baseball_batLvl2<_Editor>Radial:Melee:baseball_batOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE110500110OM_REPLACE2500OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_MELEE_BAT_2
Explosive-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_REPLACE20000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_2
Explosive-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_REPLACE40000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_3
Explosive-GrenadeLauncherLvl4apply force to live ragdollsexplosions damage tanksinstant ragdollmanually detonatesone shot shatterunlockableattachesdo not hide when sprinting<_Editor>Radial:Explosive:Explosive-GrenadeLauncherOM_REPLACE12OM_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_4
Explosive-RocketLauncherLvl2<_Editor>Radial:Explosive:Explosive-RocketLauncherOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE15000OM_REPLACEOM_REPLACERPG_Upgrade1OM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_2
Explosive-RocketLauncherLvl3<_Editor>Radial:Explosive:Explosive-RocketLauncherOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE30000OM_REPLACEOM_REPLACERPG_Upgrade2OM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_3
Explosive-RocketLauncherLvl4<_Editor>Radial:Explosive:Explosive-RocketLauncherOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE60000rpg_projectile5050Wep_RPG_Trail010has light attachedrocket flightattach effect after ignitionuse bullet collision qualitydont detonate from explosionguided on fine aim0.005050OM_REPLACE15001.251.01.00.17.550.00.0OM_REPLACEOM_REPLACEvfx_screen_rpgvfx5weapon raisedvfx_lasersightvfx4fine aimRPG_Upgrade2OM_REPLACEanim_rumble_medium1.0anim_rumble_medium1.0bullet_hit0.5OM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_4
FlashbangLvl1Flashbang_2OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE5000<_Editor>Radial:Grenades:FlashbangCUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_2
FlashbangLvl2flashbang402000-810.60.50.516000.0VFX_GrenadeTrailVFX1Flashbang_BounceOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000<_Editor>Radial:Grenades:FlashbangCUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_3
FlashbangLvl3Fart In A JarOM_REPLACEfart_in_a_jar400-810.60.50.516000.0vfx_fart_jar_insideVFX1Flashbang_BounceOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000<_Editor>Radial:Grenades:Flashbangfart_in_a_jarfart_in_a_jaruhd_ui_hud_inv_grenade_fartCUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_4
Grenade_ElectricLvl1electric_grenade_2OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE5000<_Editor>Radial:Grenades:Grenade_ElectricCUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_2
Grenade_ElectricLvl2grenade_electric403000-810.60.50.516000.0VFX_DeckerSwordTrailVFX1Grenade_BounceOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000<_Editor>Radial:Grenades:Grenade_ElectricCUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_3
Grenade_ElectricLvl3grenade_electric403000-810.60.50.516000.0VFX_DeckerSwordTrailVFX1stickyOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000<_Editor>Radial:Grenades:Grenade_ElectricCUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_4
GrenadeLvl1Grenade_2OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE5000<_Editor>Radial:Grenades:GrenadeCUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_2
GrenadeLvl2grenade402000-810.60.50.516000.0VFX_GrenadeTrailVFX1Grenade_BounceOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000<_Editor>Radial:Grenades:GrenadeCUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_3
GrenadeLvl3Grenade_3OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000<_Editor>Radial:Grenades:GrenadeCUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_4
MolotovLvl1Molotov Explosion_2OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE5000<_Editor>Radial:Grenades:MolotovCUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_2
MolotovLvl2molotov400-810.60.5016000.0Wep_Moltov_TrailVFX1OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000<_Editor>Radial:Grenades:MolotovCUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_3
MolotovLvl3Molotov Explosion_3OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000<_Editor>Radial:Grenades:MolotovCUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_4
Pistol-GangLvl2<_Editor>Radial:Pistol:Pistol-Gang300OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE100OM_REPLACEOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_GANG_2
Pistol-GangLvl3<_Editor>Radial:Pistol:Pistol-Gang6OM_ADDITIVEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_GANG_3
Pistol-GangLvl4<_Editor>Radial:Pistol:Pistol-GangPistolGang_Muzzle_UpgradeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEAmmo - Explosive20000OM_REPLACEOM_REPLACEPistol-Gang-UpgradedPistol-GangPistol-Gang-UpgradedPistol-Gang1CUST_WPN_UPGRADE_DESC_PISTOL_GANG_4OM_REPLACE
Pistol-PoliceLvl2<_Editor>Radial:Pistol:Pistol-Police9OM_ADDITIVEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE100OM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_POLICE_2
Pistol-PoliceLvl3<_Editor>Radial:Pistol:Pistol-Police24060OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000OM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_POLICE_3weapon_fire_pistol0.6weapon_fire_pistol0.6bullet_hit0.50.050.05OM_REPLACE
Pistol-PoliceLvl4allow offhand grenadebullets damage tanksdo not hide when sprintingdual wieldablearmor piercing override<_Editor>Radial:Pistol:Pistol-PoliceOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACEVFX_LaserSightvfx5weapon raisedOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_PISTOL_POLICE_4OM_REPLACESMG_MuzzleFlash_UpgradeOM_REPLACESMG_UpgradedTracerSMG_UpgradedTracerSMG_UpgradedTracerSMG_UpgradedTracer120.250.81.01.01.01.00.531000OM_REPLACE
Rifle-GangLvl2<_Editor>Radial:Rifle:Rifle-Gang150112.0OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE100001.500.81.00.44800OM_REPLACEOM_REPLACE0.5420.010102040OM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_GANG_2
Rifle-GangLvl3<_Editor>Radial:Rifle:Rifle-Gang60OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACE100OM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_GANG_3
Rifle-GangLvl4allow offhand grenadedo not hide when sprintinghas alt firesecondary trigger fires grenadesexplosions damage tanks<_Editor>Radial:Rifle:Rifle-GangLuchadore_GL_Projectile30Luch_GrenadeBlink10.60.51160.00.00.0-8Grenade_BounceOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACE600120OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_GANG_4
Rifle-NGLvl2allow offhand grenadedo not hide when sprinting<_Editor>Radial:Rifle:Rifle-NGOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000OM_REPLACEOM_REPLACE1.058005300weapon_fire_ar0.6weapon_fire_ar0.6bullet_hit0.30.80.4OM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_NG_2
Rifle-NGLvl3<_Editor>Radial:Rifle:Rifle-NG60OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACEOM_REPLACEweapon_fire_ar0.6weapon_fire_ar0.6bullet_hit0.30.80.4OM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_NG_3
Rifle-NGLvl4allow offhand grenadecan zoomdo not hide when sprintingzoom allows fine aim<_Editor>Radial:Rifle:Rifle-NGOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACEOM_REPLACEOM_REPLACEweapon_fire_ar0.6weapon_fire_ar0.6bullet_hit0.30.62205non-progressiveOM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_NG_425065OM_REPLACE
Rifle-STAGLvl2<_Editor>Radial:Rifle:Rifle-STAGOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACE2000.0830.20.040.10.04applies to primaryplay reload animOM_REPLACEOM_REPLACE0.50.00.51.00.521000OM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_STAG_2
Rifle-STAGLvl3<_Editor>Radial:Rifle:Rifle-STAGOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACE1500.0670.20.040.10.04applies to primaryplay reload animOM_REPLACEOM_REPLACE0.50.00.51.00.531000OM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_STAG_3weapon_fire_ar0.6weapon_fire_ar0.6bullet_hit0.50.50.25OM_REPLACE
Rifle-STAGLvl4<_Editor>Radial:Rifle:Rifle-STAG0.050.20.040.10.04applies to primaryplay reload animOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE80000OM_REPLACE100OM_REPLACE0.50.00.51.00.541000OM_REPLACECUST_WPN_UPGRADE_DESC_RIFLE_STAG_4weapon_fire_ar0.6weapon_fire_ar0.6bullet_hit0.50.40.2OM_REPLACE
SatchelLvl2<_Editor>Radial:Explosive:SatchelOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_2
SatchelLvl3<_Editor>Radial:Explosive:SatchelOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_3
SatchelLvl4<_Editor>Radial:Explosive:SatchelOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_4
Shotgun-GangLvl2<_Editor>Radial:Shotgun:Shotgun-Gang8OM_REPLACE110110OM_REPLACE900OM_REPLACE4040OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_210000OM_REPLACEOM_REPLACE
Shotgun-GangLvl3<_Editor>Radial:Shotgun:Shotgun-Gang10OM_REPLACE800OM_REPLACE130130OM_REPLACE4545OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_320000OM_REPLACEOM_REPLACE
Shotgun-GangLvl4allow offhand grenadebrass during reload onlydo not hide when sprintinguse underslung fine aimincendiary shots<_Editor>Radial:Shotgun:Shotgun-Gang12OM_REPLACE150150OM_REPLACE700OM_REPLACE5050OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_440000OM_REPLACEOM_REPLACEOM_REPLACE
Shotgun-PoliceLvl2<_Editor>Radial:Shotgun:Shotgun-Police10OM_REPLACE100100OM_REPLACE950OM_REPLACE3535OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000OM_REPLACERifleOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_28.0OM_REPLACE
Shotgun-PoliceLvl3<_Editor>Radial:Shotgun:Shotgun-Police12OM_REPLACE110110OM_REPLACE800OM_REPLACE4040OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACERifleOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_37.0OM_REPLACE
Shotgun-PoliceLvl4allow offhand grenadedo not hide when sprinting<_Editor>Radial:Shotgun:Shotgun-Police14OM_REPLACE300OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_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_REPLACE
Shotgun-STAGLvl2<_Editor>Radial:Shotgun:Shotgun-STAG850OM_REPLACE110110OM_REPLACE4040OM_REPLACE.23.15.04.2.04applies to primaryOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE20000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_26.0OM_REPLACE
Shotgun-STAGLvl3<_Editor>Radial:Shotgun:Shotgun-STAG700OM_REPLACE130130OM_REPLACE4545OM_REPLACE.21.15.04.2.04applies to primaryOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE40000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_3
Shotgun-STAGLvl4<_Editor>Radial:Shotgun:Shotgun-STAG550OM_REPLACE150150OM_REPLACE5050OM_REPLACE.19.15.04.2.04applies to primaryOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE80000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_4
SMG-GangLvl2<_Editor>Radial:SMG:SMG-Gang60OM_REPLACE9034.0OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE7500OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_GANG_24.01.00.81.00.44800OM_REPLACE
SMG-GangLvl3<_Editor>Radial:SMG:SMG-Gang10037.0OM_REPLACEOM_REPLACE60OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE10000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_GANG_3
SMG-GangLvl4<_Editor>Radial:SMG:SMG-Gang11041.0OM_REPLACEPistolGang_Muzzle_UpgradeOM_REPLACEOM_REPLACE60OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEAmmo - Incendiary20000OM_REPLACEOM_REPLACEPistol-Gang-UpgradedPistol-GangPistol-Gang-UpgradedPistol-Gang1vfx_lasersightvfx1weapon raisedOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_GANG_43.00.80.81.00.481200OM_REPLACE
SMG-StormLvl2<_Editor>Radial:SMG:SMG-Storm20OM_ADDITIVEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE7500OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_STORM_2
SMG-StormLvl3<_Editor>Radial:SMG:SMG-Storm60OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE15000OM_REPLACEOM_REPLACECUST_WPN_UPGRADE_DESC_SMG_STORM_3
SMG-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_REPLACE30000OM_REPLACEOM_REPLACEOM_REPLACESMG_UpgradedTracerSMG_UpgradedTracerSMG_UpgradedTracerSMG_UpgradedTracer1100100CUST_WPN_UPGRADE_DESC_SMG_STORM_4
Special-AirstrikeLvl2<_Editor>Radial:Special:Special-AirstrikeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE50000OM_REPLACEOM_REPLACE1.50.0TrueShow HUD on chargeOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_2
Special-AirstrikeLvl3<_Editor>Radial:Special:Special-AirstrikeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE100000OM_REPLACEOM_REPLACE10.0TrueShow HUD on chargeOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_3
Special-AirstrikeLvl4<_Editor>Radial:Special:Special-AirstrikeOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE200000OM_REPLACEOM_REPLACE0.50.0TrueShow HUD on chargeOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_4
Special-DroneLvl2OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE30000OM_REPLACE<_Editor>Radial:Special:Special-DroneOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_2
Special-DroneLvl3OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE60000OM_REPLACE<_Editor>Radial:Special:Special-DroneOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_4
Special-DroneLvl3OM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE120000OM_REPLACE<_Editor>Radial:Special:Special-DroneOM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_3
Special-RCVehicleGunLvl2<_Editor>Radial:Special:Special-RCVehicleGunOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE15000OM_REPLACEOM_REPLACERCGun_Projectile30VEH_AirCraft_Yellow03.85.5stickyvehicle rcteleport to target0.00.00.0CUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_2
Special-RCVehicleGunLvl3<_Editor>Radial:Special:Special-RCVehicleGunOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE30000OM_REPLACEOM_REPLACERCGun_Projectile30stickyvehicle rcteleport to targetrc self destruct0.0030.850.5VEH_AirCraft_Green0.00.0OM_REPLACEvfx_screen_rcgunvfx5weapon raisedCUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_3
Special-RCVehicleGunLvl4<_Editor>Radial:Special:Special-RCVehicleGunOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE60000OM_REPLACEOM_REPLACEOM_REPLACERCGun_Projectile30stickyvehicle rcteleport to targetrc military allowedrc self destruct0.0030.850.5VEH_AirCraft_Blue0.00.0OM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_4
Special-SniperRifleLvl2<_Editor>Radial:Special:Special-SniperRifleOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE50000OM_REPLACEOM_REPLACE9OM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_2
Special-SniperRifleLvl3<_Editor>Radial:Special:Special-SniperRifleOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE100000OM_REPLACEOM_REPLACE12OM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_3weapon_fire_sniper21weapon_fire_sniper21bullet_hit102205non-progressiveOM_REPLACE
Special-SniperRifleLvl4<_Editor>Radial:Special:Special-SniperRifleOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACEOM_REPLACE200000OM_REPLACE15OM_REPLACECUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_41250750OM_REPLACEweapon_fire_sniper31weapon_fire_sniper31bullet_hit102205non-progressiveOM_REPLACE
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