_RunFloatRunSpread dynamic multiplier when runningfalse1.0Movement_Multiplier_SprintFloatSprintSpread dynamic multiplier when sprintingfalse1.0Movement_Multiplier_VehicleFloatVehicleSpread dynamic multiplier when in a vehiclefalse1.0Object_Bullet_Hit_Impulse_MagnitudeFloatObject Bullet Hit ImpulseAmount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).false100vehicle_damage_scaleFloatVehicle damage scale factorScale amount applied to damage if target is vehicle.false1.0player_vehicle_damage_scaleFloatVehicle damage scale factor (player vehicle)false1.0Projectile_InfoElementProjectile ParametersProjectile parameters (only for "projectile" or "thrown" weapons).falseModelReferenceThe 3D model for the projectile.items_3d.xtblItem.NameFalseSpeedFloatSpeed (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)0.0Speed_NPCFloatSpeed (Thrown) - NPCfalse0.0Post_Ignition_SpeedFloatPost Ignition SpeedSpeed of the projectile after ignition. NOTE: Havok will limit the projectile's max speed by max(speed, post_ignition_speed)false0.0Post_Ignition_Speed_NPCFloatPost Ignition Speed (NPC)false0.0Fuse_TimeIntFuse TimeTime (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact).false0NPC_Fuse_TimeIntNPC Fuse TimeTime (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.false0Attached_EffectReferenceAttached EffectEffect that is attached to projectile.falseeffects.xtblEffect.NameFalseCreation_EffectReferenceCreation EffectA non-looping effect which plays at the creation of this projectilefalseeffects.xtblEffect.NameFalseGravityFloatAcceleration due to gravity on the projectile (defaults to -9.8 m/s^2).false-9.8Launch_pitch_change_degFloatLaunch Pitch Change (deg)The amount the muzzle fvec is rotated up to get the base launch direction (in degrees).false0.0SoundReferenceEmitting SoundSound that the projectile makes while in flight.falseaudio_events.xtblNewEntity.NameFalseFoleyCollisionReferenceFoley CollisionThe foley collision name that defines the sound and the min/max speed for volume when the projectile impacts geometry.falsefoley_collision.xtblFoleyCollision.NameFalseMassFloatMass of projectile in kg. Default 1kg. Only projectiles that bounce need to worry about tweaking.false1.0Linear_DampFloatLinear DampingValue between 0 and 1. Higher value results in higher drag on linear velocity (ie less distance).false0.001Angular_DampFloatAngular DampingValue between 0 1nd 1. Higher value results in higher drag on angular velocity (ie less spin).false0.001RestitutionFloatThe 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.false0.0FrictionFloatThe friction coefficient (usually a value from 0 to 1) which specifies how "sticky" or "rough" an object is.false0.0Angular_VelocityVectorAngular VelocityStarting angular velocity for projectile.falseXFloat0.0YFloat0.0ZFloat0.0Projectile_FlagsFlagsProjectile Flagsfalsehas light attachedrocket flightstickyharpoonsatchel chargeguidedattach effect after ignitiondetonate on vehicle collisionuse bullet collision qualityorient projectile to velocitydont detonate from explosionseek to target posdoes not fire from muzzledetonate on human collisionswarmvehicle rcteleport to targetguided on fine aimrc self destructrc military allowedseek to target pos (npc only)play attach sound on vehicles onlyshow hud indicatorgenkiBlow_Tire_RadiusFloatBlow Tire RadiusRadius (meters) that this projectile will blow tires in.false0.0Fade_Out_TimeFloatFade Out Time0.0Projectile_Ignition_Delay_MSStringProjectile Ignition Delay MSfalseIgnition_EffectReferenceIgnition Effectfalseeffects.xtblEffect.NameFalseAI_Can_GuideIntAI Can Guide TimeTime (in milliseconds) that the AI can guide a rocket.false2000065000melee_damage_to_anchored_scalerFloatScaler melee damage anchoredScaler applied to damage from this weapon when hitting anchored movers with melee attackfalse0.2melee_material_effectsListMelee Impact Material Effectsfalsematerial_effectElementMaterial EffectmaterialReferenceMaterialconcretebitmap_materials.xtblBitmap_Material.NameFalseeffectReferenceEffecteffects.xtblEffect.NameFalse8material_effect.materialBase_VersionReferenceIf this is a blinged weapon, refers to the non-blinged counterpart of the weapon.falseweapons.xtblWeapon.NameFalseWaterspray_infoElementfalseWater_stream_forceFloat0.0Refill_rate_per_secondFloat0.00Radius_Expansion_RateFloatRadius Expansion RateHow quickly the spray gets wider as it goes out.0.25Pressure_Increase_RateFloatPressure Increase Ratefalse0.50Pressure_Decrease_RateFloatPressure Decrease Ratefalse0.10Pressure_Restore_TimeFloatPressure Restore Timefalse0.0Waterspray_EffectReferenceWaterspray EffectWhich effect to play for waterspray attackseffects.xtblEffect.NameFalseVehicle_WeaponElementVehicle Weapon InfofalsePrimary_WeaponsGridPrimary WeaponsWeaponElement0UIDInt0Weapon_ClassSelectionWeapon Classpistolpistolsmgriflelauncherthrownshotgunknifenightstickstungunbatpimp slapvideo cameraknucklesflamethrowercutscene onlyminigunpepper spraychainsawwatersprayswordscriptvehicleman cannonMuzzle_ExplosionReferenceMuzzle ExplosionExplosion to create at the muzzle for each shot.falseexplosions.xtblExplosion.NameFalseFlagsFlagsTarget reticuleEnable physicsMiddle_ComponentElementMiddle ComponentFlagsFlagsDon't reset angle when unmannedMin_AngleFloatMin Angle (deg)0.0Max_AngleFloatMax Angle (deg)0.0Max_SpeedFloatMax Angular Speed (deg/s)0.0Damp_AngleFloatDamp Angle (deg)0.0Unmanned_SpeedFloatUnmanned Angular Speed (deg/s)0.0Max_ForceFloatMax 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.0.0Firing_Angle_SpeedFloatFiring Angular Speed (deg/s)false0.0Top_ComponentElementTop ComponentFlagsFlagsDon't reset angle when unmannedMin_AngleFloatMin Angle (deg)0.0Max_AngleFloatMax Angle (deg)0.0Max_SpeedFloatMax Angular Speed (deg/s)0.0Damp_AngleFloatDamp Angle (deg)0.0Unmanned_SpeedFloatUnmanned Angular Speed (deg/s)0.0Max_ForceFloatMax 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.0.0Firing_Angle_SpeedFloatFiring Angular Speed (deg/s)false0.0418Alt_WeaponsGridAlternate WeaponsWeaponElement0UIDInt0Weapon_ClassSelectionWeapon Classthe class of the weapon, which affects how weapon behave gamesidepistolpistolsmgriflelauncherthrownshotgunknifenightstickstungunbatdrug1drug2liquorboxpimp slapvideo cameraknucklesflamethrowercutscene onlyminigunpepper spraychainsawwatersprayswordscriptvehicleMuzzle_ExplosionReferenceMuzzle ExplosionExplosion to create at the muzzle for each shot.falseexplosions.xtblExplosion.NameFalseFlagsFlagsTarget reticuleEnable physicsMiddle_ComponentElementMiddle ComponentFlagsFlagsDon't reset angle when unmannedMin_AngleFloatMin Angle (deg)0.0Max_AngleFloatMax Angle (deg)0.0Max_SpeedFloatMax Angular Speed (deg/s)0.0Damp_AngleFloatDamp Angle (deg)0.0Unmanned_SpeedFloatUnmanned Angular Speed (deg/s)0.0Max_ForceFloatMax 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.0.0Firing_Angle_SpeedFloatFiring Angular Speed (deg/s)false0.0Top_ComponentElementTop ComponentFlagsFlagsDon't reset angle when unmannedMin_AngleFloatMin Angle (deg)0.0Max_AngleFloatMax Angle (deg)0.0Max_SpeedFloatMax Angular Speed (deg/s)0.0Damp_AngleFloatDamp Angle (deg)0.0Unmanned_SpeedFloatUnmanned Angular Speed (deg/s)0.0Max_ForceFloatMax 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.0.0Firing_Angle_SpeedFloatFiring Angular Speed (deg/s)false0.048Target_LockonElementTarget Lockonuse the target lockon systemfalseLockon_Time_MSIntLockon Time MSTime it takes to completely lock on to a target15000Locking_Size_MultiplierFloatLocking Size MultiplierA multiplier to determine now bug the lockon size should be when not locked on1.250Locked_Size_MultiplierFloatLocked Size MultiplierA multiplier to determine now bug the lockon size should be when not locked on1.00Beep_Timing_SlowestFloatBeep Timing SlowestThe slowest time between beeps, in seconds1.00Beep_Timing_FastestFloatBeep Timing FastestThe fastest time between beeps, in seconds0.10Angle_From_ReticleFloatAngle From ReticleWhen locking onto a vehicle, you need to keep within this angle from the targetting reticle7.50Angle_From_Reticle_Lose_TargetFloatAngle From Reticle Lose TargetOnce locked, if the targeting reticle moves this far from the target, the lockon begins to fade50.00Locking_Rotation_Furthest_AngleFloatLocking Rotation Furthest AngleWhen the target is being locked on to, the diamond rotates by this angle0.00FlagsFlagsenemy aircraft onlyCamera_InfoElementCamera InfofalsePrimary_Fire_Camera_ShakeReferencePrimary Fire Camera ShakeCamera shake to play when firing the primary weapon normally.falsecamera_shake.xtblCamera_Shake.NameFalsePrimary_Fire_Camera_Shake_IntensityFloatPrimary Fire Camera Shake Intensityfalse1.0Primary_Fine_Aim_Camera_ShakeReferencePrimary Fire Fine Aim Camera ShakeCamera shake to play when firing the primary weapon in fine aim or when scoped.falsecamera_shake.xtblCamera_Shake.NameFalsePrimary_Fire_Fine_Aim_Camera_Shake_IntensityFloatPrimary Fire Fine Aim Camera Shake Intensityfalse1.0Secondary_Fire_Camera_ShakeReferenceSecondary Fire Camera ShakeCamera shake to play when firing the secondary weapon normally.falsecamera_shake.xtblCamera_Shake.NameFalseSecondary_Fire_Camera_Shake_IntensityFloatSecondary Fire Camera Shake Intensityfalse1.0Secondary_Fire_Fine_Aim_Camera_ShakeReferenceSecondary Fire Fine Aim Camera ShakeCamera shake to play when firing the secondary weapon in fine aim or scoped.falsecamera_shake.xtblCamera_Shake.NameFalseSecondary_Fire_Fine_Aim_Camera_Shake_IntensityFloatSecondary Fire Fine Aim Camera Shake Intensityfalse1.0Player_Hit_Camera_ShakeReferencePlayer Hit Camera ShakeCamera shake to play if the player is hit by this bullet.falsecamera_shake.xtblCamera_Shake.NameFalsePlayer_Hit_Camera_Shake_IntensityFloatPlayer Hit Camera Shake Intensityfalse1.0Melee_Hard_Camera_ShakeReferenceMelee Hard Camera ShakeCamera shake to play when the weapon is used in melee against a hard suface.falsecamera_shake.xtblCamera_Shake.NameFalseMelee_Hard_Camera_Shake_IntensityFloatMelee Hard Camera Shake Intensityfalse1.0Melee_Soft_Camera_ShakeReferenceMelee Soft Camera ShakeCamera shake to play when the weapon is usedd in melee against a soft surface.falsecamera_shake.xtblCamera_Shake.NameFalseMelee_Soft_Camera_Shake_IntensityFloatMelee Soft Camera Shake Intensityfalse1.0Primary_Recoil_MultiplierFloatPrimary Recoil MultiplierMultiplier to the random recoil value calculated when firing the primary weapon.false0.0Primary_Fine_Aim_Recoil_MultiplierFloatPrimary Fine Aim Recoil MultiplierMultiplier to the random recoil value calculated when firing the primary in fine aim or scoped.false0.0Primary_Recoil_Delay_msIntPrimary 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.false0Primary_Recoil_RampedSelectionPrimary 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.falseTrueTrueFalseSecondary_Recoil_MultiplierFloatSecondary Recoil MultiplierMultiplier to the random recoil value calculated when firing the secondary weapon.false0.0Secondary_Fine_Aim_Recoil_MultiplierFloatSecondary Fine Aim Recoil MultiplierMultiplier to the random recoil value calculated when firing the secondary weapon in fine aim or scoped.false0.0FOV_RateFloatRate at which the FOV decreases in progressive zoom mode. This value is ignored for non-progressive zoom mode.false140.01Zoom_StepsIntZoom StepsNumber of taps it takes to reach the minimum FOV. This value is only applicable to non-progressive zoom mode.false3110Maximum_FOVFloatMaximum FOVfalse0.0Minimum_FOVFloatMinimum FOVMinimum FOV that is zoomed to.false15.0560Zoom_TypeSelectionZoom TypeType of zoom mode. Progressive is a smooth transition, while non-progressive moves in increments every time the player taps the zoom button.falseprogressivenon-progressiveBurst_Fire_InfoElementBurst Fire InfoIf this is a burst trigger weapon, these are the parameters that determine how that works.falseShotsInt41Burst_Delay_msIntBurst 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.3000Charge_Release_InfoElementCharge Release InfofalseCharge_Time_secFloatCharge Time (sec)The amount of time in seconds it takes to fully charge the0.0Min_Charge_PercentFloatMin Charge PercentMinimum amount of charge required to fire. Defaults to 1.false0.001Charge_BaseFloatCharge BaseThe 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.0.0Auto_ReleaseSelectionAuto ReleaseShould the weapon automatically release when fully charged?FalseTrueFalseCharging_Camera_ShakeReferenceCharging Camera Shakefalsecamera_shake.xtblCamera_Shake.NameFalseCharged_Camera_ShakeReferenceCharged Camera Shakefalsecamera_shake.xtblCamera_Shake.NameFalseCharge_FlagsFlagsCharge FlagsShow HUD on chargeMin_RangeFloatMin RangeThe weapon will use a range betwenn this and the weapon's max_range fieldfalse0.0Pre_Charge_DelayFloatPre Charge Delay (sec)0.0Charge_Cooldown_TimeFloatCharge Cooldown TimeAfter discharging this weapon, the weapon will take this long to cooldown from a full charge.false1.0NPC_Desired_Burst_SizeIntNPC Desired Burst SizeAUTOMATIC WEAPONS ONLY! When an NPC fires, this is the desired burst size set.false3Ragdoll_Force_ShootFloatRagdoll Force (Shoot)How much force to apply to a ragdoll when SHOT by this weapon. 0 is none.0.0Ragdoll_InfoElementRagdoll InfofalseChanceFloat1.001Death_Velocity_HorizontalFloatDeath Velocity Horizontal0.0Death_Velocity_VerticalFloatDeath Velocity Vertical0.0Death_Point_VelocityFloatDeath Point Velocity0.0Death_Angular_Velocity_VerticalFloatDeath Angular Velocity Vertical0.0Death_Angular_Velocity_HorizontalFloatDeath Angular Velocity Horizontal0.0Death_Range_MinFloatDeath Range MinThe smaller of the "range" parameters. A distance of this (or closer) will result in maximum ragdoll velocities.0.0Death_Range_MaxFloatDeath Range MaxThe larger of the "range" parameters. A distance of this (or further) will result in minimum ragdoll velocities.0.0Override_Bullet_Impact_EffectReferenceOverride Bullet Impact EffectPlay this effect instead of normal "bullet sparks."falseeffects.xtblEffect.NameFalseAlt_Override_Bullet_Impact_EffectReferenceAlt Override Bullet Impact EffectPlay this effect instead of "bullet sparks" for the alternate weapon.falseeffects.xtblEffect.NameFalseOverride_Bullet_Impact_Effect_NPCReferenceOverride Bullet Impact Effect NPCPlay this effect instead of normal "bullet sparks." (NPC version)falseeffects.xtblEffect.NameFalseAlt_Override_Bullet_Impact_Effect_NPCReferenceAlt Override Bullet Impact Effect NPCPlay this effect instead of "bullet sparks" for the alternate weapon. (NPC version)falseeffects.xtblEffect.NameFalsePenetrating_End_Point_ExplosionReferencePenetrating End Point ExplosionPlay this explosion at the last point of a penetrating bullet hit.falseexplosions.xtblExplosion.NameFalseAlt_Penetrating_End_Point_ExplosionReferenceAlt Penetrating End Point ExplosionPlay this explosion at the last point of a penetrating bullet hit for the alt weapon.falseexplosions.xtblExplosion.NameFalseOverheat_InfoElementOverheat InfofalsePercent_Increase_Per_ShotFloatPercent Increase Per ShotWhen the weapon is shot, this is the amount by which the heat percent value (0-1) is increased.0.001Percent_Decrease_Per_SecondFloatPercent Decrease Per SecondThis is the rate at which the heat percent cools.0.00Percent_Decrease_Per_ReloadFloatPercent Decrease Per ReloadThe player can press X to help cool the weapon. This is the amount applied for each button press.0.001Percent_Decrease_Per_Second_OverheatedFloatPercent Decrease Per Second OverheatedThis is the rate at which the heat percent cools when overheated.0.00Percent_Decrease_Per_Reload_OverheatedFloatPercent Decrease Per Reload OverheatedWhen overheated, the player can press X to help cool the weapon. This is the amount applied for each button press.0.001Overheat_FlagsFlagsOverheat Flagsapplies to primaryapplies to alt fireplay reload animEffect_SituationsGridEffect SituationsEffect_SituationElementEffect SituationSituationSelectionmuzzle flashalt muzzle flashbullet impact overridealt bullet impact overridecharge release charging muzzlecharge release charging ribboncharge release charging targettraceralt traceroverheatplayer flashlightnpc flashlightlaser cutter ribbonlaser guide targetlaser guide ribbonlaser cutter target nearprojectileprojectile createprojectile igniteprojectile post ignitionlaser cutter target farsonic hit effectsonic scan chargingsonic scan chargedgenki fireEffectReferenceeffects.xtblEffect.NameFalse168Max_Melee_ImpactsIntfalse1Grenade_TypeSelectionGrenade TypefalsestandardstunmolotovflashbangTracer_InfoElementTracer InfofalseTracerReferenceweapon_tracers.xtblWeapon_Tracers.NameFalseTracer_NPCReferenceTracer NPCweapon_tracers.xtblWeapon_Tracers.NameFalseAlt_TracerReferenceAlt Tracerweapon_tracers.xtblWeapon_Tracers.NameFalseAlt_Tracer_NPCReferenceAlt Tracer NPCweapon_tracers.xtblWeapon_Tracers.NameFalseTracer_FrequencyIntTracer FrequencyNumber of shots before a tracer is emitted (only for "burst" fire weapons).false0Offhand_Weapon_MeshReferenceOffhand Weapon Meshfalseweapons.xtblWeapon.NameFalseDiversion_Kill_MultiplierFloatDiversion Kill Multiplier1.0Is_DLCSelectionIs DLCIndicates that this content will be owned by a DLC bundle, and should only be available if included in a licensed bundle.falseTrueTrueFalseBlood_Decal_ScaleFloatBlood Decal Scale1.0Blood_Decal_DelayStringBlood Decal Delayfalse333TrueEntriesoffhand_grenadesold_sr2meleeMiscRangedtemp_pickupsVehicleweapon_radialexplosivemeleepistolrifleshotgunsmgspecialWieldable Props