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Rate of FireRifle-LaserCUST_WPN_UPGRADE_NEW_DESC_RATE_OF_FIRE070008750105001225014000<_Editor>Entries:Rifles:Rifle-Laser4.60.20.51.01.01.01.00.5310204.60.20.51.01.01.01.00.538904.60.20.51.01.01.01.00.537604.60.20.51.01.01.01.00.536304.60.20.51.01.01.01.00.53510OM_REPLACE32333200316731333100OM_REPLACECUST_WPN_UPGRADE_NEW_NAME_RATE_OF_FIREFalse
Rate of FireMurderbot_Mine-UnlockableCUST_WPN_UPGRADE_NEW_DESC_RATE_OF_FIRE01000012500150001750020000300267233200167OM_REPLACE<_Editor>Entries:Special:Special-MinethrowerArmCUST_WPN_UPGRADE_NEW_NAME_RATE_OF_FIREFalse
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Rate of FireXmas-BounceCUST_WPN_UPGRADE_NEW_DESC_RATE_OF_FIRE070008750105001225014000<_Editor>Entries:DLC:DLC 2:XMAS-BounceCUST_WPN_UPGRADE_NEW_NAME_RATE_OF_FIREFalsedlc2590530470410350OM_REPLACE
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Rate of FireRifle-ThumpgunCUST_WPN_UPGRADE_NEW_DESC_RATE_OF_FIRE070008750105001225014000320290260230200OM_REPLACE<_Editor>Entries:Shotguns:ThumpgunCUST_WPN_UPGRADE_NEW_NAME_RATE_OF_FIREFalse
Rate of FirePistol-GangCUST_WPN_UPGRADE_NEW_DESC_RATE_OF_FIRE010062507500875010000620868540756460644380532300420OM_REPLACE<_Editor>Entries:Pistols:Gang PistolCUST_WPN_UPGRADE_NEW_NAME_RATE_OF_FIREFalse
Rate of FireShotgun-GangCUST_WPN_UPGRADE_NEW_DESC_RATE_OF_FIRE010062507500875010000900800700600500OM_REPLACE<_Editor>Entries:Shotguns:Shotgun-GangCUST_WPN_UPGRADE_NEW_NAME_RATE_OF_FIREFalse
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Recharge RateMurderbot_Mini-UnlockableCUST_WPN_UPGRADE_NEW_DESC_RECHARGE_RATE070008750105001225014000<_Editor>Entries:Special:Special-MinigunArm34567OM_REPLACE34567OM_REPLACECUST_WPN_UPGRADE_NEW_NAME_RECHARGE_RATEFalse
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Recharge RateSpecial-AbductionCUST_WPN_UPGRADE_NEW_DESC_RECHARGE_RATE0500062507500875010000<_Editor>Entries:Special:Special-Abduction810121416OM_REPLACE810121416OM_REPLACECUST_WPN_UPGRADE_NEW_NAME_RECHARGE_RATEFalse
Recharge RateSpecial-Dubstep-2CUST_WPN_UPGRADE_NEW_DESC_RECHARGE_RATE01500020000250003000035000<_Editor>Entries:DLC:DLC 3:Dubstep Remix11001500210028003600OM_REPLACE11001500210028003600OM_REPLACECUST_WPN_UPGRADE_NEW_NAME_RECHARGE_RATEFalsedlc3
Recharge RateMurderbot_Mine-UnlockableCUST_WPN_UPGRADE_NEW_DESC_RECHARGE_RATE01000012500150001750020000<_Editor>Entries:Special:Special-MinethrowerArm0.50.670.8411.33OM_REPLACE1.671.8422.172.33OM_REPLACECUST_WPN_UPGRADE_NEW_NAME_RECHARGE_RATEFalse
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Recharge RateSpecial-DubstepCUST_WPN_UPGRADE_NEW_DESC_RECHARGE_RATE01000012500150001750020000<_Editor>Entries:Special:Special-Dubstep11001500210028003600OM_REPLACE11001500210028003600OM_REPLACECUST_WPN_UPGRADE_NEW_NAME_RECHARGE_RATEFalse
Recharge RateSpecial-InflatoRayCUST_WPN_UPGRADE_NEW_DESC_RECHARGE_RATE0500062507500875010000<_Editor>Entries:Special:Special-InflatoRay65080095011001250OM_REPLACE4.05.06.07.08.0OM_REPLACEFalseCUST_WPN_UPGRADE_NEW_NAME_RECHARGE_RATE
Recharge RateTemp-LocustCUST_WPN_UPGRADE_NEW_DESC_RECHARGE_RATE070008750105001225014000<_Editor>Entries:Pistols:Loud Locust1.31.61.92.22.5OM_REPLACE1.31.61.92.22.5OM_REPLACECUST_WPN_UPGRADE_NEW_NAME_RECHARGE_RATEFalse
RecoilPistol-LaserCUST_WPN_UPGRADE_NEW_DESC_RECOIL070008750105001225014000weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.50.370.37weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.50.290.29weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.50.210.21weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.50.130.13weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.50.050.05OM_REPLACE<_Editor>Entries:Submachine Guns:Pistol-LaserCUST_WPN_UPGRADE_NEW_NAME_RECOILFalse
RecoilPistol-GangCUST_WPN_UPGRADE_NEW_DESC_RECOIL010062507500875010000weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.52.01.2weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.51.5.9weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.51.6weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.5.5.3weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.5.25.15OM_REPLACE<_Editor>Entries:Pistols:Gang PistolCUST_WPN_UPGRADE_NEW_NAME_RECOILFalse
RecoilPistol-RevolverCUST_WPN_UPGRADE_NEW_DESC_RECOIL0500062507500875010000weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.52.01.2weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.51.5.9weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.51.6weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.5.5.3weapon_fire_pistol1.0weapon_fire_pistol1.0bullet_hit0.5.25.15OM_REPLACE<_Editor>Entries:Pistols:Alien RevolverCUST_WPN_UPGRADE_NEW_NAME_RECOILFalse
RecoilRifle-GatVCUST_WPN_UPGRADE_NEW_DESC_RECOIL0500062507500875010000weapon_fire_ar1.1land_soft1.1hit_by_melee0.81.1.55weapon_fire_rpg5weapon_fire_rpg5weapon_fire_ar0.9land_soft0.9hit_by_melee0.80.9.45weapon_fire_rpg5weapon_fire_rpg5weapon_fire_ar0.7land_soft0.7hit_by_melee0.80.7.35weapon_fire_rpg5weapon_fire_rpg5weapon_fire_ar0.5land_soft0.5hit_by_melee0.80.5.25weapon_fire_rpg5weapon_fire_rpg5weapon_fire_ar0.3land_soft0.3hit_by_melee0.80.3.15weapon_fire_rpg5weapon_fire_rpg5OM_REPLACE<_Editor>Entries:DLC:DLC 4:Rifle - GatVCUST_WPN_UPGRADE_NEW_NAME_RECOILFalsedlc4
RecoilPistol-PoliceCUST_WPN_UPGRADE_NEW_DESC_RECOIL010062507500875010000weapon_fire_pistol0.6weapon_fire_pistol0.6bullet_hit0.51.50.4weapon_fire_pistol0.6weapon_fire_pistol0.6bullet_hit0.50.750.2weapon_fire_pistol0.6weapon_fire_pistol0.6bullet_hit0.50.40.1weapon_fire_pistol0.6weapon_fire_pistol0.6bullet_hit0.50.20.05weapon_fire_pistol0.6weapon_fire_pistol0.6bullet_hit0.50.10.02OM_REPLACE<_Editor>Entries:Pistols:Police PistolCUST_WPN_UPGRADE_NEW_NAME_RECOILFalse
RecoilRifle-ThumpgunCUST_WPN_UPGRADE_NEW_DESC_RECOIL0500062507500875010000weapon_fire_ar0.7weapon_fire_ar0.7bullet_hit0.52.01.2weapon_fire_ar0.7weapon_fire_ar0.7bullet_hit0.51.5.9weapon_fire_ar0.7weapon_fire_ar0.7bullet_hit0.51.6weapon_fire_ar0.7weapon_fire_ar0.7bullet_hit0.5.5.3weapon_fire_ar0.7weapon_fire_ar0.7bullet_hit0.5.25.15OM_REPLACE<_Editor>Entries:Shotguns:ThumpgunCUST_WPN_UPGRADE_NEW_NAME_RECOILFalse
Refire Ratestun_gunCUST_WPN_UPGRADE_NEW_DESC_RATE_OF_FIRECUST_WPN_UPGRADE_NEW_NAME_RATE_OF_FIRE0500062507500875010000False850700550400250OM_REPLACE<_Editor>Entries:Melee:Stun Gun
Reload TimeExplosive-RocketLauncherCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED070008750105001225014000<_Editor>Entries:Explosive:Explosive-RocketLauncherCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEED1.21.41.61.82.0OM_REPLACEFalse
Reload TimeRifle-GangCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED0500062507500875010000<_Editor>Entries:Rifles:Rifle-GangCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEED1.21.41.61.82.0OM_REPLACEFalse
Reload TimeSMG-StormCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED010062507500875010000<_Editor>Entries:Submachine Guns:SMG-StormCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEED1.21.41.61.82.0OM_REPLACEFalse
Reload TimeRifle-NGCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED0500062507500875010000<_Editor>Entries:Rifles:Rifle-NGCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEED1.21.41.61.82.0OM_REPLACEFalse
Reload TimeSMG-GangCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED010062507500875010000<_Editor>Entries:Submachine Guns:SMG-GangCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEED1.21.41.61.82.0OM_REPLACEFalse
Reload TimeShotgun-PoliceCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED010062507500875010000<_Editor>Entries:Shotguns:Shotgun-PoliceCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEED1.21.41.61.82.0OM_REPLACEFalse
Reload TimeLuchadoreGrenadeLauncherCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED0500062507500875010000<_Editor>Entries:DLC:DLC 1:LuchadoreGrenadeLauncherCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEED1.21.41.61.82.0OM_REPLACEFalsedlc1
Reload TimePistol-PoliceCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED010062507500875010000<_Editor>Entries:Pistols:Police PistolCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEED1.21.41.61.82.0OM_REPLACEFalse
Reload Time - Fire RateExplosive-PlungerCUST_WPN_UPGRADE_NEW_DESC_RELOAD_SPEED050006250750087501000020001800160014001200OM_REPLACE<_Editor>Entries:DLC:DLC 3:Plunger GunCUST_WPN_UPGRADE_NEW_NAME_RELOAD_SPEEDFalsedlc31.31.61.92.22.5OM_REPLACE
Rocket FrequencyRifle-CommanderCUST_WPN_UPGRADE_NEW_DESC_ROCKET_FREQUENCY01000012500150001750020000<_Editor>Entries:Rifles:Rifle-CommanderCUST_WPN_UPGRADE_NEW_NAME_ROCKET_FREQUENCY308508501. Random Range307007001. Random Range305505501. Random Range304004001. Random Range302502501. Random RangeOM_REPLACEFalse
Scope ZoomSpecial-SniperRifleCUST_WPN_UPGRADE_NEW_DESC_SCOPE_POWER070008750105001225014000weapon_fire_sniper1.0weapon_fire_sniper1.0bullet_hit0.50.370.372184non-progressiveweapon_fire_sniper1.0weapon_fire_sniper1.0bullet_hit0.50.290.292163.2non-progressiveweapon_fire_sniper1.0weapon_fire_sniper1.0bullet_hit0.50.210.212142.6non-progressiveweapon_fire_sniper1.0weapon_fire_sniper1.0bullet_hit0.50.130.132122.2non-progressiveweapon_fire_sniper1.0weapon_fire_sniper1.0bullet_hit0.50.050.052102non-progressiveOM_REPLACE<_Editor>Entries:Special:Special-SniperRifleCUST_WPN_UPGRADE_NEW_NAME_SCOPE_POWERFalse
Special-ExplodeBlastSpecial-ExplodeBlastdlc50False<_Editor>Entries:DLC:DLC5
Ultimate - Armor Piercing BulletsPistol-PoliceCUST_WPN_UPGRADE_ULT_DESC_ARMOR_PIERCINGCUST_WPN_UPGRADE_ULT_NAME_ARMOR_PIERCING020000Trueignoredallow offhand grenadebullets damage tanksdo not hide when sprintingdual wieldablearmor piercing overrideOM_REPLACE1.8OM_REPLACE<_Editor>Entries:Pistols:Police Pistol
Ultimate - BackblastExplosive-PlasmaCannonCUST_WPN_UPGRADE_ULT_DESC_BACKBLASTCUST_WPN_UPGRADE_ULT_NAME_BACKBLAST050000TruePlasmaCannon-BackblastOM_REPLACE<_Editor>Entries:Explosive:Explosive-PlasmaCannon
Ultimate - Big BoomsMurderbot_Mine-Unlockable050000True<_Editor>Entries:Special:Special-MinethrowerArmCUST_WPN_UPGRADE_ULT_DESC_XTRA_BIGBOOMSCUST_WPN_UPGRADE_ULT_NAME_XTRA_BIGBOOMSRPG-NPCOM_REPLACE
Ultimate - BonusesXmas-BounceDLC2_BOUNCE_UPGRADE_DESCDLC2_BOUNCE_UPGRADE_NAME020000True<_Editor>Entries:DLC:DLC 2:XMAS-Bouncedlc20.05OM_REPLACE0.25OM_REPLACE1.2OM_REPLACE
Ultimate - Car ExploderSpecial-TF2_FlamethrowerCUST_WPN_UPGRADE_ULT_DESC_CAR_DESTROYERCUST_WPN_UPGRADE_ULT_NAME_CAR_DESTROYER035000True<_Editor>Entries:Special:Special-TF2Flamethrower2.8OM_REPLACE
Ultimate - Car KnockbackTentacle_BatCUST_WPN_UPGRADE_ULT_DESC_VEHICLE_KNOCKBACKCUST_WPN_UPGRADE_ULT_NAME_VEHICLE_KNOCKBACK03500080000OM_REPLACE80000OM_REPLACE<_Editor>Entries:Melee:Tentacle BatTrue
Ultimate - Cooldown KillsPistol-RevolverCUST_WPN_UPGRADE_ULT_DESC_REDUCE_HEAT_KILLCUST_WPN_UPGRADE_ULT_NAME_REDUCE_HEAT_KILL035000True0.3OM_REPLACE<_Editor>Entries:Pistols:Alien Revolver
Ultimate - Double Health PickupsLight_SwordCUST_WPN_UPGRADE_ULT_DESC_DOUBLEHEALTHCUST_WPN_UPGRADE_ULT_NAME_DOUBLEHEALTH0350002OM_REPLACE<_Editor>Entries:Melee:Light SwordTrue
Ultimate - Double PlaySpecial-BounceCUST_WPN_UPGRADE_ULT_DESC_BOUNCEBACKCUST_WPN_UPGRADE_ULT_NAME_BOUNCEBACK035000TrueburstOM_REPLACE48OM_REPLACE120OM_REPLACE2550OM_REPLACE<_Editor>Entries:Rifles:Rifle-Bounce
Ultimate - Electric BulletsSMG-StormCUST_WPN_UPGRADE_ULT_DESC_STUN_BULLETCUST_WPN_UPGRADE_ULT_NAME_STUN_BULLET020000ignoredallow offhand grenadedo not hide when sprintinginstant ragdollcauses convulsionsdual wieldableOM_REPLACE<_Editor>Entries:Submachine Guns:SMG-StormTrue
Ultimate - Explosive AmmoPistol-GangCUST_WPN_UPGRADE_ULT_DESC_XPLOSIVE_AMMOCUST_WPN_UPGRADE_ULT_NAME_XPLOSIVE_AMMO020000ignoredallow offhand grenadeapply force to live ragdollsconstant vfx only at nightdo not hide when sprintingdual wieldableOM_REPLACEAmmo - ExplosiveOM_REPLACE<_Editor>Entries:Pistols:Gang PistolTrue
Ultimate - Explosive Pedsanal_probeCUST_WPN_UPGRADE_ULT_DESC_XTRA_PEDSXPLODECUST_WPN_UPGRADE_ULT_NAME_XTRA_PEDSXPLODE050000ignoredallow offhand grenadedo not hide when sprintingleft handother hand ik during attack onlymelee can dislodge moversnot allowed with human shielduse box shape for melee castsanal probe ultimateOM_REPLACE<_Editor>Entries:Melee:Anal ProbeTrue
Ultimate - Explosive PedsSpecial-InflatoRayCUST_WPN_UPGRADE_ULT_DESC_OVERINFLATIONCUST_WPN_UPGRADE_ULT_NAME_OVERINFLATION020000ignoreddo not hide when sprintingmelee can dislodge moversnot allowed with human shielduse box shape for melee castsalways wear on backlooping muzzle flashon triggerunlockableno bullet decalinflatoray ultimateOM_REPLACE<_Editor>Entries:Special:Special-InflatoRayTrue
Ultimate - Explosive WubsSpecial-DubstepCUST_WPN_UPGRADE_ULT_DESC_EXPLOSIVE_WUBSCUST_WPN_UPGRADE_ULT_NAME_EXPLOSIVE_WUBS050000True<_Editor>Entries:Special:Special-DubstepDubstep-UltimateOM_REPLACE
Ultimate - Explosive WubsSpecial-Dubstep-2CUST_WPN_UPGRADE_ULT_DESC_EXPLOSIVE_WUBSCUST_WPN_UPGRADE_ULT_NAME_EXPLOSIVE_WUBS080000True<_Editor>Entries:DLC:DLC 3:Dubstep RemixDubstep-UltimateOM_REPLACEdlc3
Ultimate - Extra RespectRifle-ThumpgunCUST_WPN_UPGRADE_ULT_DESC_XTRA_RESPECTCUST_WPN_UPGRADE_ULT_NAME_XTRA_RESPECT035000True<_Editor>Entries:Shotguns:Thumpgun2.0OM_REPLACE
Ultimate - Full AutoShotgun-PoliceCUST_WPN_UPGRADE_ULT_DESC_FULL_AUTOCUST_WPN_UPGRADE_ULT_NAME_FULL_AUTO020000TrueautomaticOM_REPLACE350150045001. Random RangeOM_REPLACE<_Editor>Entries:Shotguns:Shotgun-Police
Ultimate - Guided RocketsExplosive-RocketLauncherCUST_WPN_UPGRADE_ULT_DESC_GUIDED_ROCKETSCUST_WPN_UPGRADE_ULT_NAME_GUIDED_ROCKETS035000rpg_projectile1060606060Wep_RPG_Trail0has light attachedrocket flightguideduse bullet collision qualitydont detonate from explosion0.000.0OM_REPLACE<_Editor>Entries:Explosive:Explosive-RocketLauncherTrue
Ultimate - Heat Blastbrute_flamethrowerDLC1_WPN_UPGRADE_FLAMER_DESCDLC1_WPN_UPGRADE_FLAMER_NAME035000True<_Editor>Entries:DLC:DLC 1:Brute_Flamethrowerdlc115OM_REPLACE
Ultimate - Heat ScalingPistol-LaserCUST_WPN_UPGRADE_ULT_DESC_DMG_SCALE_HEATCUST_WPN_UPGRADE_ULT_NAME_DMG_SCALE_HEAT035000True1.6OM_REPLACE<_Editor>Entries:Submachine Guns:Pistol-Laser
Ultimate - InstaGibbaseball_batCUST_WPN_UPGRADE_ULT_DESC_INSTAGIBCUST_WPN_UPGRADE_ULT_NAME_INSTAGIB010000Trueignoredallow offhand grenadedo not hide when sprintingdual wieldableleft handother hand ik during attack onlymelee can dislodge moversnot allowed with human shielduse box shape for melee castsgibs victimsOM_REPLACE<_Editor>Entries:Melee:Baseball Bat
Ultimate - Instant ExplodeLuchadoreGrenadeLauncherDLC1_WPN_UPGRADE_LUCHADORE_DESCDLC1_WPN_UPGRADE_LUCHADORE_NAME025000True<_Editor>Entries:DLC:DLC 1:LuchadoreGrenadeLauncherdlc1Luchadore_GL_Projectile1.0203250Luch_GrenadeBlink0.650.50.20.9use bullet collision qualityorient projectile to velocitydont detonate from explosiondetonate on human collision0.08OM_REPLACE
Ultimate - Killing GasExplosive-PlungerWPN_UPGRADE_PLUNGER_ULT_DESCWPN_UPGRADE_PLUNGER_ULT_NAME050000Trueignoreddo not hide when sprintingexplosions damage tanksmanually detonatesmelee can dislodge moversOM_REPLACE<_Editor>Entries:DLC:DLC 3:Plunger Gunplunger-UpgradedOM_REPLACEdlc3
Ultimate - Kills Add AmmoRifle-NGCUST_WPN_UPGRADE_ULT_DESC_AMMO_ADDBACKCUST_WPN_UPGRADE_ULT_NAME_AMMO_ADDBACK020000True5OM_REPLACE<_Editor>Entries:Rifles:Rifle-NG
Ultimate - Lights on Firestun_gunCUST_WPN_UPGRADE_ULT_DESC_XTRA_HIGHVOLTAGECUST_WPN_UPGRADE_ULT_NAME_XTRA_HIGHVOLTAGE020000Trueignoredallow offhand grenadecauses convulsionsdo not hide when sprintinginfinite magazine capacityinstant ragdollunlimited ammoincendiary shotsno bullet decalOM_REPLACE<_Editor>Entries:Melee:Stun Gun
Ultimate - Limitless KnivesRifle-GatVWPN_UPGRADE_KNIFEGUN_DESCWPN_UPGRADE_KNIFEGUN_NAME050000True<_Editor>Entries:DLC:DLC 4:Rifle - GatVdlc4ignoreddo not hide when sprintinginfinite magazine capacitynot allowed in vehiclenot allowed with human shieldon triggerunlimited ammodisallow crouchingknifegunOM_REPLACE
Ultimate - Money ShotSpecial-SniperRifleCUST_WPN_UPGRADE_ULT_DESC_BONUS_CASHCUST_WPN_UPGRADE_ULT_NAME_BONUS_CASH035000True.15OM_REPLACE<_Editor>Entries:Special:Special-SniperRifle
Ultimate - No OverheatMurderbot_Mini-Unlockable035000True<_Editor>Entries:Special:Special-MinigunArmCUST_WPN_UPGRADE_ULT_DESC_INSTACOOLCUST_WPN_UPGRADE_ULT_NAME_INSTACOOL0.00.00.00.50.00.0applies to primaryOM_REPLACE
Ultimate - Penetrating ShotsRifle-DisintegratorCUST_WPN_UPGRADE_ULT_DESC_PENETRATING_SHOTCUST_WPN_UPGRADE_ULT_NAME_PENETRATING_SHOT035000Falseignoredallow offhand grenadebullets damage tanksdo not hide when sprintingexplosions damage tanksinfinite magazine capacityon triggerno bullet decaluse extra aim assistbullets can hit multiple humansOM_REPLACE<_Editor>Entries:Rifles:Rifle-Disintegrator
Ultimate - Reduced DamageRifle-GangCUST_WPN_UPGRADE_ULT_DESC_LESS_PLAYER_DMGCUST_WPN_UPGRADE_ULT_NAME_LESS_PLAYER_DMG020000True0.33OM_REPLACE<_Editor>Entries:Rifles:Rifle-Gang
Ultimate - Super KnockbackShotgun-GangCUST_WPN_UPGRADE_ULT_DESC_SUPER_KNOCKBACKCUST_WPN_UPGRADE_ULT_NAME_SUPER_KNOCKBACK020000Trueignoredallow offhand grenadeapply force to live ragdollsbrass during reload onlydo not hide when sprintinguse underslung fine aiminstant ragdollOM_REPLACE5000.0OM_REPLACE1.030.015.00.50.10.10.020.0OM_REPLACE12000OM_REPLACE6000OM_REPLACE12000OM_REPLACE<_Editor>Entries:Shotguns:Shotgun-Gang
Ultimate - Tank Busterbrute_minigunDLC1_WPN_UPGRADE_MINIGUN_DESCDLC1_WPN_UPGRADE_MINIGUN_NAME020000True<_Editor>Entries:DLC:DLC 1:Brute_Minigundlc1ignoredbullets damage tanksdo not hide when sprintingmelee can dislodge moversnot allowed with human shieldon triggerunlockableuse box shape for melee castsdisallow crouchingbullets can hit multiple humansexplosions damage tanksinfinite magazine capacityOM_REPLACE3.0OM_REPLACE
Ultimate - Vampiric AmmoRifle-LaserCUST_WPN_UPGRADE_ULT_DESC_VAMPIRE_AMMOCUST_WPN_UPGRADE_ULT_NAME_VAMPIRE_AMMO035000True0.06OM_REPLACE<_Editor>Entries:Rifles:Rifle-Laser
Ultimate-Acid BulletsSMG-GangCUST_WPN_UPGRADE_ULT_DESC_ACID_BULLETCUST_WPN_UPGRADE_ULT_NAME_ACID_BULLET020000Trueignoredallow offhand grenadedo not hide when sprintingdual wieldableacid shotsOM_REPLACE<_Editor>Entries:Submachine Guns:SMG-Gang
DamageSpecial-TF2_FlamethrowerCUST_WPN_UPGRADE_NEW_DESC_DAMAGE070008750105001225014000520220064024007602600880280010003000OM_REPLACE<_Editor>Entries:Special:Special-TF2FlamethrowerCUST_WPN_UPGRADE_NEW_NAME_DAMAGEFalse
Ammo CapacityRifle-ThumpgunCUST_WPN_UPGRADE_NEW_DESC_AMMO_CAPACITY0700087501050012250140003648607296OM_REPLACE<_Editor>Entries:Shotguns:ThumpgunCUST_WPN_UPGRADE_NEW_NAME_AMMO_CAPACITYFalse
Charge CapacityPistol-LaserCUST_WPN_UPGRADE_NEW_DESC_CHARGE_CAPACITY070008750105001225014000200240280320360OM_REPLACE<_Editor>Entries:Submachine Guns:Pistol-LaserCUST_WPN_UPGRADE_NEW_NAME_CHARGE_CAPACITYFalse
Charge CapacityRifle-LaserCUST_WPN_UPGRADE_NEW_DESC_CHARGE_CAPACITY070008750105001225014000168216264312360OM_REPLACE<_Editor>Entries:Rifles:Rifle-LaserCUST_WPN_UPGRADE_NEW_NAME_CHARGE_CAPACITYFalse
Charge CapacityPistol-RevolverCUST_WPN_UPGRADE_NEW_DESC_CHARGE_CAPACITY07000875010500122501400040557085100OM_REPLACE<_Editor>Entries:Pistols:Alien RevolverCUST_WPN_UPGRADE_NEW_NAME_CHARGE_CAPACITYFalse
Damagebrute_flamethrowerCUST_WPN_UPGRADE_NEW_DESC_DAMAGE01000012500150001750020000390105480135570165660195750225OM_REPLACE<_Editor>Entries:DLC:DLC 1CUST_WPN_UPGRADE_NEW_NAME_DAMAGEFalsedlc1
OverheatMurderbot_Mini-UnlockableCUST_WPN_UPGRADE_NEW_DESC_OVERHEAT_LEVEL0700087501050012250140000.0100.050.350.50.120.35applies to primary0.0090.050.350.50.120.35applies to primary0.0080.050.350.50.120.35applies to primary0.0070.050.350.50.120.35applies to primary0.0060.050.350.50.120.35applies to primaryOM_REPLACE<_Editor>Entries:Special:Special-MinigunArmCUST_WPN_UPGRADE_NEW_NAME_OVERHEAT_LEVELFalse
Projectile SpeedSpecial-BounceCUST_WPN_UPGRADE_NEW_DESC_PROJECTILE_SPEED070008750105001225014000Luchadore_GL_Projectile1048VFX_AlienBounce_Trail0dont detonate from explosionuse bullet collision quality0.0108Luchadore_GL_Projectile1056VFX_AlienBounce_Trail0dont detonate from explosionuse bullet collision quality0.0108Luchadore_GL_Projectile1064VFX_AlienBounce_Trail0dont detonate from explosionuse bullet collision quality0.0108Luchadore_GL_Projectile1072VFX_AlienBounce_Trail0dont detonate from explosionuse bullet collision quality0.0108Luchadore_GL_Projectile1080VFX_AlienBounce_Trail0dont detonate from explosionuse bullet collision quality0.0108OM_REPLACE<_Editor>Entries:DLC:DLC 1:LuchadoreGrenadeLauncherCUST_WPN_UPGRADE_NEW_NAME_PROJECTILE_SPEEDFalse
Weapon_UpgradeTableDescriptionWeapon UpgradeNameStringUnique name for this weapon.knife
W_InfoReferenceWeapon Infoweapons.xtblWeapon.NameFalse
upgrade_descriptionReferenceUpgrade Descriptionfalselocalized_exports\WeaponUpgradeDescriptions.xtblWeaponUpgradeDescriptions_Identifier.NameFalse
upgrade_display_nameReferenceUpgrade Display Namesfalselocalized_exports\WeaponUpgradeDescriptions.xtblWeaponUpgradeDescriptions_Identifier.NameFalse
FrameworkReferencefalsedlc_frameworks.xtblBundleInfo.Flag_StringFalse
Upgrade_PricesGridUpgrade Prices0PriceInt08
Display_Name_OverrideReferenceDisplay Name Overridefalselocalized_exports\HUD.xtblHUD_Identifier.NameFalse
Description_OverrideReferenceDescription Overridefalselocalized_exports\HUD.xtblHUD_Identifier.NameFalse
UltimateSelectionUltimate UpgradeIdentifies the upgrade track as an ultimate upgrade for the weaponFalseTrueFalse
Bitmap_OverrideReferenceBitmap Overridefalsebitmap_sheets\ui_bms_00.xtblBitmapSheets.Images.Properties.NameFalse
Object_Item_OverrideReferenceObject Item Overridefalseitems_3d.xtblItem.NameFalse
AmmoElementfalseGridGridValuesValueReferenceammo.xtblAmmo.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Alt_AmmoElementAlt AmmofalseGridGridValuesValueReferenceammo.xtblAmmo.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
FlagsElementIf 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.falseGridGridValuesValueElementignoreStringignoredFlagsFlagsallow 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 aimno bullet decaluse extra aim assistbullets can hit multiple humansacid shotsanal probe ultimategibs victimsinflatoray ultimatescale damage up by distknifegun8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACE
Strafe_AnglesElementStrafe AnglesfalseGridGridValuesValueReferencestrafe_angles.xtblStrafe_Angles.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACE
Muzzle_EffectElementMuzzle EffectThe muzzle effect for this weapon.falseGridGridValuesValueReferenceeffects.xtblEffect.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Alt_Muzzle_EffectElementAlt Muzzle EffectThe muzzle effect for alternate fire for this weapon.falseGridGridValuesValueReferenceeffects.xtblEffect.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Melee_EffectElementMelee EffectEffect played when weapon makes melee contact.falseGridGridValuesValueReferenceeffects.xtblEffect.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Trigger_TypeElementTrigger 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).falseGridGridValuesValueSelectionsingleburstcharge releaseautomatic8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACE
Alt_Trigger_TypeElementAlt Trigger TypeSee trigger type for explanation.falseGridGridValuesValueSelectionsinglesingleburstrapid8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACE
Magazine_SizeElementMagazine SizeNumber of rounds in a single magazine (ignored for "thrown" and "melee" weapons).falseGridGridValuesValueInt08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE
Ammo_per_ShotElementAmmo 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.falseGridGridValuesValueFloat18OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE
Ammo_RegenerationElementHow quickly the ammunition regenerates in rounds per second. Set to 0.0 to not regeneratefalseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE
Ammo_Regeneration_DepletedElementWeapon can't be used until ammo is completely regenerated at that pointfalseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE
Range_MaxElementMax. RangeMaximum range of weapon (in meters, ignored for "thrown" weapons)falseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE
AI_Range_MaxElementAI Max. RangeMax range of a weapon from an AI point of view. The AI will only use weapon if target is within this range.falseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REPLACE
Sound_RadiusElementAI Sound RadiusRadius of attack sound (in meters).falseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
NPC_Aim_DriftElementNPC Aim Drift ProfilefalseGridGridValuesValueReferenceaim_drift.xtblProfile.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Time_ManagementElementTime ManagementfalseGridGridValuesValueElementRefire_DelayIntRefire DelayDelay between shots (in milliseconds, ignored for "thrown" and "melee" weapons).00Dual_Wield_Refire_DelayIntDual Wield Refire Delayfalse0npc_refire_delayElementNPC refire delay:Specifies a min/max refire delay for NPCs onlyfalseminIntMin0maxIntMax0npc_refire_typeSelectionRefire Type1. Random Range1. Random Range2. Scale up in groupsPre_Detonate_DelayIntPre Detonate DelayDelay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it.false0Post_Detonate_DelayIntPost Detonate DelayDelay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type.false0Firecone_ramp_in_timeFloatFirecone ramp in timefalse0.08OverrideSelectionOverride MethodOM_REPLACEOM_REPLACE
Alt_Time_ManagementElementAlt Time ManagementfalseGridGridValuesValueElementRefire_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 timefalse0.08OverrideSelectionOverride MethodOM_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).falseGridGridValuesValueElementNPC_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.0.08OverrideSelectionOverride MethodOM_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).falseGridGridValuesValueElementNPC_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.0.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Melee_Attack_InfoElementMelee Attack InfoSet of melee attacks that will be used when this weapon is equipped. (References weapon_melee_attacks.xtbl)falseGridGridValuesValueReferenceweapon_melee_attacks.xtblMelee_Attack_Set.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Melee_Damage_OverridesElementOverride Melee Damage Dealt ByOverrides melee.xtbl damage entriesfalseGridGridValuesValueElementNPCFloat0.0PlayerFloat0.0OnlineFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
ExplosionElementThe explosion associated with this weapon.falseGridGridValuesValueReferenceexplosions.xtblExplosion.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Alt_ExplosionElementThe alt explosion associated with this weapon.falseGridGridValuesValueReferenceexplosions.xtblExplosion.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Underwater_ExplosionElementThe underwater explosion associated with this weapon.falseGridGridValuesValueReferenceexplosions.xtblExplosion.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Fire_Damage_Per_SecondElementFire Damage Per SecondAmount of fire damage a human will take per second from an explosion caused by this weapon.falseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
Damage_Max_DistElementDamage 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.falseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
Damage_Min_DistElementDamage 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.falseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
Flat_Spread_MetricsElementFlat Spread MetricsFor weapons that have a flat spread, this determines how the spread is formed.falseGridGridValuesValueElementFlat_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.0.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Fire_Cone_AngleElementFire 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).falseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
Fire_Cone_LengthElementFire Cone LengthfalseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_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.falseGridGridValuesValueElementMetric_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.0.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Fire_Cone_Impact_EffectElementFire Cone Impact EffectfalseGridGridValuesValueReferenceeffects.xtblEffect.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Shots_Per_RoundElementShots Per RoundNumber of shots emitted per round (defaults to one).falseGridGridValuesValueInt18OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
PlayerWeaponSpreadElementPlayer Weapon SpreadWeapon spread valuesfalseGridGridValuesValueElementSpreadMinMaxElementSpread 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-aimfalse1.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
PlayerAltWeaponSpreadElementPlayer Alt Weapon SpreadWeapon spread valuesfalseGridGridValuesValueElementSpreadMinMaxElementSpread 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-aimfalse1.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
NPCWeaponSpreadElementNPC Weapon SpreadWeapon spread valuesfalseGridGridValuesValueElementSpreadMinMaxElementSpread 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 vehiclefalse1.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Ragdoll_Force_ShootElementRagdoll Force (Shoot)How much force to apply to a ragdoll when SHOT by this weapon. 0 is none.falseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
Ragdoll_InfoElementRagdoll InfofalseGridGridValuesValueElementChanceFloat1.001Death_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.0.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Object_Bullet_Hit_Impulse_MagnitudeElementMover Hit ImpulseAmount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).falseGridGridValuesValueFloat1008OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
Human_Hit_Impulse_MagnitudeElementHuman Hit ImpulseAmount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).falseGridGridValuesValueFloat1008OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
Vehicle_Hit_Impulse_MagnitudeElementVehicle Hit ImpulseAmount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).falseGridGridValuesValueFloat1008OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
Projectile_InfoElementProjectile ParametersProjectile parameters (only for "projectile" or "thrown" weapons).falseGridGridValuesValueElementModelReferenceThe 3D model for the projectile.items_3d.xtblItem.NameFalseMassFloatMass of projectile in kg. Default 1kg. Only projectiles that bounce need to worry about tweaking.1.0SpeedFloatSpeed (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.NameFalseLinear_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 allowedplungerBlow_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.false2000065000Launch_pitch_change_degFloatLaunch Pitch Change (deg)The amount the muzzle fvec is rotated up to get the base launch direction (in degrees).0.08OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
melee_damage_to_anchored_scalerElementScaler melee damage anchoredScaler applied to damage from this weapon when hitting anchored movers with melee attackfalseGridGridValuesValueFloat0.28OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
vehicle_damage_scaleElementVehicle damage scale factorScale amount applied to damage if target is vehicle.falseGridGridValuesValueFloat1.08OverrideSelectionOverride MethodOM_REPLACEOM_ADDITIVEOM_MULTIPLICATIVEOM_REMOVALOM_REPLACE
melee_material_effectsElementMelee Impact Material EffectsfalseGridGridValuesValueListmaterial_effectElementMaterial EffectmaterialReferenceMaterialconcretebitmap_materials.xtblBitmap_Material.NameFalseeffectReferenceEffecteffects.xtblEffect.NameFalse8material_effect.material8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Target_LockonElementTarget Lockonuse the target lockon systemfalseGridGridValuesValueElementLockon_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 only8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVALOM_REPLACE
Camera_InfoElementCamera InfofalseGridGridValuesValueElementPrimary_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-progressive8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE
Burst_Fire_InfoElementBurst Fire InfoIf this is a burst trigger weapon, these are the parameters that determine how that works.falseGridGridValuesValueElementShotsInt41Burst_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.30008OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE
Charge_Release_InfoElementCharge Release InfofalseGridGridValuesValueElementCharge_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 fieldfalse0.0Pre_Charge_DelayFloatPre Charge Delay (sec)0.0Charge_Cooldown_TimeFloatAfter discharging this weapon, the weapon will take this long to cooldown from a fullfalse0.08OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE
Overheat_InfoElementOverheat InfofalseGridGridValuesValueElementPercent_Increase_Per_ShotFloatPercent Increase Per Shot0.001Percent_Decrease_Per_SecondFloatPercent Decrease Per Second0.00Percent_Decrease_Per_ReloadFloatPercent Decrease Per Reload0.00Reload_Cooldown_DelayStringhow long (in seconds) after firing the player must wait before spamming the button to accellerate cooldown0.5Percent_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 anim8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE
Percent_Decrease_Per_KillElementOverheat Percent Decrease Per KillfalseGridGridValuesValueFloat0.0018OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
Grenade_TypeElementGrenade TypefalseGridGridValuesValueSelectionstandardstunflashbangmolotov8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE
Alt_Override_Bullet_Impact_EffectElementAlt Override Bullet Impact EffectPlay this effect instead of "bullet sparks" for the alternate weapon.falseGridGridValuesValueReferenceeffects.xtblEffect.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE
Override_Bullet_Impact_EffectElementOverride Bullet Impact EffectPlay this effect instead of "bullet sparks" for the primary weapon.falseGridGridValuesValueReferenceeffects.xtblEffect.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE
End_Point_ExplosionElementEnd Point ExplosionPlay this explosion at the point of a bullet hit.falseGridGridValuesValueReferenceexplosions.xtblExplosion.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVE
Alt_End_Point_ExplosionElementAlt End Point ExplosionPlay this explosion at the point of a bullet hit for the alt weapon.falseGridGridValuesValueReferenceexplosions.xtblExplosion.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE
Reload_scalarElementReload ScalarScalar to reduce reload timefalseGridGridValuesValueFloat1.018OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
HealthPickupElementHealth Pickup MultiplierModifies the number of health pickups an npc will drop when killed by this weaponfalseGridGridValuesValueFloat0.08OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
MechanicalsBonusElementMechanical Damage MultiplierDamage modifier for damage dealt to characters flagged as 'no_blood' and tofalseGridGridValuesValueFloat0.008OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
KillRoundsBonusElementBonus rounds on KillNumber of rounds added to weapons clip when used to kill another humanfalseGridGridValuesValueInt118OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
HealthRestorationElementHealth Restoration BonusPercentage of maximum health attacker restores when they kill another humanfalseGridGridValuesValueFloat0.0018OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
CashBonusElementCash Bonus PctAmount of cash the attacker recieves when killing another human (applied as a percentile of maximum health)falseGridGridValuesValueFloat0.0018OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
WielderDamageReductionPctElementDamage Reduction PctPct to reduce damage applied to the wielderfalseGridGridValuesValueFloat0.0018OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
OverheatDamageBonusElementOverheat Damage MultiplierMultiplier applied to damage based on overheat (at full overheat the whole multiplier is applied)falseGridGridValuesValueFloat0.008OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
Diversion_Kill_MultiplierElementDiversion Kill MultiplierfalseGridGridValuesValueFloat0.008OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVEOM_ADDITIVEOM_MULTIPLICATIVE
Muzzle_ExplosionElementMuzzle ExplosionfalseGridGridValuesValueReferenceexplosions.xtblExplosion.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVEOM_REPLACE
Sweep_InfoElementSweep InfoHolds info about the sweep firing pattern this weapon should usefalseGridGridValuesValueElementShots_from_CenterIntShots from CenterDefines how many shots away from center the sweep pattern covers before reversing01Max_AngleFloatMax AngleDefines the max angle (in degrees) from center that the weapon will fire in the sweep0.00180Fine_Aim_Max_AngleFloatFine Aim Max AngleDefines the max angle (in degrees) from center that the weapon will fire in the sweep0.001808OverrideSelectionOverride MethodOM_REPLACEOM_REMOVEOM_REPLACE
True
EntriesDLCDLC 1Brute_FlamethrowerBrute_MinigunLuchadoreGrenadeLauncherDLC 2XMAS-BounceDLC 3Dubstep RemixPlunger GunDLC 4Rifle - GatVDLC5ExplosiveExplosive-PlasmaCannonExplosive-RocketLauncherMeleeAnal ProbeBaseball BatLight SwordStun GunTentacle BatPistolsAlien RevolverGang PistolLoud LocustPolice PistolRiflesRifle-BounceRifle-CommanderRifle-DisintegratorRifle-GangRifle-LaserRifle-NGShotgunsShotgun-GangShotgun-PoliceThumpgunSpecialSpecial-AbductionSpecial-BlackHoleGunSpecial-DubstepSpecial-InflatoRaySpecial-MinethrowerArmSpecial-MinigunArmSpecial-SniperRifleSubmachine GunsPistol-LaserSMG-GangSMG-Storm
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Melee_Attack_Info
Element
Melee Attack Info
Set of melee attacks that will be used when this weapon is equipped. (References weapon_melee_attacks.xtbl)
false
Grid
Grid
Values
Value
Reference
weapon_melee_attacks.xtbl
Melee_Attack_Set.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Melee_Damage_Overrides
Element
Override Melee Damage Dealt By
Overrides melee.xtbl damage entries
false
Grid
Grid
Values
Value
Element
NPC
Float
0.0
Player
Float
0.0
Online
Float
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Explosion
Element
The explosion associated with this weapon.
false
Grid
Grid
Values
Value
Reference
explosions.xtbl
Explosion.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Alt_Explosion
Element
The alt explosion associated with this weapon.
false
Grid
Grid
Values
Value
Reference
explosions.xtbl
Explosion.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Underwater_Explosion
Element
The underwater explosion associated with this weapon.
false
Grid
Grid
Values
Value
Reference
explosions.xtbl
Explosion.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Fire_Damage_Per_Second
Element
Fire Damage Per Second
Amount of fire damage a human will take per second from an explosion caused by this weapon.
false
Grid
Grid
Values
Value
Float
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Damage_Max_Dist
Element
Damage Max. Distance
Distance (in meters) at or below which weapon does maximum damage (defaults to zero)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.
false
Grid
Grid
Values
Value
Float
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Damage_Min_Dist
Element
Damage Min. Distance
Distance (in meters) at or above which weapon does minimum damage (defaults to max range)
- for "bullet" type weapons, the distance is measured from the gun to the target.
- for "projectile" and "thrown" type weapons, the distance is measured from the projectile to the target.
false
Grid
Grid
Values
Value
Float
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Flat_Spread_Metrics
Element
Flat Spread Metrics
For weapons that have a flat spread, this determines how the spread is formed.
false
Grid
Grid
Values
Value
Element
Flat_Spread_Width_Angle
Float
Flat Spread Width Angle
Width of the firing spread, in degrees. (The long axis of the plane created by the spread.)
0.0
0
90
Flat_Spread_Height_Angle
Float
Flat Spread Height Angle
Height of the firing spread, in degrees. (The short axis of the plane created by the spread.)
0.0
0
90
Flat_Spread_Rotation
Float
Flat Spread Rotation
When 0, the spread is horizontally flat. The axes will be rotated by this value so that if this value is 90 (or -90), the spread will be vertically flat.
0.0
-90
90
Flat_Spread_Rotation_Per_Shot
Float
Flat Spread Rotation Per Shot
How much the flat spread rotates on each shot.
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Fire_Cone_Angle
Element
Fire Cone Angle
(THIS IS GOING TO BE DEPRECATED, PLEASE
USE THE FIRE CONE METRICS, BELOW)
Angle of cone extending from the barrel in which targets take damage (defaults to zero).
false
Grid
Grid
Values
Value
Float
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Fire_Cone_Length
Element
Fire Cone Length
false
Grid
Grid
Values
Value
Float
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Fire_Cone_Metrics
Element
Fire Cone Metrics
Metrics to define the fire cone of weapons that fire multiple
shots per round or otherwise damage objects within a cone
rather than just along a ray.
false
Grid
Grid
Values
Value
Element
Metric_Type
ComboElement
Metric Type
Type of fire cone metrics specified.
Angle
Element
false
Angle
Float
Angle (degrees) of cone extending from the barrel in
which targets take damage (defaults to zero).
0.0
Min_Max
Element
Min-Max
false
Near_Radius
Float
Near Radius
Radius (meters) of the cone at the barrel of the gun.
0.0
Far_Radius
Float
Far Radius
Radius (meters) of the fire cone at the maximum distance
of the weapon.
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Fire_Cone_Impact_Effect
Element
Fire Cone Impact Effect
false
Grid
Grid
Values
Value
Reference
effects.xtbl
Effect.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Shots_Per_Round
Element
Shots Per Round
Number of shots emitted per round (defaults to one).
false
Grid
Grid
Values
Value
Int
1
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
PlayerWeaponSpread
Element
Player Weapon Spread
Weapon spread values
false
Grid
Grid
Values
Value
Element
SpreadMinMax
Element
Spread Min/Max
Minimum and maximum spread values for the weapon
false
Player_Spread_Max
Float
Max. Spread
Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
Player_Spread_Min
Float
Min. Spread
Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
SpreadMovementMultipliers
Element
Spread Movement Multipliers
Spread min/max multipliers due to movement
false
Movement_Multiplier_Crouch
Float
Crouch
Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when in a vehicle
1.0
Movement_Multiplier_Fine_Aim
String
Fine Aim
Spread min/max multiplier when in fine-aim
false
1.0
SpreadDynamics
Element
Spread Dynamics
Values affecting how quickly weapon spread increases and decreases
false
Player_To_Spread_Max
Int
To Max. Spread
Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
Player_To_Spread_Min
Int
To Min. Spread
Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
SpreadDynamicMultipliers
Element
Spread Dynamic Multipliers
Spread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)
false
Movement_Multiplier_Crouch
Float
Crouch
Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread dynamic multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread dynamic multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread dynamic multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread dynamic multiplier when in a vehicle
false
1.0
Movement_Multiplier_Fine_Aim
String
Fine Aim
Spread dynamic multiplier when in fine-aim
false
1.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
PlayerAltWeaponSpread
Element
Player Alt Weapon Spread
Weapon spread values
false
Grid
Grid
Values
Value
Element
SpreadMinMax
Element
Spread Min/Max
Minimum and maximum spread values for the weapon
false
Player_Spread_Max
Float
Max. Spread
Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
Player_Spread_Min
Float
Min. Spread
Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
SpreadMovementMultipliers
Element
Spread Movement Multipliers
Spread min/max multipliers due to movement
false
Movement_Multiplier_Crouch
Float
Crouch
Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when in a vehicle
1.0
Movement_Multiplier_Fine_Aim
String
Fine Aim
Spread min/max multiplier when in fine-aim
false
1.0
SpreadDynamics
Element
Spread Dynamics
Values affecting how quickly weapon spread increases and decreases
false
Player_To_Spread_Max
Int
To Max. Spread
Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
Player_To_Spread_Min
Int
To Min. Spread
Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
SpreadDynamicMultipliers
Element
Spread Dynamic Multipliers
Spread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)
false
Movement_Multiplier_Crouch
Float
Crouch
Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread dynamic multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread dynamic multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread dynamic multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread dynamic multiplier when in a vehicle
false
1.0
Movement_Multiplier_Fine_Aim
String
Fine Aim
Spread dynamic multiplier when in fine-aim
false
1.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
NPCWeaponSpread
Element
NPC Weapon Spread
Weapon spread values
false
Grid
Grid
Values
Value
Element
SpreadMinMax
Element
Spread Min/Max
Minimum and maximum spread values for the weapon
false
NPC_Spread_Max
Float
Max. Spread
Maximum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
NPC_Spread_Min
Float
Min. Spread
Minimum accuracy spread (angle, in degrees) for a shot (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0.0
SpreadMovementMultipliers
Element
Spread Movement Multipliers
Spread min/max multipliers due to movement
false
Movement_Multiplier_Crouch
Float
Crouch
Spread min/max multiplier when crouched (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when in a vehicle
false
1.0
SpreadTargetMovementMultipliers
Element
Spread Target Movement Multipliers
Spread min/max multipliers due to target movement
false
Target_Movement_Multiplier_Walk
Float
Walk
Spread min/max multiplier when the target is walking
false
1.0
Target_Movement_Multiplier_Run
Float
Run
Spread min/max multiplier when the target is running
false
1.0
Target_Movement_Multiplier_Sprint
Float
Sprint
Spread min/max multiplier when the target is sprinting
false
1.0
Target_Movement_Multiplier_Vehicle
Float
Vehicle
Spread min/max multiplier when the target is in a vehicle
false
1.0
SpreadDynamics
Element
Spread Dynamics
Values affecting how quickly weapon spread increases and decreases
false
NPC_To_Spread_Max
Int
To Max. Spread
Number of shots for the gun to go to max spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
NPC_To_Spread_Min
Int
To Min. Spread
Time (in milliseconds) for the gun to settle from maximum spread to minimum spread (defaults to zero, ignored for "thrown" and "melee" weapons).
false
0
SpreadDynamicMultipliers
Element
Spread Dynamic Multipliers
Spread dynamic multipliers due to movement (values > 1.0 speed up spread recovery, values < 1.0 slow down spread recovery)
false
Movement_Multiplier_Crouch
Float
Crouch
Spread dynamic multiplier when crouching (includes stationary crouch and crouch walk)
false
1.0
Movement_Multiplier_Walk
Float
Walk
Spread dynamic multiplier when walking
false
1.0
Movement_Multiplier_Run
Float
Run
Spread dynamic multiplier when running
false
1.0
Movement_Multiplier_Sprint
Float
Sprint
Spread dynamic multiplier when sprinting
false
1.0
Movement_Multiplier_Vehicle
Float
Vehicle
Spread dynamic multiplier when in a vehicle
false
1.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Ragdoll_Force_Shoot
Element
Ragdoll Force (Shoot)
How much force to apply to a ragdoll when SHOT by this weapon. 0 is none.
false
Grid
Grid
Values
Value
Float
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Ragdoll_Info
Element
Ragdoll Info
false
Grid
Grid
Values
Value
Element
Chance
Float
1.0
0
1
Death_Velocity_Horizontal
Float
Death Velocity Horizontal
0.0
Death_Velocity_Vertical
Float
Death Velocity Vertical
0.0
Death_Point_Velocity
Float
Death Point Velocity
0.0
Death_Angular_Velocity_Vertical
Float
Death Angular Velocity Vertical
0.0
Death_Angular_Velocity_Horizontal
Float
Death Angular Velocity Horizontal
0.0
Death_Range_Min
Float
Death Range Min
The smaller of the "range" parameters. A distance of this (or closer) will result in maximum ragdoll velocities.
0.0
Death_Range_Max
Float
Death Range Max
The larger of the "range" parameters. A distance of this (or further) will result in minimum ragdoll velocities.
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Object_Bullet_Hit_Impulse_Magnitude
Element
Mover Hit Impulse
Amount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).
false
Grid
Grid
Values
Value
Float
10
0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Human_Hit_Impulse_Magnitude
Element
Human Hit Impulse
Amount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).
false
Grid
Grid
Values
Value
Float
10
0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Vehicle_Hit_Impulse_Magnitude
Element
Vehicle Hit Impulse
Amount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s).
false
Grid
Grid
Values
Value
Float
10
0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
Projectile_Info
Element
Projectile Parameters
Projectile parameters (only for "projectile" or "thrown" weapons).
false
Grid
Grid
Values
Value
Element
Model
Reference
The 3D model for the projectile.
items_3d.xtbl
Item.Name
False
Mass
Float
Mass of projectile in kg. Default 1kg. Only projectiles that bounce need to worry about tweaking.
1.0
Speed
Float
Speed (Thrown)
Speed of projectile when it is launched/thrown (in meters/second).
0.0
Speed_NPC
Float
Speed (Thrown) - NPC
false
0.0
Post_Ignition_Speed
Float
Post Ignition Speed
false
0.0
Post_Ignition_Speed_NPC
Float
Post Ignition Speed - NPC
false
0.0
Fuse_Time
Int
Fuse Time
Time (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact).
false
0
Attached_Effect
Reference
Attached Effect
Effect that is attached to projectile.
false
effects.xtbl
Effect.Name
False
Attached_Effect_Prop_Point
String
Attached Effect Prop Point
false
Gravity
Float
Acceleration due to gravity on the projectile (defaults to -9.8 m/s^2).
false
-9.8
Sound
Reference
Emitting Sound
Sound that the projectile makes while in flight.
false
audio_events.xtbl
NewEntity.Name
False
FoleyCollision
Reference
Foley Collision
The foley collision name that defines the sound and the min/max speed for volume when the projectile impacts geometry.
false
foley_collision.xtbl
FoleyCollision.Name
False
Linear_Damp
Float
Linear Damping
Value between 0 and 1. Higher value results in higher drag on linear velocity (ie less distance).
false
0.0
0
1
Angular_Damp
Float
Angular Damping
Value between 0 1nd 1. Higher value results in higher drag on angular velocity (ie less spin).
false
0.0
0
1
Restitution
Float
The restitution coefficient (usually a value from 0 to 1) specifies how much kinetic energy is lost during a collision between two objects e.g. with a value of 0, all energy is lost and objects appear to come to a complete halt when they collide. With a value of 1, no energy is lost and objects bounce off each other with an equal but opposite velocity. For values between 0 and 1, the objects lose some but not all energy with each collision.
false
0.0
Friction
Float
The friction coefficient (usually a value from 0 to 1) which specifies how "sticky" or "rough" an object is.
false
0.0
Angular_Velocity
Vector
Angular Velocity
Starting angular velocity for projectile.
false
X
Float
0.0
Y
Float
0.0
Z
Float
0.0
Vertival_Angle_Offset
Float
Vertival Angle Offset
false
0.0
Projectile_Flags
Flags
Projectile Flags
false
has light attached
rocket flight
sticky
harpoon
satchel charge
guided
attach effect after ignition
detonate on vehicle collision
use bullet collision quality
orient projectile to velocity
dont detonate from explosion
seek to target pos
does not fire from muzzle
detonate on human collision
swarm
vehicle rc
teleport to target
guided on fine aim
rc self destruct
rc military allowed
plunger
Blow_Tire_Radius
Float
Blow Tire Radius
Radius (meters) that this projectile will blow tires in.
false
0.0
Fade_Out_Time
Float
Fade Out Time
0.0
Projectile_Ignition_Delay_MS
String
Projectile Ignition Delay MS
false
Ignition_Effect
Reference
Ignition Effect
false
effects.xtbl
Effect.Name
False
AI_Can_Guide
Int
AI Can Guide Time
Time (in milliseconds) that the AI can guide a rocket.
false
2000
0
65000
Launch_pitch_change_deg
Float
Launch Pitch Change (deg)
The amount the muzzle fvec is rotated up to get the base launch direction (in degrees).
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
melee_damage_to_anchored_scaler
Element
Scaler melee damage anchored
Scaler applied to damage from this weapon when hitting anchored movers with melee attack
false
Grid
Grid
Values
Value
Float
0.2
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
vehicle_damage_scale
Element
Vehicle damage scale factor
Scale amount applied to damage if target is vehicle.
false
Grid
Grid
Values
Value
Float
1.0
8
Override
Selection
Override Method
OM_REPLACE
OM_ADDITIVE
OM_MULTIPLICATIVE
OM_REMOVAL
OM_REPLACE
melee_material_effects
Element
Melee Impact Material Effects
false
Grid
Grid
Values
Value
List
material_effect
Element
Material Effect
material
Reference
Material
concrete
bitmap_materials.xtbl
Bitmap_Material.Name
False
effect
Reference
Effect
effects.xtbl
Effect.Name
False
8
material_effect.material
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Target_Lockon
Element
Target Lockon
use the target lockon system
false
Grid
Grid
Values
Value
Element
Lockon_Time_MS
Int
Lockon Time MS
Time it takes to completely lock on to a target
1500
0
Locking_Size_Multiplier
Float
Locking Size Multiplier
A multiplier to determine now bug the lockon size should be when not locked on
1.25
0
Locked_Size_Multiplier
Float
Locked Size Multiplier
A multiplier to determine now bug the lockon size should be when not locked on
1.0
0
Beep_Timing_Slowest
Float
Beep Timing Slowest
The slowest time between beeps, in seconds
1.0
0
Beep_Timing_Fastest
Float
Beep Timing Fastest
The fastest time between beeps, in seconds
0.1
0
Angle_From_Reticle
Float
Angle From Reticle
When locking onto a vehicle, you need to keep within this angle from the targetting reticle
7.5
0
Angle_From_Reticle_Lose_Target
Float
Angle From Reticle Lose Target
Once locked, if the targeting reticle moves this far from the target, the lockon begins to fade
50.0
0
Locking_Rotation_Furthest_Angle
Float
Locking Rotation Furthest Angle
When the target is being locked on to, the diamond rotates by this angle
0.0
0
Flags
Flags
enemy aircraft only
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVAL
OM_REPLACE
Camera_Info
Element
Camera Info
false
Grid
Grid
Values
Value
Element
Primary_Fire_Camera_Shake
Reference
Primary Fire Camera Shake
Camera shake to play when firing the primary weapon normally.
false
camera_shake.xtbl
Camera_Shake.Name
False
Primary_Fire_Camera_Shake_Intensity
Float
Primary Fire Camera Shake Intensity
false
1.0
Primary_Fine_Aim_Camera_Shake
Reference
Primary Fire Fine Aim Camera Shake
false
camera_shake.xtbl
Camera_Shake.Name
False
Primary_Fire_Fine_Aim_Camera_Shake_Intensity
Float
Primary Fire Fine Aim Camera Shake Intensity
false
1.0
Secondary_Fire_Camera_Shake
Reference
Secondary Fire Camera Shake
false
camera_shake.xtbl
Camera_Shake.Name
False
Secondary_Fire_Camera_Shake_Intensity
Float
Secondary Fire Camera Shake Intensity
false
1.0
Secondary_Fire_Fine_Aim_Camera_Shake
Reference
Secondary Fire Fine Aim Camera Shake
false
camera_shake.xtbl
Camera_Shake.Name
False
Secondary_Fire_Fine_Aim_Camera_Shake_Intensity
Float
Secondary Fire Fine Aim Camera Shake Intensity
false
1.0
Player_Hit_Camera_Shake
Reference
Player Hit Camera Shake
Camera shake to play if the player is hit by this bullet.
false
camera_shake.xtbl
Camera_Shake.Name
False
Player_Hit_Camera_Shake_Intensity
Float
Player Hit Camera Shake Intensity
false
1.0
Melee_Hard_Camera_Shake
Reference
Melee Hard Camera Shake
Camera shake to play when the weapon is used in melee against a hard suface.
false
camera_shake.xtbl
Camera_Shake.Name
False
Melee_Hard_Camera_Shake_Intensity
Float
Melee Hard Camera Shake Intensity
false
1.0
Melee_Soft_Camera_Shake
Reference
Melee Soft Camera Shake
Camera shake to play when the weapon is usedd in melee against a soft surface.
false
camera_shake.xtbl
Camera_Shake.Name
False
Melee_Soft_Camera_Shake_Intensity
Float
Melee Soft Camera Shake Intensity
false
0.0
Primary_Recoil_Multiplier
Float
Primary Recoil Multiplier
Multiplier to the random recoil value calculated when firing the primary weapon.
false
0.0
Primary_Fine_Aim_Recoil_Multiplier
Float
Primary Fine Aim Recoil Multiplier
Multiplier to the random recoil value calculated when firing the primary in fine aim or scoped.
false
0.0
Primary_Recoil_Delay_ms
Float
Primary Recoil Delay (ms)
This is the amount of time before the primary recoil is at the desired level. This is only used for automatic weapons, as the timer is reset when the trigger is released.
false
0.0
Primary_Recoil_Ramped
Selection
Primary Recoil Ramped
(Defaults to True)
If this is true, the recoil will be ramped based on the percentage of the timer completed. If not, recoil will not be used until the timer has expired.
false
True
True
False
Secondary_Recoil_Multiplier
Float
Secondary Recoil Multiplier
Multiplier to the random recoil value calculated when firing the secondary weapon.
false
0.0
Secondary_Fine_Aim_Recoil_Multiplier
Float
Secondary Fine Aim Recoil Multiplier
Multiplier to the random recoil value calculated when firing the secondary weapon in fine aim or scoped.
false
0.0
FOV_Rate
Float
Rate at which the FOV decreases in progressive zoom mode. This value is ignored for non-progressive zoom mode.
false
140.0
1
Zoom_Steps
Int
Zoom Steps
Number of taps it takes to reach the minimum FOV. This value is only applicable to non-progressive zoom mode.
false
3
1
10
Maximum_FOV
Float
Maximum FOV
false
0.0
Minimum_FOV
Float
Minimum FOV
Minimum FOV that is zoomed to.
false
15.0
5
60
Zoom_Type
Selection
Zoom Type
Type of zoom mode. Progressive is a smooth transition, while non-progressive moves in increments every time the player taps the zoom button.
false
progressive
non-progressive
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
Burst_Fire_Info
Element
Burst Fire Info
If this is a burst trigger weapon, these are the parameters that determine how that works.
false
Grid
Grid
Values
Value
Element
Shots
Int
4
1
Burst_Delay_ms
Int
Burst Delay (ms)
The minimum amount of time between bursts (from the final shot of the previous burst to the first shot of the next) in ms.
300
0
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
Charge_Release_Info
Element
Charge Release Info
false
Grid
Grid
Values
Value
Element
Charge_Time_sec
Float
Charge Time (sec)
The amount of time in seconds it takes to fully charge the
0.0
Min_Charge_Percent
Float
Min Charge Percent
Minimum amount of charge required to fire. Defaults to 1.
false
0.0
0
1
Charge_Base
Float
Charge Base
The charge percent will ramp between this base and 1.0 based on how long the player holds the trigger, so if you just tap the trigger it will be this amount of charge.
0.0
Auto_Release
Selection
Auto Release
Should the weapon automatically release when fully charged?
False
True
False
Charging_Camera_Shake
Reference
Charging Camera Shake
false
camera_shake.xtbl
Camera_Shake.Name
False
Charged_Camera_Shake
Reference
false
camera_shake.xtbl
Camera_Shake.Name
False
Charge_Flags
Flags
Charge Flags
Show HUD on charge
Min_Range
Float
Min Range
The weapon will use a range betwenn this and the weapon's max_range field
false
0.0
Pre_Charge_Delay
Float
Pre Charge Delay (sec)
0.0
Charge_Cooldown_Time
Float
After discharging this weapon, the weapon will take this long to cooldown from a full
false
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
Overheat_Info
Element
Overheat Info
false
Grid
Grid
Values
Value
Element
Percent_Increase_Per_Shot
Float
Percent Increase Per Shot
0.0
0
1
Percent_Decrease_Per_Second
Float
Percent Decrease Per Second
0.0
0
Percent_Decrease_Per_Reload
Float
Percent Decrease Per Reload
0.0
0
Reload_Cooldown_Delay
String
how long (in seconds) after firing the player must wait before spamming the button to accellerate cooldown
0.5
Percent_Decrease_Per_Second_Overheated
Float
Percent Decrease Per Second Overheated
0.0
0
Percent_Decrease_Per_Reload_Overheated
Float
Percent Decrease Per Reload Overheated
0.0
0
1
Overheat_Flags
Flags
Overheat Flags
applies to primary
applies to alt fire
play reload anim
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
Percent_Decrease_Per_Kill
Element
Overheat Percent Decrease Per Kill
false
Grid
Grid
Values
Value
Float
0.0
0
1
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
Grenade_Type
Element
Grenade Type
false
Grid
Grid
Values
Value
Selection
standard
stun
flashbang
molotov
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
Alt_Override_Bullet_Impact_Effect
Element
Alt Override Bullet Impact Effect
Play this effect instead of "bullet sparks" for the alternate weapon.
false
Grid
Grid
Values
Value
Reference
effects.xtbl
Effect.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
Override_Bullet_Impact_Effect
Element
Override Bullet Impact Effect
Play this effect instead of "bullet sparks" for the primary weapon.
false
Grid
Grid
Values
Value
Reference
effects.xtbl
Effect.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
End_Point_Explosion
Element
End Point Explosion
Play this explosion at the point of a bullet hit.
false
Grid
Grid
Values
Value
Reference
explosions.xtbl
Explosion.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
Alt_End_Point_Explosion
Element
Alt End Point Explosion
Play this explosion at the point of a bullet hit for the alt weapon.
false
Grid
Grid
Values
Value
Reference
explosions.xtbl
Explosion.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
Reload_scalar
Element
Reload Scalar
Scalar to reduce reload time
false
Grid
Grid
Values
Value
Float
1.0
1
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
HealthPickup
Element
Health Pickup Multiplier
Modifies the number of health pickups an npc will drop when killed by this weapon
false
Grid
Grid
Values
Value
Float
0.0
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
MechanicalsBonus
Element
Mechanical Damage Multiplier
Damage modifier for damage dealt to characters flagged as 'no_blood' and to
false
Grid
Grid
Values
Value
Float
0.0
0
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
KillRoundsBonus
Element
Bonus rounds on Kill
Number of rounds added to weapons clip when used to kill another human
false
Grid
Grid
Values
Value
Int
1
1
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
HealthRestoration
Element
Health Restoration Bonus
Percentage of maximum health attacker restores when they kill another human
false
Grid
Grid
Values
Value
Float
0.0
0
1
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
CashBonus
Element
Cash Bonus Pct
Amount of cash the attacker recieves when killing another human (applied as a percentile of maximum health)
false
Grid
Grid
Values
Value
Float
0.0
0
1
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
WielderDamageReductionPct
Element
Damage Reduction Pct
Pct to reduce damage applied to the wielder
false
Grid
Grid
Values
Value
Float
0.0
0
1
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
OverheatDamageBonus
Element
Overheat Damage Multiplier
Multiplier applied to damage based on overheat (at full overheat the whole multiplier is applied)
false
Grid
Grid
Values
Value
Float
0.0
0
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
Diversion_Kill_Multiplier
Element
Diversion Kill Multiplier
false
Grid
Grid
Values
Value
Float
0.0
0
8
Override
Selection
Override Method
OM_REPLACE
OM_REPLACE
OM_REMOVE
OM_ADDITIVE
OM_MULTIPLICATIVE
Muzzle_Explosion
Element
Muzzle Explosion
false
Grid
Grid
Values
Value
Reference
explosions.xtbl
Explosion.Name
False
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVE
OM_REPLACE
Sweep_Info
Element
Sweep Info
Holds info about the sweep firing pattern this weapon should use
false
Grid
Grid
Values
Value
Element
Shots_from_Center
Int
Shots from Center
Defines how many shots away from center the sweep pattern covers before reversing
0
1
Max_Angle
Float
Max Angle
Defines the max angle (in degrees) from center that the weapon will fire in the sweep
0.0
0
180
Fine_Aim_Max_Angle
Float
Fine Aim Max Angle
Defines the max angle (in degrees) from center that the weapon will fire in the sweep
0.0
0
180
8
Override
Selection
Override Method
OM_REPLACE
OM_REMOVE
OM_REPLACE
True
Entries
DLC
DLC 1
Brute_Flamethrower
Brute_Minigun
LuchadoreGrenadeLauncher
DLC 2
XMAS-Bounce
DLC 3
Dubstep Remix
Plunger Gun
DLC 4
Rifle - GatV
DLC5
Explosive
Explosive-PlasmaCannon
Explosive-RocketLauncher
Melee
Anal Probe
Baseball Bat
Light Sword
Stun Gun
Tentacle Bat
Pistols
Alien Revolver
Gang Pistol
Loud Locust
Police Pistol
Rifles
Rifle-Bounce
Rifle-Commander
Rifle-Disintegrator
Rifle-Gang
Rifle-Laser
Rifle-NG
Shotguns
Shotgun-Gang
Shotgun-Police
Thumpgun
Special
Special-Abduction
Special-BlackHoleGun
Special-Dubstep
Special-InflatoRay
Special-MinethrowerArm
Special-MinigunArm
Special-SniperRifle
Submachine Guns
Pistol-Laser
SMG-Gang
SMG-Storm