baseball_batLvl2<_Editor>Radial:Melee:baseball_batOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE500500500OM_REPLACE5000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_MELEE_BAT_2Explosive-GrenadeLauncherLvl2apply force to live ragdollsexplosions damage tanksinstant ragdollmanually detonatesone shot shatterunlockableattachesdo not hide when sprinting<_Editor>Radial:Explosive:Explosive-GrenadeLauncherOM_REPLACE8OM_REPLACELuchadore_GL_Projectile506000-8Grenade_Bounce10.60.600.8stickyuse bullet collision quality0.0VFX_GrenadeTrailOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACEOM_REPLACEGrenade_3OM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_2Explosive-GrenadeLauncherLvl3apply force to live ragdollsexplosions damage tanksinstant ragdollmanually detonatesone shot shatterunlockableattachesdo not hide when sprinting<_Editor>Radial:Explosive:Explosive-GrenadeLauncherOM_REPLACE10OM_REPLACELuchadore_GL_Projectile506000-8Grenade_Bounce10.60.600.8stickyuse bullet collision quality0.0VFX_GrenadeTrailOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE80000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_3Explosive-GrenadeLauncherLvl4apply force to live ragdollsexplosions damage tanksinstant ragdollmanually detonatesone shot shatterunlockableattachesdo not hide when sprinting<_Editor>Radial:Explosive:Explosive-GrenadeLauncherOM_REPLACE12OM_REPLACELuchadore_GL_Projectile50-8Grenade_Bounce10.60.600.8stickyuse bullet collision quality0.0VFX_GrenadeTrailOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE160000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_4Explosive-RocketLauncherLvl2<_Editor>Radial:Explosive:Explosive-RocketLauncherOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE2200OM_REPLACEOM_REPLACERPG_Upgrade1OM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_2Explosive-RocketLauncherLvl3<_Editor>Radial:Explosive:Explosive-RocketLauncherOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE50000OM_REPLACEOM_REPLACERPG_Upgrade2OM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_3Explosive-RocketLauncherLvl4gibs victims<_Editor>Radial:Explosive:Explosive-RocketLauncherOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE70000rpg_projectile5050Wep_RPG_Trail010has light attachedrocket flightattach effect after ignitionuse bullet collision qualitygibs victimsdont detonate from explosionguided on fine aim0.005050OM_REPLACE10001.251.01.00.17.550.00.0OM_REPLACEOM_REPLACEvfx_screen_rpgvfx5weapon 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Explosion_2OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000<_Editor>Radial:Grenades:MolotovCUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_2MolotovLvl2molotov400-810.60.5016000.0Wep_Moltov_TrailVFX1OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000<_Editor>Radial:Grenades:MolotovCUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_3MolotovLvl3Molotov Explosion_3OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000<_Editor>Radial:Grenades:MolotovCUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_4Pistol-GangLvl2<_Editor>Radial:Pistol:Pistol-Gang125OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE100OM_REPLACEOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_GANG_2Pistol-GangLvl3<_Editor>Radial:Pistol:Pistol-Gang6OM_ADDITIVEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_GANG_3Pistol-GangLvl4<_Editor>Radial:Pistol:Pistol-GangPistolGang_Muzzle_UpgradeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEAmmo - Explosive40000OM_REPLACEOM_REPLACEPistol-Gang-UpgradedPistol-GangPistol-Gang-UpgradedPistol-Gang1CUST_WPN_UPGRADE_DESC_PISTOL_GANG_4OM_REPLACEPistol-PoliceLvl2<_Editor>Radial:Pistol:Pistol-Police9OM_ADDITIVEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE200OM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_POLICE_2Pistol-PoliceLvl3<_Editor>Radial:Pistol:Pistol-Police24060OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_POLICE_3weapon_fire_pistol0.6weapon_fire_pistol0.6bullet_hit0.50.050.05OM_REPLACEPistol-PoliceLvl4allow offhand grenadebullets damage tanksdo not hide when sprintingdual wieldablearmor piercing override<_Editor>Radial:Pistol:Pistol-PoliceOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACEVFX_LaserSightvfx5weapon 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victims<_Editor>Radial:Explosive:SatchelOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE80000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_4SatchelLvl4gibs victims<_Editor>Radial:Explosive:Satchelrm_present3530.850.5013000stickysatchel chargeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE80000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_4Shotgun-GangLvl2<_Editor>Radial:Shotgun:Shotgun-Gang8OM_REPLACE16110110OM_REPLACE900OM_REPLACE4040OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_220000OM_REPLACEOM_REPLACEShotgun-GangLvl3<_Editor>Radial:Shotgun:Shotgun-Gang12OM_REPLACE24800OM_REPLACE150150OM_REPLACE4545OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_340000OM_REPLACEOM_REPLACEShotgun-GangLvl4allow offhand grenadebrass during reload onlydo not hide when sprintinguse underslung fine aimincendiary shots<_Editor>Radial:Shotgun:Shotgun-Gang12OM_REPLACE24150150OM_REPLACE700OM_REPLACE5050OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_480000OM_REPLACEOM_REPLACEOM_REPLACEShotgun-PoliceLvl2<_Editor>Radial:Shotgun:Shotgun-Police10OM_REPLACE100100OM_REPLACE650OM_REPLACE3535OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACERifleOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_28.0OM_REPLACEShotgun-PoliceLvl3<_Editor>Radial:Shotgun:Shotgun-Police12OM_REPLACE110110OM_REPLACE500OM_REPLACE4040OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACERifleOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_37.0OM_REPLACEShotgun-PoliceLvl4allow offhand grenadedo not hide when sprinting<_Editor>Radial:Shotgun:Shotgun-Police20OM_REPLACE200OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE80000OM_REPLACERifleOM_REPLACERifleOM_REPLACEweapon_fire_ar0.8weapon_fire_ar0.8bullet_hit0.30.40.2OM_REPLACEVFX_LaserSightvfx5weapon raisedOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_46.0OM_REPLACEShotgun-STAGLvl2<_Editor>Radial:Shotgun:Shotgun-STAG850OM_REPLACE110110OM_REPLACE4040OM_REPLACE.23.15.04.2.04applies to primaryOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_26.0OM_REPLACEShotgun-STAGLvl3<_Editor>Radial:Shotgun:Shotgun-STAG700OM_REPLACE130130OM_REPLACE4545OM_REPLACE.21.15.04.2.04applies to primaryOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE80000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_3Shotgun-STAGLvl4<_Editor>Radial:Shotgun:Shotgun-STAG550OM_REPLACE150150OM_REPLACE5050OM_REPLACE.19.15.04.2.04applies to primaryOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE160000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_4SMG-GangLvl2<_Editor>Radial:SMG:SMG-Gang60OM_REPLACE900.0OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE15000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_GANG_24.01.00.81.00.44800OM_REPLACESMG-GangLvl3<_Editor>Radial:SMG:SMG-Gang1000.0OM_REPLACEOM_REPLACE60OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_GANG_3SMG-GangLvl4<_Editor>Radial:SMG:SMG-Gang4100.0OM_REPLACEPistolGang_Muzzle_UpgradeOM_REPLACEOM_REPLACE60OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEAmmo - Incendiary40000OM_REPLACEOM_REPLACEPistol-Gang-UpgradedPistol-GangPistol-Gang-UpgradedPistol-Gang1vfx_lasersightvfx1weapon raisedOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_GANG_43.00.80.81.00.481200OM_REPLACESMG-StormLvl2<_Editor>Radial:SMG:SMG-Storm20OM_ADDITIVEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE15000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_STORM_2SMG-StormLvl3<_Editor>Radial:SMG:SMG-Storm60OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE30000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_STORM_3SMG-StormLvl4allow offhand grenadedo not hide when sprintingdual wieldablearmor piercing overridebullets damage tanks<_Editor>Radial:SMG:SMG-Storm60OM_REPLACESMG_MuzzleFlash_UpgradeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE60000OM_REPLACEOM_REPLACEOM_REPLACESMG_UpgradedTracerSMG_UpgradedTracerSMG_UpgradedTracerSMG_UpgradedTracer1100100CUST_WPN_UPGRADE_DESC_SMG_STORM_4Special-AirstrikeLvl2<_Editor>Radial:Special:Special-AirstrikeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE200000OM_REPLACEOM_REPLACE10.0TrueShow HUD on chargeOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_3Special-AirstrikeLvl3<_Editor>Radial:Special:Special-AirstrikeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE400000OM_REPLACEOM_REPLACE0.50.0TrueShow HUD on chargeOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_4Special-DroneLvl2OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE60000OM_REPLACE<_Editor>Radial:Special:Special-DroneOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_2Special-DroneLvl3OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE240000OM_REPLACE<_Editor>Radial:Special:Special-DroneOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_3Special-RCVehicleGunLvl2<_Editor>Radial:Special:Special-RCVehicleGunOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE60000OM_REPLACEOM_REPLACERCGun_Projectile30stickyvehicle rcteleport to targetrc self destruct0.0030.850.5VEH_AirCraft_Green0.00.0OM_REPLACEvfx_screen_rcgunvfx5weapon 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destruct0.0030.850.5VEH_AirCraft_Blue0.00.0OM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_4Special-SniperRifleLvl2<_Editor>Radial:Special:Special-SniperRifleOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE100000OM_REPLACEOM_REPLACE12OM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_2Special-SniperRifleLvl3<_Editor>Radial:Special:Special-SniperRifleOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE200000OM_REPLACEOM_REPLACE24OM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_3weapon_fire_sniper20weapon_fire_sniper20bullet_hit104205non-progressiveOM_REPLACESpecial-SniperRifleLvl4<_Editor>Radial:Special:Special-SniperRifleOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE230000OM_REPLACE15OM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_41850450OM_REPLACEweapon_fire_sniper31weapon_fire_sniper30bullet_hit1025200.10non-progressiveOM_REPLACERocketHammerLvl2melee can dislodge moverscauses convulsionsnot allowed with human shieldunlimited ammoalways wear on backdo not hide when sprintinguse box shape for melee castsapply force to live ragdollsallow offhand grenadeleft handinstant ragdollUnlockablemelee always dislodge<_Editor>Radial:Special:RocketHammerOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000040OM_REPLACEOM_REPLACEbrute_minigunLvl2<_Editor>Radial:Special:brute_minigun35555OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE50000Helicopter-MinigunHelicopter-MinigunNpcDefaultDefault11.9000.520500OM_REPLACE250OM_REPLACEOM_REPLACEbrute_minigunLvl3<_Editor>Radial:Special:brute_minigun45565OM_REPLACEOM_REPLACEBulletHit_StagRifleOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE400000MiniGun-STAGMiniGun-STAGMiniGun-STAGMiniGun-STAG11.9000.5501000OM_REPLACE350OM_REPLACEOM_REPLACEOM_REPLACETempPickup-LuchadoreGrenadeLauncherLvl2<_Editor>Radial:Explosive:TempPickup-LuchadoreGrenadeLauncherOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE9000026OM_REPLACETempPickup-LuchadoreGrenadeLauncherLvl3<_Editor>Radial:Explosive:TempPickup-LuchadoreGrenadeLauncherOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE16000036OM_REPLACEbrute_flamethrowerLvl2<_Editor>Radial:Special:brute_flamethrower450210035OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE200000270OM_REPLACEOM_REPLACE20.0OM_REPLACE35OM_REPLACEdecker_swordLvl2melee can dislodge moversmelee always dislodgeother hand ik during attack onlynot allowed with human shielduse box shape for melee castsdo not hide when sprintingmelee continue on world collidebullets damage tanksallow offhand grenadeleft hand<_Editor>Radial:Melee:decker_swordOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE650350350OM_REPLACE40000OM_REPLACEOM_REPLACEOM_REPLACEVFX_DeckerSwordTrailvfx1during melee swingOM_REPLACEdecker_swordLvl3melee can dislodge moversmelee always dislodgeother hand ik during attack onlynot allowed with human shielduse box shape for melee castsdo not hide when sprintingmelee continue on world collidebullets damage tanksallow offhand grenadeleft hand<_Editor>Radial:Melee:decker_swordOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE550350350OM_REPLACE300000OM_REPLACEOM_REPLACEOM_REPLACEFire_Stickyvfx1during melee swingVFX_BruteFlame_BackPackvfx5always onOM_REPLACESpecial-SonicGunLvl2<_Editor>Radial:Special:Special-SonicGun80OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE0.70.25FalsechargingchargedShow HUD on charge0.00.2520.050.8OM_REPLACE100000Stun_GunLvl2unlimited ammoallow offhand grenadedual wieldabledo not hide when sprintinginfinite magazine capacityno bullet decal<_Editor>Radial:Melee:Stun_Gun50OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACELuchadoreGren_Lnchr_NPC20000OM_REPLACECUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_4
Weapon_UpgradeTableDescriptionWeapon UpgradeNameStringUnique name for this weapon.knife Display_Name_OverrideReferenceDisplay Name Overridefalselocalized_exports\HUD_text.xtblHUD_Identifier.NameFalse Description_OverrideReferenceDescription Overridefalselocalized_exports\HUD_text.xtblHUD_Identifier.NameFalse Bitmap_OverrideReferenceBitmap Overridefalsebitmap_sheets\ui_bms_00.xtblBitmapSheets.Images.Properties.NameFalse Object_Item_OverrideReferenceObject Item Overridefalseitems_3d.xtblItem.NameFalse AmmoReferencefalseammo.xtblAmmo.NameFalse Ammo_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Alt_AmmoReferenceAlt Ammofalseammo.xtblAmmo.NameFalse Alt_Ammo_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE FlagsFlagsIf you choose to override any of the flags, remember that they are all overridden. If there is any behavior from the base weapon you wish to keep, the relevant flags need to be set if the flags are overridden.allow offhand grenadealt unlimited ammoalways play melee vfxalways wear on backapply force to live ragdollsattachesbrass during reload onlybullets damage tankscan zoomcauses convulsionsconstant vfx on combat ready onlyconstant vfx only at nightcutscene onlydisallow forward throw in vehicledisallowed in demosdo not hide when sprintingdual wieldableexplosions damage tankshas alt fireheavy weapon move speedinfinite magazine capacityinstant ragdollleft handother hand ik during attack onlylethal meleelooping muzzle flashmanually detonatesmelee can dislodge moversmelee continue on world collideno combat readyno vehicle combat readynot allowed in vehiclenot allowed with human shieldon selectionon triggerone shot shatterrevives humanssecondary trigger fires grenadesunlimited ammounlockableuse block flinch animsuse modified bullet directionsecondary weaponuse box shape for melee castsdisallow jumpingdisallow crouchinguse underslung fine aimdisallow reloadincendiary shotsarmor piercing overridezoom allows fine aim Flags_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACE Animation_GroupReferenceAnimation GroupWhich group of animation to use from the animation set of the characterfalseanim_groups.xtblAnim_Group.NameFalse Animation_Group_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACE Fine_Aim_Animation_GroupReferenceFine Aim Animation Groupfalseanim_groups.xtblAnim_Group.NameFalse Fine_Aim_Animation_Group_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Reload_Animation_GroupReferenceReload Animation Groupfalseanim_groups.xtblAnim_Group.NameFalse Reload_Animation_Group_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Strafe_AnglesReferenceStrafe Anglesfalsestrafe_angles.xtblStrafe_Angles.NameFalse Strafe_Angles_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACE Clip_MeshFilenameClip MeshStatic mesh to use for the weapon's clip.falsesmeshxdataFalse Clip_Mesh_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Reload_Clip_MeshFilenameReload Clip MeshStatic mesh to use for the weapon's clip when the weapon is being reloaded.falsesmeshxdataFalse Reload_Clip_Mesh_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Left_Hand_MeshFilenameLeft Hand MeshObject appearing in left handfalsesmeshxdataFalse Left_Hand_Mesh_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Muzzle_EffectReferenceMuzzle EffectThe muzzle effect for this weapon.falseeffects.xtblEffect.NameFalse Muzzle_Effect_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Alt_Muzzle_EffectReferenceAlt Muzzle EffectThe muzzle effect for alternate fire for this weapon.falseeffects.xtblEffect.NameFalse Alt_Muzzle_Effect_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Melee_EffectReferenceMelee EffectEffect played when weapon makes melee contact.falseeffects.xtblEffect.NameFalse Melee_Effect_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Constant_EffectsListConstant EffectsList of effects to play for this weapon whenever the weapon is equipped. These should be looping effects.falseConstant_EffectElementConstant EffectEffectReferenceWhich effect to continuously playeffects.xtblEffect.NameFalseWeapon_Prop_PointStringWeapon Prop PointfalseConditionSelectionalways onalways onduring melee swingfine aimweapon raised48 Constant_Effects_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVE AudioElementAudio attributes for this weapon.falseFire_SoundReferenceFire/Attack SoundPlayed when weapon is fired. (firearms) or when weapon is used in a non-pron melee attack.falseaudio_events.xtblNewEntity.NameFalseNPC_Fire_SoundReferenceNPC Fire/Attack SoundPlayed when weapon is fired. (firearms) or when weapon is used (Melee).falseaudio_events.xtblNewEntity.NameFalseSecondary_Fire_SoundReferenceSecondary Attack SoundPlayed when tossing a throw weapon or secondary firearm attack.falseaudio_events.xtblNewEntity.NameFalseFire_Release_SoundReferenceFire Release SoundPlayed when weapon stops firing.falseaudio_events.xtblNewEntity.NameFalseNPC_Fire_Release_SoundReferenceNPC Fire Release SoundSound to be played when an NPC releases the trigger.falseaudio_events.xtblNewEntity.NameFalseReload_SoundReferenceReload SoundPlayed when weapon is reloaded.falseaudio_events.xtblNewEntity.NameFalseNo_Ammo_SoundReferenceNo Ammo SoundPlayed when attempting to reload weapon with no ammo in reserves.falseaudio_events.xtblNewEntity.NameFalseMeleeSoundElementMeleeMelee sounds for this weapon.falseProneAttackSoundReferenceProne Attack SoundPlayed when a melee weapon is used on a prone human.falseaudio_events.xtblNewEntity.NameFalseImpactFoleyFleshReferenceImpact Foley - HumanFoley to play when this attack connects with a human.falseaudio_events.xtblNewEntity.NameFalseHit_Wall_SoundReferenceImapct Foley - WallPlayed when the weapon hits a wall.falseaudio_events.xtblNewEntity.NameFalseImpactFoleyWorldReferenceImpact Foley - WorldFoley to play when this attack connects with the world.falseaudio_events.xtblNewEntity.NameFalseEmittingSoundElementEmitting SoundUsed for things like the minigun whine, flamethrower, pepper spray, etc. This is separate from the Fire/Attack sounds and can be used together.falseStart_Spinning_SoundReferenceEmitting Start SoundThe start sound for the emitting loop.falseaudio_events.xtblNewEntity.NameFalseOnTriggerElementOn TriggerSounds are played together when the trigger is pulled.falseWarmup_DelayIntWarmup DelayTime (in milliseconds) for the weapon to spin-up, warm-up, or otherwise transition from non-firing to firing.00Cooldown_DelayIntCooldown Delay00OnSelectionElementOn SelectionSounds are played together when the weapon is selected and when the trigger is pulled.falseWarmup_DelayIntFire/Attack Fade In Time (ms)How quickly to fade this loop int to blend correctly with the attack sound.00Cooldown_DelayIntFire/Attack Fade Out Time (ms)How quickly to fade this loop out to blend correctly with the release sound.00 Audio_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACE BrassReferenceType of brass to use for this weapon.falseshells.xtblShell.NameFalse Brass_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Trigger_TypeSelectionTrigger TypeSee the trigger type enumeration for specifics... "single" (button press required for each shot) "burst" (hold button down for multiple shots) "rapid" (which is the same as burst but the audio is treated as a 'single' shot) "continuous" (which is the same as rapid but the audio is treated as a looping).falsesinglesingleburstrapidcontinuouscharge release Trigger_Type_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACE Alt_Trigger_TypeSelectionAlt Trigger TypeSee trigger type for explanation.falsesinglesingleburstrapidcontinuous Alt_Trigger_Type_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACE Magazine_SizeIntMagazine SizeNumber of rounds in a single magazine (ignored for "thrown" and "melee" weapons).false0 Magazine_Size_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE Ammo_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.false1 Ammo_per_Shot_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE Range_MaxFloatMax. RangeMaximum range of weapon (in meters, ignored for "thrown" weapons)false0.0 Range_Max_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE AI_Range_MaxFloatAI Max. RangeMax range of a weapon from an AI point of view. The AI will only use weapon if target is within this range.false0.0 AI_Range_Max_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE Sound_RadiusFloatAI Sound RadiusRadius of attack sound (in meters).false0.0 Sound_Radius_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE NPC_Aim_DriftReferenceNPC Aim Drift Profilefalseaim_drift.xtblProfile.NameFalse NPC_Aim_Drift_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Time_ManagementElementTime ManagementfalseRefire_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 onlyfalseminIntMin0maxIntMax0Pre_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 timefalse0.0 Time_Management_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACE Alt_Time_ManagementElementAlt Time ManagementfalseRefire_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 onlyfalseminIntMin0maxIntMax0Pre_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 timefalse0.0 Alt_Time_Management_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Damage_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).falseNPC_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.0.0 Damage_Max_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACE Damage_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.0.0 Damage_Min_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Melee_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.NameFalse Melee_Attack_Info_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Melee_Damage_OverridesElementOverride Melee Damage Dealt ByOverrides melee.xtbl damage entriesfalseNPCFloat0.0PlayerFloat0.0OnlineFloat0.0 Melee_Damage_Overrides_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE ExplosionReferenceThe explosion associated with this weapon.falseexplosions.xtblExplosion.NameFalse Explosion_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Underwater_ExplosionReferenceThe underwater explosion associated with this weapon.falseexplosions.xtblExplosion.NameFalse Underwater_Explosion_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Fire_Damage_Per_SecondFloatFire Damage Per SecondAmount of fire damage a human will take per second from an explosion caused by this weapon.false0.0 Fire_Damage_Per_Second_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE Damage_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.false0.0 Damage_Max_Dist_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE Damage_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.false0.0 Damage_Min_Dist_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE Flat_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.0.0 Flat_Spread_Metrics_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Fire_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).false0.0 Fire_Cone_Angle_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE Fire_Cone_LengthFloatFire Cone Lengthfalse0.0 Fire_Cone_Length_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE Fire_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.0.0 Fire_Cone_Metrics_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Fire_Cone_Impact_EffectReferenceFire Cone Impact Effectfalseeffects.xtblEffect.NameFalse Fire_Cone_Impact_Effect_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Shots_Per_RoundIntShots Per RoundNumber of shots emitted per round (defaults to one).false1 Shots_Per_Round_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE PlayerWeaponSpreadElementPlayer 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-aimfalse1.0 PlayerWeaponSpread_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE PlayerAltWeaponSpreadElementPlayer 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-aimfalse1.0 PlayerAltWeaponSpread_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE NPCWeaponSpreadElementNPC 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 vehiclefalse1.0 NPCWeaponSpread_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Ragdoll_Force_ShootFloatRagdoll Force (Shoot)How much force to apply to a ragdoll when SHOT by this weapon. 0 is none.false0.0 Ragdoll_Force_Shoot_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE Ragdoll_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.0.0 Ragdoll_Iinfo_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Object_Bullet_Hit_Impulse_MagnitudeFloatObject Bullet Hit ImpulseAmount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).false100 Object_Bullet_Hit_Impulse_Magnitude_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE Projectile_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).0.0Speed_NPCFloatSpeed (Thrown) - NPCfalse0.0Post_Ignition_SpeedFloatPost Ignition Speedfalse0.0Post_Ignition_Speed_NPCFloatPost Ignition Speed - NPCfalse0.0Fuse_TimeIntFuse TimeTime (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact).false0Attached_EffectReferenceAttached EffectEffect that is attached to projectile.falseeffects.xtblEffect.NameFalseAttached_Effect_Prop_PointStringAttached Effect Prop PointfalseGravityFloatAcceleration due to gravity on the projectile (defaults to -9.8 m/s^2).false-9.8SoundReferenceEmitting 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.falseXFloat0.0YFloat0.0ZFloat0.0Vertival_Angle_OffsetFloatVertival Angle Offsetfalse0.0Projectile_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 allowedBlow_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.false2000065000 Projectile_Info_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE melee_damage_to_anchored_scalerFloatScaler melee damage anchoredScaler applied to damage from this weapon when hitting anchored movers with melee attackfalse0.2 melee_damage_to_anchored_scaler_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE vehicle_damage_scaleFloatVehicle damage scale factorScale amount applied to damage if target is vehicle.false1.0 vehicle_damage_scale_OMSelection-> Override MethodfalseOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE melee_material_effectsListMelee Impact Material Effectsfalsematerial_effectElementMaterial EffectmaterialReferenceMaterialconcretebitmap_materials.xtblBitmap_Material.NameFalseeffectReferenceEffecteffects.xtblEffect.NameFalse8material_effect.material melee_material_effects_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Target_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 only Target_Lockon_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVALOM_REPLACE Camera_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 Shakefalsecamera_shake.xtblCamera_Shake.NameFalsePrimary_Fire_Fine_Aim_Camera_Shake_IntensityFloatPrimary Fire Fine Aim Camera Shake Intensityfalse1.0Secondary_Fire_Camera_ShakeReferenceSecondary Fire Camera Shakefalsecamera_shake.xtblCamera_Shake.NameFalseSecondary_Fire_Camera_Shake_IntensityFloatSecondary Fire Camera Shake Intensityfalse1.0Secondary_Fire_Fine_Aim_Camera_ShakeReferenceSecondary Fire Fine Aim Camera Shakefalsecamera_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 Intensityfalse0.0Primary_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_msFloatPrimary 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.false0.0Primary_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-progressive Camera_Info_OMSelection-> Override MethodfalseOM_REPLACEOM_REMOVE Burst_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.3000 Burst_Fire_Info_OMSelection-> Override MethodOM_REPLACEOM_REPLACEOM_REMOVE Charge_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_ShakeReferencefalsecamera_shake.xtblCamera_Shake.NameFalseCharge_FlagsFlagsCharge FlagsShow HUD on chargeMin_RangeFloatMin RangeThe weapon will use a range betwenn this and the weapon's max_range fieldfalse0.0 Charge_Release_Info_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACEOM_REMOVE Overheat_InfoElementOverheat InfofalsePercent_Increase_Per_ShotFloatPercent Increase Per Shot0.001Percent_Decrease_Per_SecondFloatPercent Decrease Per Second0.00Percent_Decrease_Per_ReloadFloatPercent Decrease Per Reload0.00Percent_Decrease_Per_Second_OverheatedFloatPercent Decrease Per Second Overheated0.00Percent_Decrease_Per_Reload_OverheatedFloatPercent Decrease Per Reload Overheated0.001Overheat_FlagsFlagsOverheat Flagsapplies to primaryapplies to alt fireplay reload anim Overheat_Info_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACEOM_REMOVE Grenade_TypeSelectionGrenade Typefalsestandardstunflashbangmolotov Grebade_Type_OMSelection-> Override MethodOM_REPLACEOM_REPLACEOM_REMOVE Alt_Override_Bullet_Impact_EffectReferenceAlt Override Bullet Impact EffectPlay this effect instead of "bullet sparks" for the alternate weapon.falseeffects.xtblEffect.NameFalse Alt_Override_Bullet_Impact_Effect_OMSelection-> Override MethodOM_REPLACEOM_REPLACEOM_REMOVE Override_Bullet_Impact_EffectReferenceOverride Bullet Impact EffectPlay this effect instead of "bullet sparks" for the primary weapon.falseeffects.xtblEffect.NameFalse Override_Bullet_Impact_Effect_OMSelection-> Override MethodOM_REPLACEOM_REPLACEOM_REMOVE Penetrating_End_Point_ExplosionReferencePenetrating End Point ExplosionPlay this explosion at the last point of a penetrating bullet hit.falseexplosions.xtblExplosion.NameFalse Penetrating_End_Point_Explosion_OMSelection-> Override MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVE Alt_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.NameFalse Alt_Penetrating_End_Point_Explosion_OMSelection-> Override MethodOM_REPLACEOM_REPLACEOM_REMOVE upgrade_descriptionReferencefalselocalized_exports\WeaponUpgradeDescriptions.xtblWeaponUpgradeDescriptions_Identifier.NameFalse upgrade_priceInt0 Effect_SituationsGridEffect SituationsfalseEffect_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 ribbonEffectReferenceeffects.xtblEffect.NameFalse8 Effect_Situations_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVE Tracer_InfoElementfalseTracerReferenceweapon_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 Frequency0 Tracer_Info_OMSelection-> Override MethodfalseOM_REPLACEOM_REPLACEOM_REMOVE True RadialExplosiveExplosive-GrenadeLauncherExplosive-RocketLauncherSatchelGrenadesFlashbangGrenadeGrenade_ElectricMolotovMeleebaseball_batPistolPistol-GangPistol-PoliceRifleRifle-GangRifle-NGRifle-STAGShotgunShotgun-GangShotgun-PoliceShotgun-STAGSMGSMG-GangSMG-StormSpecialSpecial-AirstrikeSpecial-DroneSpecial-RCVehicleGunSpecial-SniperRifle