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Random RangeOM_REPLACE<_Editor>Entries:Shotguns:Shotgun-PoliceUltimate - 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-RocketLauncherTrueUltimate - Heat Blastbrute_flamethrowerDLC1_WPN_UPGRADE_FLAMER_DESCDLC1_WPN_UPGRADE_FLAMER_NAME035000True<_Editor>Entries:DLC:DLC 1:Brute_Flamethrowerdlc115OM_REPLACEUltimate - Heat ScalingPistol-LaserCUST_WPN_UPGRADE_ULT_DESC_DMG_SCALE_HEATCUST_WPN_UPGRADE_ULT_NAME_DMG_SCALE_HEAT035000True1.6OM_REPLACE<_Editor>Entries:Submachine Guns:Pistol-LaserUltimate - 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 BatUltimate - 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_REPLACEUltimate - 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_REPLACEdlc3Ultimate - Kills Add AmmoRifle-NGCUST_WPN_UPGRADE_ULT_DESC_AMMO_ADDBACKCUST_WPN_UPGRADE_ULT_NAME_AMMO_ADDBACK020000True5OM_REPLACE<_Editor>Entries:Rifles:Rifle-NGUltimate - 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 GunUltimate - 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_REPLACEUltimate - Money ShotSpecial-SniperRifleCUST_WPN_UPGRADE_ULT_DESC_BONUS_CASHCUST_WPN_UPGRADE_ULT_NAME_BONUS_CASH035000True.15OM_REPLACE<_Editor>Entries:Special:Special-SniperRifleUltimate - 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_REPLACEUltimate - 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-DisintegratorUltimate - Reduced DamageRifle-GangCUST_WPN_UPGRADE_ULT_DESC_LESS_PLAYER_DMGCUST_WPN_UPGRADE_ULT_NAME_LESS_PLAYER_DMG020000True0.33OM_REPLACE<_Editor>Entries:Rifles:Rifle-GangUltimate - 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-GangUltimate - 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_REPLACEUltimate - Vampiric AmmoRifle-LaserCUST_WPN_UPGRADE_ULT_DESC_VAMPIRE_AMMOCUST_WPN_UPGRADE_ULT_NAME_VAMPIRE_AMMO035000True0.06OM_REPLACE<_Editor>Entries:Rifles:Rifle-LaserUltimate-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-GangDamageSpecial-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