DLC3_BeeGun launcher charge release 1 15 0 0 <_Editor> Entries:temp_pickups 0 Luchador 30 Shotgun one shot shatter on trigger do not hide when sprinting use underslung fine aim not allowed with human shield bullets can hit multiple humans no bullet decal show reserve in hud WPNCAT_SPECIAL 950 0 0 DLC3_BeeGun_Projectile special 1 DLC3_BeeGun_Projectile 15 800 1.0 .65 .5 0.2 .9 5 500 5 0.0 VFX_BeeGunProjectile use bullet collision quality orient projectile to velocity dont detonate from explosion detonate on human collision show hud indicator 8 VFX_BeeSwarm always on dlc3_bee_gun_exp single RPG AK 6 weapon_fire_rpg weapon_fire_rpg 0.6 0.6 0.40 VFX_BeeGunMuzzle muzzle flash VFX_BeeGunMuzzle 0.0 1.0 1.0 1.0 dlc3_bee_gun_exp 89 dlc3 True 2.0 0.0 0.0 0.0 0.0 0.0 10.0 0 0 0.45 0.0 True Show HUD on charge 0.0 1.0 1.5 0 0 DLC_fireball thrown single 1 100 0 0 dlc3_fireball grenade_electric 5 1 0.0 0.0 0.0 0.0 VFX_DeckerSwordTrail -1 has light attached rocket flight attach effect after ignition use bullet collision quality orient projectile to velocity dont detonate from explosion 108 <_Editor> Entries:offhand_grenades Thrown 15 WPNCAT_THROWN 1 1 1.0 1.0 Underwater Large 0 0 0 Airstrike grenade 1 single Default explosions damage tanks unlimited ammo 10 0.0 0.0 standard 1.0 1.0 1.0 1.5 89 dlc3 True DLC_super_fists knuckles single 0 2 0 0 <_Editor> Entries:weapon_radial:melee KB_Gloves 2 melee can dislodge movers not allowed with human shield use box shape for melee casts do not hide when sprinting allow offhand grenade gibs victims attach to forearm bullets damage tanks explosions damage tanks 0.2 WPNCAT_MELEE 0 0 0 melee 1 150 2000 150 single Default 5.0 0.0 0.0 1.0 2hm 1.0 1.0 1.5 bullet_hit 0.5 89 dlc3 True
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 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 use underslung fine aim zoom allows fine aim show reserve in hud drops with full reserve player instant reload melee always dislodge no bullet decal manned turret 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 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 Animation_Group Reference Animation Group Which group of animation to use from the animation set of the character anim_groups.xtbl Anim_Group.Name False Fine_Aim_Animation_Group Reference Fine Aim Animation Group false anim_groups.xtbl Anim_Group.Name False Reload_Animation_Group Reference Reload Animation Group false anim_groups.xtbl Anim_Group.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 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 Constant_Effects List Constant Effects List of effects to play for this weapon whenever the weapon is equipped. These should be looping effects. Constant_Effect Element Constant Effect Effect Reference Which effect to continuously play effects.xtbl Effect.Name False Weapon_Prop_Point String Weapon Prop Point false Condition Selection always on always on during melee swing fine aim weapon raised 4 8 Audio Element Audio attributes for this weapon. Weapon_Model Reference Audio Weapon Model Weapon Model switch defined in Wwise. audio_syncs.xtbl NewEntity.Switches.WEAPON_MODEL.Values.Entry.Name False Soundbank_Name Reference Soundbank false audio_banks.xtbl NewEntity.Name False looping Selection Looping Sound This weapon uses a looping sound - if this field is true, issue the stop event to kill the sound. False True False alt_looping Selection Alt Looping Sound False True False Sound_Radius Float AI Sound Radius Radius of attack sound (in meters). false 0.0 Stop_Override_Event Reference false audio_events.xtbl NewEntity.Name False Alt_Fire_Stop_Override_Event Reference false audio_events.xtbl NewEntity.Name False Brass Reference Type of brass to use for this weapon. false shells.xtbl Shell.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 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 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 Fire_Damage_Per_Second Float Fire Damage Per Second Amount of fire damage a human will take per second from an explosion caused by this weapon. 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 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 Object_Bullet_Hit_Impulse_Magnitude Float Object Bullet 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 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 AI_Can_Guide Int AI Can Guide Time Time (in milliseconds) that the AI can guide a rocket. false 2000 0 65000 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 Middle_Component Element Middle Component Flags Flags Don't reset angle when unmanned 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 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 Middle_Component Element Middle Component Flags Flags Don't reset angle when unmanned 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 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 Override_Bullet_Impact_Effect Reference Override Bullet Impact Effect Play this effect instead of normal "bullet sparks." false effects.xtbl Effect.Name False Alt_Override_Bullet_Impact_Effect Reference Alt Override Bullet Impact Effect Play this effect instead of "bullet sparks" for the alternate weapon. false effects.xtbl Effect.Name False Override_Bullet_Impact_Effect_NPC Reference Override Bullet Impact Effect NPC Play this effect instead of normal "bullet sparks." (NPC version) false effects.xtbl Effect.Name False Alt_Override_Bullet_Impact_Effect_NPC Reference Alt Override Bullet Impact Effect NPC Play this effect instead of "bullet sparks" for the alternate weapon. (NPC version) false effects.xtbl Effect.Name False Penetrating_End_Point_Explosion Reference Penetrating End Point Explosion Play this explosion at the last point of a penetrating bullet hit. false explosions.xtbl Explosion.Name False Alt_Penetrating_End_Point_Explosion Reference Alt Penetrating End Point Explosion Play this explosion at the last point of a penetrating 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 Percent Decrease Per Reload The player can press X to help cool the weapon. This is the amount applied for each button press. 0.0 0 1 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 Percent Decrease Per Reload 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 Effect_Situations Grid Effect Situations Effect_Situation Element Effect Situation Situation Selection muzzle flash alt muzzle flash bullet impact override alt bullet impact override charge release charging muzzle charge release charging ribbon charge release charging target tracer alt tracer overheat player flashlight npc flashlight laser cutter ribbon laser guide target laser guide ribbon laser cutter target near projectile projectile create projectile ignite projectile post ignition laser cutter target far sonic hit effect sonic scan charging sonic scan charged genki fire Effect Reference effects.xtbl Effect.Name False 16 8 Max_Melee_Impacts Int false 1 Grenade_Type Selection Grenade Type false standard stun molotov flashbang Tracer_Info Element Tracer Info false Tracer Reference weapon_tracers.xtbl Weapon_Tracers.Name False Tracer_NPC Reference Tracer NPC weapon_tracers.xtbl Weapon_Tracers.Name False Alt_Tracer Reference Alt Tracer weapon_tracers.xtbl Weapon_Tracers.Name False Alt_Tracer_NPC Reference Alt Tracer NPC weapon_tracers.xtbl Weapon_Tracers.Name False Tracer_Frequency Int Tracer Frequency Number of shots before a tracer is emitted (only for "burst" fire weapons). false 0 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 True Entries offhand_grenades old_sr2 melee Misc Ranged temp_pickups Vehicle weapon_radial explosive melee pistol rifle shotgun smg special Wieldable Props