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Random RangeOM_REPLACEFalse Scope ZoomSpecial-SniperRifleCUST_WPN_UPGRADE_NEW_DESC_SCOPE_POWER011105001225014000weapon_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:SR4:Special:Special-SniperRifleCUST_WPN_UPGRADE_NEW_NAME_SCOPE_POWERFalse Ultimate - Armor Piercing BulletsPistol-PoliceCUST_WPN_UPGRADE_ULT_DESC_ARMOR_PIERCINGCUST_WPN_UPGRADE_ULT_NAME_ARMOR_PIERCING01Trueignoredallow offhand grenadebullets damage tanksdo not hide when sprintingdual wieldablearmor piercing overrideOM_REPLACE1.8OM_REPLACE<_Editor>Entries:SR4:Pistols:Police Pistol Ultimate - BackblastExplosive-PlasmaCannonCUST_WPN_UPGRADE_ULT_DESC_BACKBLASTCUST_WPN_UPGRADE_ULT_NAME_BACKBLAST050000TruePlasmaCannon-BackblastOM_REPLACE<_Editor>Entries:SR4:Explosive:Explosive-PlasmaCannon Ultimate - Big BoomsMurderbot_Mine-Unlockable050000True<_Editor>Entries:SR4:Special:Special-MinethrowerArmCUST_WPN_UPGRADE_ULT_DESC_XTRA_BIGBOOMSCUST_WPN_UPGRADE_ULT_NAME_XTRA_BIGBOOMSRPG-NPCOM_REPLACE Ultimate - Car KnockbackTentacle_BatCUST_WPN_UPGRADE_ULT_DESC_VEHICLE_KNOCKBACKCUST_WPN_UPGRADE_ULT_NAME_VEHICLE_KNOCKBACK03500080000OM_REPLACE80000OM_REPLACE<_Editor>Entries:SR4: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:SR4:Pistols:Alien Revolver Ultimate - Double Health PickupsLight_SwordCUST_WPN_UPGRADE_ULT_DESC_DOUBLEHEALTHCUST_WPN_UPGRADE_ULT_NAME_DOUBLEHEALTH0350002OM_REPLACE<_Editor>Entries:SR4:Melee:Light SwordTrue Ultimate - Double PlaySpecial-BounceCUST_WPN_UPGRADE_ULT_DESC_BOUNCEBACKCUST_WPN_UPGRADE_ULT_NAME_BOUNCEBACK035000TrueburstOM_REPLACE48OM_REPLACE120OM_REPLACE2550OM_REPLACE<_Editor>Entries:SR4:Rifles:Rifle-Bounce Ultimate - Electric BulletsSMG-StormCUST_WPN_UPGRADE_ULT_DESC_STUN_BULLETCUST_WPN_UPGRADE_ULT_NAME_STUN_BULLET01ignoredallow offhand grenadedo not hide when sprintinginstant ragdollbrass during reload onlyuse underslung fine aimcauses convulsionsdual wieldableOM_REPLACE<_Editor>Entries:SR4:Submachine Guns:SMG-StormTrue Ultimate - Explosive AmmoPistol-GangCUST_WPN_UPGRADE_ULT_DESC_XPLOSIVE_AMMOCUST_WPN_UPGRADE_ULT_NAME_XPLOSIVE_AMMO01ignoredallow offhand grenadeapply force to live ragdollsconstant vfx only at nightdo not hide when sprintingdual wieldableinstant ragdollOM_REPLACEAmmo - ExplosiveOM_REPLACE<_Editor>Entries:SR4: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:SR4:Melee:Anal ProbeTrue Ultimate - Explosive PedsSpecial-InflatoRayCUST_WPN_UPGRADE_ULT_DESC_OVERINFLATIONCUST_WPN_UPGRADE_ULT_NAME_OVERINFLATION01ignoreddo 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:SR4:Special:Special-InflatoRayTrue Ultimate - Explosive WubsSpecial-DubstepCUST_WPN_UPGRADE_ULT_DESC_EXPLOSIVE_WUBSCUST_WPN_UPGRADE_ULT_NAME_EXPLOSIVE_WUBS050000True<_Editor>Entries:SR4:Special:Special-DubstepDubstep-UltimateOM_REPLACE Ultimate - Extra RespectRifle-ThumpgunCUST_WPN_UPGRADE_ULT_DESC_XTRA_RESPECTCUST_WPN_UPGRADE_ULT_NAME_XTRA_RESPECT035000True<_Editor>Entries:SR4:Shotguns:Thumpgun2.0OM_REPLACE Ultimate - Full AutoShotgun-PoliceCUST_WPN_UPGRADE_ULT_DESC_FULL_AUTOCUST_WPN_UPGRADE_ULT_NAME_FULL_AUTO01TrueautomaticOM_REPLACE350150045001. Random RangeOM_REPLACE<_Editor>Entries:SR4: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 explosion0.00OM_REPLACE<_Editor>Entries:SR4:Explosive:Explosive-RocketLauncherTrue Ultimate - Heat ScalingPistol-LaserCUST_WPN_UPGRADE_ULT_DESC_DMG_SCALE_HEATCUST_WPN_UPGRADE_ULT_NAME_DMG_SCALE_HEAT035000True1.6OM_REPLACE<_Editor>Entries:SR4:Submachine Guns:Pistol-Laser Ultimate - InstaGibbaseball_batCUST_WPN_UPGRADE_ULT_DESC_INSTAGIBCUST_WPN_UPGRADE_ULT_NAME_INSTAGIB01Trueignoredallow 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:SR4:Melee:Baseball Bat Ultimate - Kills Add AmmoRifle-NGCUST_WPN_UPGRADE_ULT_DESC_AMMO_ADDBACKCUST_WPN_UPGRADE_ULT_NAME_AMMO_ADDBACK01True5OM_REPLACE<_Editor>Entries:SR4:Rifles:Rifle-NG Ultimate - Lights on Firestun_gunCUST_WPN_UPGRADE_ULT_DESC_XTRA_HIGHVOLTAGECUST_WPN_UPGRADE_ULT_NAME_XTRA_HIGHVOLTAGE01Trueignoredallow offhand grenadecauses convulsionsdo not hide when sprintinginfinite magazine capacityinstant ragdollunlimited ammoincendiary shotsno bullet decalOM_REPLACE<_Editor>Entries:SR4:Melee:Stun Gun Ultimate - Money ShotSpecial-SniperRifleCUST_WPN_UPGRADE_ULT_DESC_BONUS_CASHCUST_WPN_UPGRADE_ULT_NAME_BONUS_CASH035000True.15OM_REPLACE<_Editor>Entries:SR4:Special:Special-SniperRifle Ultimate - No OverheatMurderbot_Mini-Unlockable035000True<_Editor>Entries:SR4:Special:Special-MinigunArmCUST_WPN_UPGRADE_ULT_DESC_INSTACOOLCUST_WPN_UPGRADE_ULT_NAME_INSTACOOL0.00.00.00.50.00.0applies to primary0.0OM_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:SR4:Rifles:Rifle-Disintegrator Ultimate - Reduced DamageRifle-GangCUST_WPN_UPGRADE_ULT_DESC_LESS_PLAYER_DMGCUST_WPN_UPGRADE_ULT_NAME_LESS_PLAYER_DMG01True0.33OM_REPLACE<_Editor>Entries:SR4:Rifles:Rifle-Gang Ultimate - Super KnockbackShotgun-GangCUST_WPN_UPGRADE_ULT_DESC_SUPER_KNOCKBACKCUST_WPN_UPGRADE_ULT_NAME_SUPER_KNOCKBACK01Trueignoredallow 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:SR4:Shotguns:Shotgun-Gang Ultimate - Vampiric AmmoRifle-LaserCUST_WPN_UPGRADE_ULT_DESC_VAMPIRE_AMMOCUST_WPN_UPGRADE_ULT_NAME_VAMPIRE_AMMO035000True0.06OM_REPLACE<_Editor>Entries:SR4:Rifles:Rifle-Laser Ultimate-Acid BulletsSMG-GangCUST_WPN_UPGRADE_ULT_DESC_ACID_BULLETCUST_WPN_UPGRADE_ULT_NAME_ACID_BULLET01Trueignoredallow offhand grenadedo not hide when sprintingdual wieldableacid shotsOM_REPLACE<_Editor>Entries:SR4:Submachine Guns:SMG-Gang 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 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.falseGridGridValuesValueElementignoreStringignoredFlagsFlagsacid shotsalien weaponallow offhand grenadealt unlimited ammoalways play melee vfxalways wear on backanal probe ultimateapply force to live ragdollsarmor piercing overrideattach to forearmattachesbrass during reload onlybullets can hit multiple humansbullets damage tankscan zoomcauses convulsionsconstant vfx on combat ready onlyconstant vfx only at nightcontinuous burstcreate_endpoint_exp_on_misscutscene onlydisallow crouchingdisallow forward throw in vehicledisallow jumpingdisallow reloaddisallowed in demosdo not hide when sprintingdrops with full reservedual wieldableexplosion ignores ownerexplosions damage tanksfire audio only on burst startforce combat readygibs victimsgibs victims on killhas alt fireheavy weapon move speedhit effect on tracer impactincendiary shotsinfinite magazine capacityinflatoray ultimateinstant ragdollleft handlethal meleelooping muzzle flashmanned turretmanually detonatesmelee always dislodgemelee can dislodge moversmelee continue on world collideno blood splatno bullet decalno combat readyno random giveno vehicle combat readynot allowed in vehiclenot allowed with human shieldon selectionon triggerone shot shatterother hand ik during attack onlyplayer instant reloadrevives humansscale damage up by distsecondary trigger fires grenadessecondary weaponshow reserve in hudsuperpower blastunlimited ammounlockableuse block flinch animsuse box shape for melee castsuse extra aim assistuse mission srid for effectsuse modified bullet directionuse underslung fine aimzoom allows fine aimbullet gibs victims on killzaps enemieszaps arc to othershas ultimate upgradeshould pop peds on killis seven deadly sin weapon8OverrideSelectionOverride 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).falseGridGridValuesValueElementSwervy_RocketsElementfalseNum_Spline_PointsInt5525Min_OffsetFloat0.0Max_OffsetFloat0.0ModelReferenceThe 3D model for the projectile.items_3d.xtblItem.NameFalseAlt_Fire_ModelReferenceThe 3D model for the projectile fired in alt fire modefalseitems_3d.xtblItem.NameFalseNum_ProjectilesIntNumber of ProjectilesThe number of projectiles to fire.false11MassFloatMass 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.NameFalseAlt_Attached_EffectReferenceAlt Attached EffectEffect that is attached to the alt projectilefalseeffects.xtblEffect.NameFalseAttached_Effect_Prop_PointStringAttached Effect Prop PointfalseGravityFloatAcceleration due to gravity on the projectile (defaults to -9.8 m/s^2).false-9.8Alt_Fire_GravityFloatAlt Fire GravityAcceleration due to gravity on the alt fire 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).false0.001Alt_Fire_Linear_DampingFloatValue 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.falseXFloat0.0YFloat0.0ZFloat0.0Launch_pitch_change_degFloatLaunch Pitch Change (deg)false0.0Launch_angle_change_degFloatLaunch angle change (deg)false0.0Projectile_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 alloweddeal damage like bulletswervy rocketsfrogdont detonate on environment collisionBlow_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.false2000065000FrogsElementfalseNumber_Of_HopsIntNumber Of HopsHow many hops the frogs can make before they explode3Jump_ForceFloatJump ForceHow much force to we put behind the frog's jump. The bigger the force, the larger the arc0.00Jump_Forward_ScalarFloatJump Forward ScalarCan scale how much further the frog jumps each time. Shrinks the height of the arc, but lengthens the jump1.00LocustElementfalseDamage_per_secondFloatDamage per second0.008OverrideSelectionOverride 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.false15.0060Zoom_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_Increase_Per_Alt_ShotFloatPercent Increase Per Alt Shot0.001Percent_Decrease_Per_SecondFloatPercent Decrease Per Second0.00Percent_Increase_Per_HitFloatPercent Increase Per Hit0.001Percent_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)falseGridGridValuesValueFloat0.008OverrideSelectionOverride 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 Gib_ExplosionElementThe explosion effect to go off when you gib an enemy with this weaponfalseGridGridValuesValueReferenceexplosions.xtblExplosion.NameFalse8OverrideSelectionOverride MethodOM_REPLACEOM_REMOVE Damage_per_secondElementDamage per secondfalseGridGridValuesValueFloat0.008OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE Movement_speed_multiplierElementMovement speed multiplierMakes the user run faster (or slower) with this weapon equippedfalseGridGridValuesValueFloat1.008OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE Zaps_enemiesElementZaps enemiesfalseGridGridValuesValueElementzaps_arc_to_othersSelectionFalseTrueFalsezap_durationInt00zap_arc_radiusFloat0.00zap_damage_per_secondFloat0.008OverrideSelectionOverride MethodOM_REPLACEOM_REPLACEOM_REMOVE True EntriesSR4ExplosiveExplosive-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-StormSRHVExplosiveExplosive-ArkExplosive-ArmaRanaExplosive-RocketLauncherMeleeDevils WangEnvy SwordSpiked PaddleWarhammerPistolGang PistolPistol-GallowsDodgerPistol-HandCrossbowRiflesRifle-GangRifle-LavaBolterRifle-SlothShotgunsShotgun-DamnedImpalerShotgun-LustShotgun-PoliceSMGsSMG-ArmaLocustrumSMG-Brimstone_UziSMG-DiamondStingSpecialSpecial-GluttonyGunSpecial-ShakespeareSkullSpecial-SniperRifle