heli_fighter_01 vehicle burst 100 225 150 1500 50 rpg_projectile 55 -1.0 WEP_HELIROCKET_LOOP rpg_heli_trail has light attached rocket flight attach_effect_after_ignition guided 10 0.0 0.0 0.0 0.0 55 0 2000 <_Editor> Entries:Vehicle 900 Default 150 Rifle muzz_minigun has alt fire unlimited ammo alt unlimited ammo infinite magazine capacity WPNCAT_RIFLE 4 0.2 1.0 9 600 1.0 5 0.5 1.15 1.35 1.8 1.5 5 650 1 OF_WF_RF_MINIGUN OF_WF_RF_MINIGUN OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 40 75 0 0 OF_WF__SpinUp Bullet Rifle vehicle 0 AR50grenade 35 0 PROJ_IMP_GRENADE_BOUNCE 3 .85 .5 0 1 30 0.0 0.0 0.0 trail_gren RPG_Heli 110 rifle True -180 180 -90 0 550 40 300 30 111 launcher False 0 0 0 0 0 0 0 0 112 launcher False 0 0 0 0 0 0 0 0 RPG single 2500 3000 6000 muzz_rpg_heli 200 Underwater Large Default Default 3000 2000 heli_tracer 1000 1.75 1.0 0.1 7.5 50.0 45 1.0 OF_WF_RPG_Launcher OF_WF_RPG_Launcher grenade thrown single 1 25 1000 1000 25 25 Grenade 1 10 grenade 35 2000 3 0.85 0.5 0 1 30 0 0 0.0 0.0 0.0 PROJ_IMP_GRENADE_BOUNCE 0.0 <_Editor> Entries:Thrown Thrown 25 WPNCAT_THROWN 1 1 1.0 1.0 IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard Underwater Large 1 5 0 0 0 Null_Feedback HE Grenade thrown 0 single Default Default 3000 2000 molotov thrown single 1 25 25 25 25 25 Molotov Explosion molotov 35 0 30 0.2 0.1 1 20 0 0 0.0 0.0 0.0 trail_molotov 0.0 <_Editor> Entries:Thrown Thrown 25 100 WPNCAT_THROWN 1 1 1.0 1.0 disallowed in demos IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 1 5 0 0 0 Null_Feedback Molotov thrown 0 single 85 Default Default 3000 2000 pipe_bomb thrown single 1 25 1000 1000 25 25 Pipe bomb 1 10 pipe_bomb 35 2500 4 0.8 0.6 0 1 30 0 0 0.0 0.0 0.0 pipebomb_wick PROJ_IMP_PIPEBOMB_BOUNCE 0.0 <_Editor> Entries:Thrown Thrown 25 WPNCAT_THROWN 1 1 1.0 1.0 IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard Underwater Large 1 3 0 0 0 Null_Feedback Pipe Bomb thrown 0 single 0 Default Default 3000 2000 flashbang thrown single 1 25 1 1 1 1 Flashbang 5 20 flashbang 35 2000 3 0.85 0.5 0 1 30 0 0 0.0 0.0 0.0 ITEM_IMP_SMOKEBOMB 0.0 trail_gren <_Editor> Entries:Thrown Thrown 25 WPNCAT_THROWN IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard Underwater Large 1 5 0 0 0 Null_Feedback Flashbang thrown 0 single Default Default 3000 2000 satchel thrown single 1 25 1000 1000 25 25 Satchel 1 10 satchel 35 3 0.85 0.5 0 1 30 0 0 0.0 0.0 0.0 sticky satchel charge 2000 PROJ_IMP_SATCHARGE_ARM 0.0 <_Editor> Entries:Thrown SatchelCharge 25 WPNCAT_THROWN IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard Underwater Large 1 2 0 100 100 0 0 Null_Feedback manually detonates attaches Satchel Charge thrown 0 single p_schlchgremote.smeshx true Default Default 3000 2000 glock pistol single 17 100 50 150 75 <_Editor> Entries:Ranged 150 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Pistol 50 Handgun muzz_handgun_nl WPNCAT_PISTOL 1.0 0.8 1.1 1.5 0.8 0.5 3 0.1 1.0 1.0 1.0 1.0 1.0 1.0 3 200 1.0 4 0.6 0.8 1.0 1.1 1.5 1.75 1.25 1.5 2.0 2.5 3 200 1.0 1.0 1.0 1.0 1.0 IV_WF_PS_Glock OF_WF_PS_Glock OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 5 15 dual wieldable 50 400 900 Null_Feedback Bullet Pistol pistol 0 single Pistol Pistol 3000 2000 gun_tracer beretta pistol single 13 100 50 175 68 <_Editor> Entries:Ranged 175 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Pistol 50 Handgun muzz_handgun_nl WPNCAT_PISTOL 1.0 0.8 1.1 1.5 0.8 0.5 4 1.3 1.0 1.0 1.0 1.0 1.0 1.0 3 500 1.0 4 0.8 0.8 1.0 1.1 1.5 1.75 1.25 1.5 2.0 2.5 3 500 1.0 1.0 1.0 1.0 1.0 IV_WF_PS_Beretta OF_WF_PS_Beretta OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 5 15 dual wieldable 150 300 800 Null_Feedback Bullet Pistol pistol 0 single Pistol Pistol 3000 2000 gun_tracer magnum pistol single 6 150 50 275 90 <_Editor> Entries:Ranged 300 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Revolver 50 Handgun muzz_handgun_nl brass during reload only clip separate dual wieldable p_colt_mag.smeshx true p_colt_magout.smeshx true WPNCAT_PISTOL 1.0 0.8 1.1 1.5 0.8 0.5 2 0.1 1.0 1.0 1.0 1.0 1.0 1.0 3 500 1.0 2 0.1 0.8 1.0 1.1 1.5 1.75 1.15 1.5 2.0 2.5 3 400 1.0 1.0 1.0 1.0 1.0 IV_WF_PS_Magnum OF_WF_PS_Magnum OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 5 15 500 2300 2900 Null_Feedback Bullet Pistol pistol 0 single Pistol Pistol 3000 2000 gun_tracer desert eagle pistol single 7 110 60 265 90 <_Editor> Entries:Ranged 750 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Pistol 50 Handgun muzz_handgun_nl WPNCAT_PISTOL 1.0 0.8 1.1 1.5 0.8 0.5 3 0.3 1.0 1.0 1.0 1.0 1.0 1.0 3 500 1.0 5 0.6 0.8 1.0 1.1 1.5 1.75 1.25 1.5 2.0 2.5 3 500 1.0 1.0 1.0 1.0 1.0 IV_WF_PS_Desert_Eagle OF_WF_PS_Desert_Eagle OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 5 15 dual wieldable 600 1000 1600 Null_Feedback Bullet Pistol pistol 0 single Pistol Pistol 3000 2000 gun_tracer Holt_55 pistol rapid 20 175 60 100 75 <_Editor> Entries:Ranged 200 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Pistol 50 Handgun WPNCAT_PISTOL 1.0 0.8 1.1 1.5 1.2 0.5 3 0.5 1.0 1.0 1.0 1.0 1.0 1.0 3 500 1.0 5 0.6 0.8 1.0 1.1 1.5 1.75 1.25 1.5 2.0 2.5 3 500 1.0 1.0 1.0 1.0 1.0 IV_WF_PS_Desert_Eagle OF_WF_PS_Desert_Eagle OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard unlockable dual wieldable clip separate constant vfx on combat ready only 5 15 120 400 800 Null_Feedback Bullet Pistol pistol 0 p_Holt55clip.smeshx true p_Holt55clip.smeshx true holt_laserline laser_dot muzz_handgun_nl single 0 Pistol Pistol 3000 2000 gun_tracer SMG tec9 smg burst 50 175 50 70 8 <_Editor> Entries:Ranged 60 2 SMG pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move 75 Handgun muzz_mac 3 WPNCAT_SUB_MACHINE_GUN 1 0.8 1 1 0.8 0.5 4.5 0.5 1.5 1 1 1 1.2 4 400 3 1 0.8 1 1 1 1.75 1.05 1.1 1.6 2.1 15 300 1.5 1 1 1 1 dual wieldable IV_WF_SMG_Tec9 OF_WF_SMG_Tec9 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 20 40 75 150 150 Null_Feedback Bullet SMG smg 0 single Pistol Pistol 3000 2000 gun_tracer SKR-9 smg burst 40 175 50 90 16 <_Editor> Entries:Ranged 60 2 SMG pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move 75 Handgun muzz_mac 3 WPNCAT_SUB_MACHINE_GUN 1 0.8 1 1 0.8 0.5 4 1 1.5 1 1 1 1.2 4 400 3 1 0.8 1 1 1 1.75 1.05 1.1 1.6 2.1 12 350 1.5 1 1 1 1 dual wieldable clip separate IV_WF_SMG_Tec9 OF_WF_SMG_Tec9 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 20 40 60 150 150 Null_Feedback Bullet SMG smg 0 p_skr-9_mag.SMESHX true p_skr-9_mag.SMESHX true single Pistol Pistol 3000 2000 gun_tracer Gal43 smg burst 50 200 50 80 15 <_Editor> Entries:Ranged 60 2 SMG pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move 75 Handgun muzz_mac 3 WPNCAT_SUB_MACHINE_GUN 1 0.8 1 1 0.8 0.5 4 1 1.0 1.5 1 1 1 1.2 4 400 1.0 4 1 0.8 1 1 1 1.75 1.05 1.2 1.7 2.2 10 300 1.5 1 1 1 1 dual wieldable clip separate unlockable IV_WF_SMG_Tec9 OF_WF_SMG_Tec9 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 20 40 60 150 150 Null_Feedback Bullet SMG smg 0 p_Gal43_mag.SMESHX true single 0 Pistol Pistol 3000 2000 gun_tracer twelve_gauge smg single 2 50 50 330 65 280 37.5 8.5 4 <_Editor> Entries:Ranged 600 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move SawedOff 7 Shotgun muzz_lg brass during reload only dual wieldable WPNCAT_SHOTGUN 1.2 0.8 1.4 1.75 2.0 0.5 0.0 0.0 1.2 0.75 0.75 0.75 0.75 1 1000 3.5 2 0.8 1.2 1.4 1.75 2.0 1.25 1.5 2.0 2.5 1 1000 1.2 0.75 0.75 0.75 0.75 IV_WF_SG_Twelve_Gauge OF_WF_SG_Twelve_Gauge OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 3 8 500 1600 2500 Null_Feedback Bullet Shotgun shotgun 0 single Rifle Rifle 3000 2000 gun_tracer pump_action_shotgun shotgun single 8 60 50 280 55 220 30 6.0 4 <_Editor> Entries:Ranged 450 sg_stand_ns sg_move_ns sg_prone_kick 1.4 sg_stand sg_move Shot Gun 7 Shotgun muzz_lg WPNCAT_SHOTGUN 1.3 0.8 1.5 1.75 2.0 0.5 0.0 0.0 1.0 1.2 0.75 0.75 0.75 0.75 2 1000 1.0 2 1 0.8 1.10 1.25 1.75 1.25 1.15 1.4 1.8 1.6 3 750 1.2 0.75 0.75 0.75 0.75 IV_WF_SG_Pump_Action_Shotgun OF_WF_SG_Pump_Action_Shotgun OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 3 8 1000 1500 2500 Null_Feedback Bullet Shotgun shotgun 0 single Rifle Rifle 3000 2000 gun_tracer orbital_launcher shotgun single 99 40 50 0 0 <_Editor> Entries:Ranged 50000 pimp_slap_stand pimp_slap_move pimp_slap_stand pimp_slap_move 4.0 pimp_slap_prone_attack pimp_slap_prone_kick 1hm_b 1hm_b Shot Gun 10 Shotgun muzz_tazer WPNCAT_SHOTGUN IV_WF_SG_Pump_Action_Shotgun OF_WF_SG_Pump_Action_Shotgun OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 1 50 1500 2500 Null_Feedback Bullet Bean Bag shotgun 0 single instant ragdoll unlockable apply force to live ragdolls unlimited ammo cutscene only Rifle Rifle 3000 2000 gun_tracer AS14 shotgun rapid 12 50 50 175 37.5 150 22.5 9 4 <_Editor> Entries:Ranged 300 sg_stand_ns sg_move_ns sg_prone_kick 1.4 sg_stand sg_move Spas12 12 Shotgun muzz_lg WPNCAT_SHOTGUN 1.3 0.8 1.5 1.75 2.0 0.5 0.0 0.0 1.0 1.2 0.75 0.75 0.75 0.75 2 1000 1.0 2 2 0.8 1.3 1.5 1.75 2.0 1.25 1.5 2.0 2.5 2 1000 1.2 0.75 0.75 0.75 0.75 IV_WF_SG_Spas12 OF_WF_SG_Spas12 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 3 8 275 700 1400 Null_Feedback Bullet Shotgun shotgun 0 p_as14_mag.SMESHX true clip separate use strafe weapon hand swap p_as14_mag.SMESHX true single 0 Spas12 Rifle Rifle 3000 2000 AK gun_tracer ak47 rifle burst 30 200 50 130 40 <_Editor> Entries:Ranged 90 1 AK ak_stand_ns ak_move_ns ak_prone_kick 1.4 ak_stand ak_move 100 Rifle muzz_md clip separate p_ak47mag.smeshx true WPNCAT_RIFLE 3.5 0.5 0.8 1.5 1.8 2.0 2.0 0.5 1.0 6 650 1 0.5 0.25 1 1 1.0 3.5 0.5 0.8 1.5 1.8 1.75 2.0 1.25 1.5 2.0 2.5 3 750 1 0.5 0.25 1 1 IV_WF_RF_AK47 OF_WF_RF_AK47 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard p_ak47mag.smeshx true 10 25 125 0 0 Null_Feedback Bullet Rifle rifle 0 single Sniper Rifle Rifle 3000 2000 gun_tracer m16 rifle burst 30 200 50 150 40 <_Editor> Entries:Ranged 120 ak_stand_ns ak_move_ns ak_prone_kick 1.4 ak_stand ak_move AK 200 Rifle muzz_md clip separate p_m32mag.smeshx true WPNCAT_RIFLE 2.5 0.35 0.8 1.5 1.8 2.0 2.0 0.5 1.0 3 750 1 0.5 0.25 1 1 1.0 6 0.7 0.8 1.5 1.8 1.75 2.0 1.45 1.65 2.2 1.65 3 750 1 0.5 0.25 1 1 1 IV_WF_RF_M16 OF_WF_RF_M16 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard p_m32mag.smeshx 10 25 100 Null_Feedback Bullet Rifle rifle 0 single Sniper Rifle Rifle 3000 2000 gun_tracer AR50 rifle burst 50 225 50 160 45 rpg_projectile 35 -3 3800 rpg_a_smk_trail sticky has light attached rocket flight guided attach_effect_after_ignition 10 0.0 0.0 0.0 0.0 65 600 rpg_a_ignite WEP_RPG_LOOP 2000 <_Editor> Entries:Ranged 300 ak_stand_ns ak_move_ns ak_prone_kick 1.4 ak_stand ak_move AK 225 Rifle muzz_md clip separate has alt fire constant vfx on combat ready only unlockable secondary trigger fires grenades p_ar50_mag.SMESHX true WPNCAT_RIFLE 2.5 0.2 0.8 1.5 1.8 2.0 2.0 0.5 1.0 9 600 1 0.5 0.25 1 1 1.0 5 0.5 0.8 1.5 1.8 1.75 2.0 1.15 1.35 1.8 1.5 5 650 1 0.5 0.25 1 1 1 IV_WF_RF_M16 OF_WF_RF_M16 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard p_ar50_mag.SMESHX 0 1 75 0 0 Null_Feedback Bullet Rifle rifle 0 holt_laserline laser_dot Exp Fireworks single 1000 Sniper muzz_gren_launch Underwater Large Rifle Rifle 3000 2000 gun_tracer 1000 0.35 1.0 0.1 7.5 20 45 0.2 OF_WF_RPG_Launcher OF_WF_RPG_Launcher AR200 rifle burst 200 240 50 185 50 <_Editor> Entries:Ranged 140 ak_stand_ns ak_move_ns ak_prone_kick 1.4 ak_stand ak_move AK 240 Rifle muzz_md clip separate melee can dislodge movers p_ar200_mag.smeshx true WPNCAT_RIFLE 3.5 0.75 0.8 1.5 1.8 2.0 0.5 0.5 1.0 5 750 1 0.5 0.25 1 2 1.0 7 0.7 0.8 1.5 1.8 1.75 2.0 1.25 1.5 2.0 1.5 2 800 1 0.5 0.25 1 1 1 IV_WF_RF_M16 OF_WF_RF_M16 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard p_ar200_mag.SMESHX 10 30 100 0 0 Null_Feedback Bullet Rifle rifle 0 single Rifle Rifle 3000 2000 gun_tracer minigun minigun continuous 1500 225 65 50 2 <_Editor> Entries:Ranged 160 ak_stand_ns ak_move_ns ak_prone_kick 1.5 ak_stand ak_move Minigun 225 Rifle muzz_minigun melee can dislodge movers unlockable WPNCAT_SPECIAL 4 1 0.8 1.5 1.8 2.0 2.0 0.5 20 1000 1 0.5 0.25 1 1 6 0.7 0.8 1.5 1.8 1.75 2.0 1.25 1.5 2.0 1.5 3 750 1 0.5 0.25 1 1 5 OF_WF_RF_MINIGUN OF_WF_RF_MINIGUN OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 50 200 0.2 12 OF_WF__SpinUp Bullet Rifle rifle 0 minigun_barrel single Minigun Minigun 3000 2000 sniper_tracer samurai_sword sword single 0 2 0 0 8 <_Editor> Entries:Melee Sword_R1 Sword_move Sword_prone Sword_L1 Sword_move Sword_prone 1.8 Sword_R3 Sword_L3 Sword_1 Sword_2 Sword_1h 3 melee can dislodge movers use block flinch anims allow nohit combos 0.2 WPNCAT_MELEE Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 1 0 Null_Feedback melee 0 single Default Default 5000 4000 shock_paddles knuckles single 0 2 0 0 8 <_Editor> Entries:Melee Defib_Stand_Shock Defib_Stand_Shock 2hm_prone_attack Defib_Stand_Shock Defib_Stand_Shock 2hm_prone_kick Defib_Stand_Shock Defib_Stand_Shock 1.8 Defibulator 2 causes convulsions revives humans no combat ready always play melee vfx draw_both_hands unlockable WPNCAT_MELEE Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 Null_Feedback melee 0 div_ambulance_shock 120 150 120 single Default Default 5000 2000 pepper_spray pepper spray continuous 100 1.5 10 25 8 <_Editor> Entries:Melee pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move PepperSpray 1.5 WPNCAT_MELEE Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 10 50 100 0.75 20000 50000 Null_Feedback melee 0 Pepper not allowed in human shield unlimited ammo pepper_spray 0.05 0.50 1.5 single Default Default 5000 3000 machete knife single 0 1.5 0 0 <_Editor> Entries:Melee 1hm_a 1hm_move_a 1hm_prone_attack 1hm_move_b 1hm_prone_kick 1.8 1hm_b Knife 1.5 WPNCAT_MELEE IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 0 0 Null_Feedback melee 0 115 130 115 single 8 0.1 Default Default 5000 2000 butterfly_knife knife single 0 1.5 0 0 8 <_Editor> Entries:Melee 1hm_a 1hm_move_a 1hm_prone_attack 1hm_move_b 1hm_prone_kick 1.8 1hm_b 1hm_d 1hm_b Knife 1.5 WPNCAT_MELEE IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 0 0 Null_Feedback melee 0 105 120 105 single Default Default 5000 2000 pimp_slap pimp slap single 0 2 0 0 90 8 <_Editor> Entries:Melee pimp_slap_stand pimp_slap_move pimp_slap_stand pimp_slap_move 1.8 pimp_slap_prone_attack pimp_slap_prone_kick 1hm_b 1hm_b PimpSlap 2 melee can dislodge movers instant ragdoll 0.2 140.0 WPNCAT_MELEE Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 0 0 Null_Feedback melee 0 single Default Default 3000 2000 sledgehammer bat single 0 2 0 0 8 <_Editor> Entries:Melee 2hm_a 2hm_move_a 2hm_prone_attack 2hm_b 2hm_move_b 2hm_prone_kick 2 Sledge 2 melee can dislodge movers instant ragdoll left_hand_ik_during_attack_only 0.4 WPNCAT_MELEE Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 Null_Feedback melee 0 115 130 115 single Default Default 5000 2000 video_camera video camera single 0 300 100 non-progressive 5 6 1500 750 200 200 1 10 <_Editor> Entries:Misc rpg_stand rpg_stand rpg_move rpg_prone_kick 1.4 Video Camera 100 muzz_rpg melee can dislodge movers can zoom WPNCAT_SPECIAL IV_WF_RPG_Launcher OF_WF_RPG_Launcher OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 4 7 2000 4000 7000 Null_Feedback Film launcher 0 single 0 Default Default 3000 2000 36 stun_gun stungun rapid 7 6 10 4 4 <_Editor> Entries:Melee 250 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Pistol 5 muzz_tazer WPNCAT_MELEE 1.0 0.8 1.1 1.5 1.2 0.5 0.25 0.1 1.0 1.0 4 0.6 0.8 1.0 1.1 1.5 1.75 1.25 1.5 2.0 2.5 IV_WF_PS_Glock OF_WF_PS_Glock OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 5 15 instant ragdoll causes convulsions unlimited ammo revives humans 100 11000 13000 Null_Feedback Stun Charge melee 0 single Pistol Pistol 5000 2000 tire_iron nightstick single 0 2 0 0 8 <_Editor> Entries:Melee tireiron_a tireiron_move_a tireiron_prone_attack tireiron_move_b 1hm_prone_kick 1.8 tireiron_b Melee 1h 2 WPNCAT_MELEE IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 Null_Feedback melee 0 single 100 115 100 Default Default 5000 2000 rpg_launcher launcher burst 500 300 100 1500 750 200 200 RPG 1 10 rpg_projectile 55 -1.0 WEP_RPG_LOOP trail_test has light attached rocket flight attach_effect_after_ignition 10 0.0 0.0 0.0 0.0 55 0 <_Editor> Entries:Ranged rpg_stand_ns rpg_move_ns rpg_prone_kick 1.5 rpg_stand rpg_move RPG 100 muzz_rpg melee can dislodge movers unlimited ammo WPNCAT_SPECIAL 0.0 0.0 IV_WF_RPG_Launcher OF_WF_RPG_Launcher OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0.0 0.0 Underwater Large 1 3 75 4000 7000 Null_Feedback RPG launcher 0 single 0 Rocket Launcher RPG 5000 3000 chainsaw_launcher launcher single 1 300 100 2000 750 200 200 1 10 chainsaw 55 -5 3800 trail_gren sticky 10 0.0 0.0 0.0 0.0 55 600 rpg_a_ignite CHAINSAW_REV 2000 <_Editor> Entries:Ranged rpg_stand_ns rpg_move_ns rpg_prone_kick 1.5 rpg_stand rpg_move Chainsaw 100 muzz_rpg_a Molotov Explosion melee can dislodge movers constant vfx on combat ready only unlimited ammo unlockable WPNCAT_SPECIAL 0.0 0.0 IV_WF_RPG_Launcher OF_WF_RPG_Launcher OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0.0 0.0 Underwater Large 1 3 1000 4000 7000 Null_Feedback RPG launcher 0 single 0 Rocket Launcher RPG 5000 3000 nightstick nightstick single 0 2 0 0 90 8 <_Editor> Entries:Melee nstick_a nstick_move_a nstick_prone_attack nstick_move_b 1hm_prone_kick 1.8 nstick_b Nightstick 1.5 melee can dislodge movers WPNCAT_MELEE IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 0 0 Null_Feedback melee 0 single 0.1 60 90 60 Default Default 5000 2000 flamethrower flamethrower burst 255 15 100 600 300 <_Editor> Entries:Ranged ak_stand_ns ak_move_ns ak_prone_kick 1.4 ak_stand ak_move Flamethrower 7.5 flamethrower melee can dislodge movers unlockable WPNCAT_SPECIAL OF_WF_RF__Default OF_WF_RF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard Underwater Large 0 1 100 4000 7000 1.0 Null_Feedback 0.1 .5 Fire launcher 0 15 flame_t_pilot flamethrower_hit 70.0 100 single Flamethrower Minigun Minigun 3000 2000 0.5 large_softdrink thrown single 1 25 0 0 large_softdrink large_softdrink 25 0 30 0.2 0.2 0.1 1 10 -3 0 0.0 0.0 0.0 PROJ_IMP_MILK_CARTON 0.0 <_Editor> Entries:Misc Thrown 25 WPNCAT_DRUG Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 Null_Feedback unarmed 0 single 0 Default Default 3000 2000 knife knife single 0 1.5 0 0 8 <_Editor> Entries:Melee 1hm_a 1hm_move_a 1hm_prone_attack 1hm_move_b 1hm_prone_kick 1.8 1hm_b 1hm_d 1hm_b Knife 1.5 WPNCAT_MELEE IV_WF__Default OF_WF__Default OF_WF_BS_Knife OF_WF_BS_Knife 0 20 0 0 0 Null_Feedback melee 0 single 0.1 100 115 100 Default Default 5000 2000 cellphone cutscene only single 10 0.0 0.0 0.0 <_Editor> Entries:Misc Pistol 0.0 WPNCAT_SPECIAL cutscene only Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 Null_Feedback unarmed 0 single 0 Default Default 3000 2000 baseball_bat bat single 0 2 0 0 8 <_Editor> Entries:Melee 2hm_a 2hm_move_a 2hm_prone_attack 2hm_b 2hm_move_b 2hm_prone_kick 2 Melee 2h 2 melee can dislodge movers instant ragdoll allow nohit combos left_hand_ik_during_attack_only 0.2 WPNCAT_MELEE Null_Feedback Null_Feedback OF_WF_BS_Baseball_Bat OF_WF_BS_Baseball_Bat 0 1 0 0 0 Null_Feedback melee 0 110 125 110 single Default Default 5000 2000 mcmanus2010 rifle rapid 5 500 5 500 100 <_Editor> Entries:Ranged 900 can zoom one shot shatter melee can dislodge movers Sniper 150 non-progressive 5 6 Rifle 80 p_McManusClip.smeshx true WPNCAT_SPECIAL ak_stand_ns ak_move_ns ak_prone_kick 1.4 ak_stand ak_move 10 5 15 10 0.0 4.0 1.0 1.0 0 0 1.0 0.0 0.0 0.8 1.3 1.5 1.75 2.0 1.25 1.5 2.0 2.5 0 0 1.2 0.75 0.75 0.75 0.75 muzz_lg 1 IV_WF_RF_Sniper_Rifle OF_WF_RF_Sniper_Rifle OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard p_McManusClip.smeshx true 5 10 5.0 750 5000 7000 Null_Feedback Bullet Sniper launcher 0 36 single Rifle Rifle 3000 2000 sniper_tracer 40oz thrown single 1 25 0 0 40oz Shatter 40oz 25 0 30 0.2 0.2 0.1 1 10 -3 0 0.0 0.0 0.0 PROJ_IMP_GLASS_SHATTER 0.0 <_Editor> Entries:Misc Thrown 25 WPNCAT_DRUG Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 Null_Feedback unarmed 0 single 0 Default Default 3000 2000 rpg_annihilator launcher single 1 300 100 2000 750 200 200 RPG 1 10 AnniRocket 8 0 rpg_a_smk_trail has light attached rocket flight guided attach_effect_after_ignition 10 0.0 0.0 0.0 0.0 55 450 rpg_a_ignite WEP_RPG_LOOP 2000 <_Editor> Entries:Ranged rpg_stand_ns rpg_move_ns rpg_prone_kick 1.5 rpg_stand rpg_move RPG 100 muzz_rpg_a melee can dislodge movers constant vfx on combat ready only unlockable WPNCAT_SPECIAL 0.0 0.0 IV_WF_RPG_Launcher OF_WF_RPG_Launcher OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0.0 0.0 Underwater Large 1 3 1000 4000 7000 Null_Feedback RPG launcher 0 rpg_laserline laser_dot single 0 Rocket Launcher RPG 5000 3000 1000 0.35 1.0 0.1 7.5 20 45 0.2 XS-2 shotgun rapid 12 75 50 300 37.5 150 22.5 9 4 <_Editor> Entries:Ranged 450 sg_stand_ns sg_move_ns sg_prone_kick 1.4 sg_stand sg_move Spas12 15 Shotgun muzz_lg WPNCAT_SHOTGUN 1.3 0.8 1.5 1.75 2.0 0.5 0.0 0.0 1.2 0.75 0.75 0.75 0.75 2 1000 2 2 0.8 1.3 1.5 1.75 2.0 1.25 1.5 2.0 2.5 2 1000 1.2 0.75 0.75 0.75 0.75 IV_WF_SG_Spas12 OF_WF_SG_Spas12 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 3 8 250 700 1400 Null_Feedback Bullet Shotgun shotgun 0 p_UltimaxDrum.SMESHX true clip separate unlockable p_UltimaxDrum.SMESHX true single 0 Spas12 Rifle Rifle 3000 2000 AK gun_tracer chainsaw chainsaw single 0 2 0 0 10 <_Editor> Entries:Melee ak_stand ak_move ak_prone_kick ak_prone_kick 1.9 Chainsaw 1.25 melee can dislodge movers lethal melee unlockable 0.4 WPNCAT_MELEE Null_Feedback Null_Feedback OF_WF_BS_Pimp_Slap OF_WF_BS_Pimp_Slap 100 200 0 0 0 Null_Feedback melee 0 0.2 0.7 2.0 chainsaw_chain chainsaw_smoke single 500 0 500 Default Default 100 2000 AR50_launcher rifle burst 50 225 50 160 45 <_Editor> Entries:Ranged 125 ak_stand_ns ak_move_ns ak_prone_kick 1.4 ak_stand ak_move AK 225 Rifle muzz_md clip separate secondary trigger fires grenades has alt fire unlockable p_ar50_mag.SMESHX true WPNCAT_RIFLE 2.5 0.2 0.8 1.5 1.8 2.0 2.0 0.5 1.0 9 600 1 0.5 0.25 1 1 1.0 5 0.5 0.8 1.5 1.8 1.75 2.0 1.15 1.35 1.8 1.5 5 650 1 0.5 0.25 1 1 1 IV_WF_RF_M16 OF_WF_RF_M16 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard p_ar50_mag.SMESHX 0 1 75 0 0 Null_Feedback Bullet Rifle rifle 0 AR50grenade 35 0 PROJ_IMP_GRENADE_BOUNCE 3 .85 .5 0 1 30 0.0 0.0 0.0 trail_gren Grenade single 0 Sniper muzz_gren_launch Rifle Rifle 3000 2000 gun_tracer OF_WF_RPG_Launcher OF_WF_RPG_Launcher dual_swords sword single 0 2 0 0 8 <_Editor> Entries:Melee Dual_swords_a Dual_swords_move 2hm_prone_attack Dual_swords_b Dual_swords_move 2hm_prone_kick 1.8 Dual_Sword 3.5 melee can dislodge movers use block flinch anims draw_both_hands 0.2 WPNCAT_MELEE Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 0 0 Null_Feedback melee 0 single Default Default 3000 2000 fireext waterspray burst 500 9 75 2 2 <_Editor> Entries:Ranged 800 ak_stand_ns ak_move_ns ak_prone_kick 0.9 ak_stand ak_move AK 7.5 melee can dislodge movers WPNCAT_SPECIAL 7 1 6 0.7 OF_WF_RF__Default OF_WF_RF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 1 52 Null_Feedback Water launcher 0 single 30 20 0.25 firetruck_spray 7.5 0.1 0.5 Rifle Rifle 3000 2000 Detonator melee script WPNCAT_MELEE Melee single 1 0 2 2 no vehicle combat ready 0 0.0 0.0 Null_Feedback Null_Feedback Null_Feedback Null_Feedback Null_Feedback 0 20 <_Editor> Entries:Misc single 0 Default Default 3000 2000 giegerCounter script single 0 2 0 0 0 <_Editor> Entries:Misc Geiger 2 no combat ready always play melee vfx WPNCAT_SPECIAL Null_Feedback Null_Feedback OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 Null_Feedback melee 0 single Default Default 3000 2000 tireiron_a tireiron_b tireiron_move_a tireiron_move_b tireiron_prone_attack 1hm_prone_kick 1.4 100 115 100 truck_2dr_septic01_Front vehicle burst 50 225 50 10 10 <_Editor> Entries:Vehicle 800 Default 225 unlimited ammo WPNCAT_SPECIAL 2.5 0.2 1.0 9 600 1.0 1 OF_WF_RF__Default OF_WF_RF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 25 40 75 0 0 Null_Feedback Sewage vehicle 0 110 waterspray True -180 180 -90 90 550 40 270 30 single 30 20 0.5 0.1 3.0 0.75 septic_spray Default Default 3000 2000 truck_2dr_septic01_Rear vehicle burst 50 225 50 10 10 <_Editor> Entries:Vehicle 800 Default 225 unlimited ammo WPNCAT_SPECIAL 2.5 0.2 1.0 9 600 1.0 1 OF_WF_RF__Default OF_WF_RF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 25 40 75 0 0 Null_Feedback Sewage vehicle 0 111 waterspray True -180 180 -90 90 550 40 270 30 single 30 20 0.5 0.1 3.0 0.75 septic_spray Default Default 3000 2000 truck_2dr_fire01 vehicle burst 50 225 50 10 10 <_Editor> Entries:Vehicle 800 Default 225 unlimited ammo WPNCAT_SPECIAL 2.5 0.2 1.0 9 600 1.0 5 0.5 1.15 1.35 1.8 1.5 5 650 1 IV_WF_RF_M16 OF_WF_RF_M16 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 25 40 75 0 0 Null_Feedback Water vehicle 0 110 waterspray True -180 180 -30 90 550 40 270 30 single 30 20 0.5 0.1 3.0 0.75 firehose_spray Default Default 3000 2000 plane_fighter01 vehicle burst 50 225 50 1800 900 rpg_projectile 10 -1.0 WEP_HELIROCKET_LOOP rpg_heli_trail has light attached rocket flight attach_effect_after_ignition 10 0.0 0.0 0.0 0.0 150 300 2000 <_Editor> Entries:Vehicle 125 Default 225 Rifle muzz_vehicle unlimited ammo has alt fire unlimited ammo alt unlimited ammo WPNCAT_RIFLE 3 0.2 0.8 1.5 1.8 2.0 2.0 0.5 1.0 9 600 1 0.5 0.25 1 1 1.0 5 0.5 0.8 1.5 1.8 1.75 2.0 1.15 1.35 1.8 1.5 5 650 1 0.5 0.25 1 1 1 IV_WF_RF_M16 OF_WF_RF_M16 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 25 40 75 0 0 Null_Feedback Bullet Rifle vehicle 0 AR50grenade 10 0 PROJ_IMP_GRENADE_BOUNCE 3 .85 .5 0 1 30 0.0 0.0 0.0 nitrous RPG_Heli 110 rifle True -180 180 -90 0 120 40 90 30 111 rifle True -180 180 -90 0 120 40 90 30 110 launcher False 0 0 0 0 0 0 0 0 111 launcher False 0 0 0 0 0 0 0 0 RPG single 500 muzz_rpg_heli Default Default 3000 2000 sniper_tracer pyroBox thrown single 1 25 1000 1000 25 25 Exp Fireworks 1 10 pyroBox 35 2000 3 0.85 0.5 0 1 30 0 0 0.0 0.0 0.0 PROJ_IMP_GRENADE_BOUNCE 0.0 detonate_on_vehicle_collision pipebomb_wick <_Editor> Entries:Thrown Thrown 25 WPNCAT_THROWN 1 1 1.0 1.0 IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard Underwater Large 5 15 0 0 0 Null_Feedback HE Grenade thrown 0 single 0 disallow forward throw in vehicle Default Default 3000 2000 Bling_Fu knife single 0 1.5 0 0 8 <_Editor> Entries:Melee bling_punch1R bling_punch_move_R bling_prone_primary bling_punch_move_L bling_prone_secondary 1.8 bling_punch3R bling_punch1L bling_punch3L 2.0 Knife 1.5 WPNCAT_SPECIAL IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 0 0 Null_Feedback melee 0 105 120 105 single Default Default 5000 2000 NUKAMINGO_9001 launcher single 1 300 100 10000 750 10000 500 Exp Mininuke 1 10 grecian_juice 10 0.0 WEP_RPG_LOOP trail_test has light attached rocket flight attach_effect_after_ignition 10 0.0 0.0 0.0 0.0 20 500 <_Editor> Entries:Ranged rpg_stand_ns rpg_move_ns rpg_prone_kick 1.5 rpg_stand rpg_move RPG 100 muzz_rpg_a melee can dislodge movers constant vfx on combat ready only unlockable WPNCAT_SPECIAL 0.0 0.0 IV_WF_RPG_Launcher OF_WF_RPG_Launcher OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0.0 0.0 Underwater Large 1 3 4000 4000 7000 Null_Feedback RPG launcher 0 single 0 Rocket Launcher RPG 5000 3000 sp_apc01 vehicle burst 50 225 50 310 50 rpg_projectile 70 -1.0 rpg_heli_trail has light attached rocket flight guided attach_effect_after_ignition 10 0.0 0.0 0.0 0.0 70 0 rpg_a_ignite WEP_RPG_LOOP 2000 <_Editor> Entries:Vehicle 900 Default 225 Rifle muzz_minigun unlimited ammo has alt fire alt unlimited ammo WPNCAT_RIFLE 2.5 0.2 1.0 9 600 1.0 5 0.5 0.8 1.5 1.8 1.75 2.0 1.15 1.35 1.8 1.5 5 650 1 IV_WF_RF_M16 OF_WF_RF_M16 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 25 40 75 0 0 Null_Feedback Bullet Rifle vehicle 0 RPG 110 rifle True -180 180 -20 90 550 40 270 30 110 launcher True -180 180 -90 90 550 40 300 30 single 2000 muzz_gren_launch 200 Underwater Large Default Default 3000 2000 heli_tracer 1000 0.35 1.0 0.1 7.5 20 45 0.2 OF_WF_RPG_Launcher OF_WF_RPG_Launcher pirate_hook knife single 0 1.5 0 0 8 <_Editor> Entries:Melee 1hm_a 1hm_move_a 1hm_prone_attack 1hm_move_b 1hm_prone_kick 1.8 1hm_b 1hm_d 1hm_b Knife 1.5 WPNCAT_MELEE IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 20 0 0 0 Null_Feedback melee 0 105 120 105 single Default Default 5000 2000 pimpcane shotgun single 16 60 50 400 60 110 30 6.0 9 <_Editor> Entries:Ranged 600 sg_stand_ns sg_move_ns sg_prone_kick 1 sg_stand sg_move Pimp 30 Shotgun muzz_lg WPNCAT_SHOTGUN 1.3 0.8 1.5 1.75 2.0 0.5 0.0 0.0 1.0 1.2 0.75 0.75 0.75 0.75 2 1000 1.0 2 1 0.8 1.10 1.25 1.75 1.25 1.15 1.4 1.8 1.6 3 750 1.2 0.75 0.75 0.75 0.75 IV_WF_SG_Pump_Action_Shotgun OF_WF_SG_Pump_Action_Shotgun OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 0 8 1000 1500 2500 Null_Feedback Bullet Shotgun shotgun 0 single brass during reload only melee can dislodge movers unlockable Rifle Rifle 3000 2000 gun_tracer silenced pistol pistol single 12 100 5 125 68 <_Editor> Entries:Ranged 150 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Pistol 50 Handgun muzz_handgun_nl WPNCAT_PISTOL 1.0 0.8 1.1 1.5 0.8 0.5 4 1.3 1.0 1.0 1.0 1.0 1.0 1.0 3 500 1.0 4 0.8 0.8 1.0 1.1 1.5 1.75 1.25 1.5 2.0 2.5 3 500 1.0 1.0 1.0 1.0 1.0 IV_WF_PS_Beretta OF_WF_PS_Beretta OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 5 15 dual wieldable 150 300 800 Null_Feedback Bullet Pistol pistol 0 single Pistol Pistol 3000 2000 gun_tracer satchel_barrel thrown single 1 25 1000 1000 25 25 Satchel 1 10 SatchelBarrel 35 3 0.85 0.5 0 1 30 0 0 0.0 0.0 0.0 sticky 2000 PROJ_IMP_SATCHARGE_ARM 0.0 <_Editor> Entries:Thrown SatchelCharge 25 WPNCAT_THROWN IV_WF__Default OF_WF__Default OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard Underwater Large 1 2 0 100 100 0 0 Null_Feedback manually detonates attaches Satchel Charge thrown 0 single p_schlchgremote.smeshx true Default Default 3000 2000 MAC-10 smg burst 32 175 50 60 16 <_Editor> Entries:Ranged 60 2 SMG pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move 75 Handgun muzz_mac 3 WPNCAT_SUB_MACHINE_GUN 1 0.8 1 1 0.8 0.5 4 1 1.5 1 1 1 1.2 4 400 3 1 0.8 1 1 1 1.75 1.05 1.1 1.6 2.1 12 350 1.5 1 1 1 1 dual wieldable clip separate IV_WF_SMG_Tec9 OF_WF_SMG_Tec9 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 20 40 75 150 150 Null_Feedback Bullet SMG smg 0 p_skr-9_mag.SMESHX true p_skr-9_mag.SMESHX true single Pistol Pistol 3000 2000 gun_tracer lazarus stungun rapid 10 500 10 1 0 <_Editor> Entries:Melee 250 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Pistol 5 non-progressive 5 2 DT_spotlight01 WPNCAT_MELEE 1.0 0.8 1.1 1.5 1.2 0.5 0.25 0.1 1.0 1.0 4 0.6 0.8 1.0 1.1 1.5 1.75 1.25 1.5 2.0 2.5 IV_WF_PS_Glock OF_WF_PS_Glock OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 5 15 causes convulsions instant ragdoll revives humans can zoom unlimited ammo 100 11000 13000 Null_Feedback Stun Charge melee 0 STUN_FIRE holt_laserline 36 laser_dot single Pistol Pistol 5000 2000 gold desert eagle pistol single 14 135 60 225 90 <_Editor> Entries:Ranged 300 pistol_stand_ns pistol_move_ns pistol_prone_kick 1.4 pistol_stand pistol_move Pistol 50 Handgun muzz_handgun_nl WPNCAT_PISTOL 1.0 0.8 1.1 1.5 0.8 0.5 3 0.3 1.0 1.0 1.0 1.0 1.0 1.0 3 500 1.0 5 0.6 0.8 1.0 1.1 1.5 1.75 1.25 1.5 2.0 2.5 3 500 1.0 1.0 1.0 1.0 1.0 IV_WF_PS_Desert_Eagle OF_WF_PS_Desert_Eagle OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 5 15 dual wieldable 400 1000 1600 Null_Feedback Bullet Pistol pistol 0 single Pistol Pistol 3000 2000 gun_tracer spas12 shotgun single 8 60 50 280 55 220 30 6.0 4 <_Editor> Entries:Ranged 450 sg_stand_ns sg_move_ns sg_prone_kick 1.4 sg_stand sg_move Shot Gun 7 Shotgun muzz_lg WPNCAT_SHOTGUN 1.3 0.8 1.5 1.75 2.0 0.5 0.0 0.0 1.0 1.2 0.75 0.75 0.75 0.75 2 1000 1.0 2 1 0.8 1.10 1.25 1.75 1.25 1.15 1.4 1.8 1.6 3 750 1.2 0.75 0.75 0.75 0.75 IV_WF_SG_Pump_Action_Shotgun OF_WF_SG_Pump_Action_Shotgun OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 3 8 1000 1500 2500 Null_Feedback Bullet Shotgun shotgun 0 single Rifle Rifle 3000 2000 gun_tracer septicgun waterspray burst 500 225 50 10 10 <_Editor> Entries:Ranged ak_stand_ns ak_move_ns ak_prone_kick 1.4 ak_stand ak_move Flamethrower 800 225 melee can dislodge movers unlimited ammo WPNCAT_SPECIAL 2.5 0.2 1.0 9 600 1.0 5 0.5 1.15 1.35 1.8 1.5 5 650 1 IV_WF_RF_M16 OF_WF_RF_M16 OF_WF_BS__Default_Soft OF_WF_BS__Default_Hard 25 40 75 0 0 Null_Feedback Sewage launcher 0 single 30 20 0.75 septic_spray Flamethrower Minigun Minigun 3000 2000
Weapon TableDescription Name String Unique name for this weapon. knife Ammo Reference false ammo.xtbl Ammo.Name False Alt_Ammo Reference Alt Ammo false ammo.xtbl Ammo.Name False Inv_Slot Selection Inventory Slot unarmed unarmed melee pistol smg shotgun rifle launcher thrown vehicle Flags Flags Flags for this weapon. false can zoom one shot shatter brass during reload only melee can dislodge movers clip separate cutscene only disallowed in demos unlockable instant ragdoll dual wieldable manually detonates oriented explosion causes convulsions revives humans no combat ready always play melee vfx attaches use block flinch anims constant vfx on combat ready only secondary trigger fires grenades unlimited ammo alt unlimited ammo has alt fire infinite magazine capacity draw_both_hands use strafe weapon hand swap lethal melee allow nohit combos disallow forward throw in vehicle apply force to live ragdolls not allowed in human shield not allowed in vehicle left_hand_ik_during_attack_only no vehicle combat ready Weapon_Class Reference Weapon Class the class of the weapon, which affects how weapon behave gameside pistol weapon_class.xtbl Weapon_Class.Name False Category Reference Weapon category for stash and gun store. weapon_categories.xtbl Categories.Name False Animation_Group Reference Animation Group Which group of animation to use from the animation set of the character anim_groups.xtbl Anim_Group.Name False Fine_Aim_Animation_Group Reference Fine Aim Animation Group false anim_groups.xtbl Anim_Group.Name False Reload_Animation_Group Reference Reload Animation Group false anim_groups.xtbl Anim_Group.Name False Spinebend_Limits Reference Spinebend Limits spinebend_limits.xtbl Spinebend_Limits.Name False Strafe_Angles Reference Strafe Angles strafe_angles.xtbl Strafe_Angles.Name False Clip_Mesh Filename Clip Mesh Static mesh to use for the weapon's clip. false smeshx data True Reload_Clip_Mesh Filename Reload Clip Mesh Static mesh to use for the weapon's clip when the weapon is being reloaded. false smeshx data True Left_Hand_Mesh Filename Left Hand Mesh Object appearing in left hand false smeshx data True Muzzle_Flash Reference Muzzle Flash The muzzle flash effect for this weapon. (DISABLED!) false glares.xtbl Glare.Name False Muzzle_Effect Reference Muzzle Effect The muzzle effect for this weapon. false effects.xtbl Effect.Name False Alt_Muzzle_Effect Reference Alt Muzzle Effect The muzzle effect for alternate fire for this weapon. false effects.xtbl Effect.Name False Melee_Effect Reference Melee Effect Effect played when weapon makes melee contact. false effects.xtbl Effect.Name False Tracer_Effect Reference Tracer Effect false effects.xtbl Effect.Name False Target_Glare Reference Target Glare false glares.xtbl Glare.Name False Constant_Effects List Constant Effects List of effects to play for this weapon whenever the weapon is equipped. These should be looping effects. Constant_Effect Element Constant Effect Effect Reference Which effect to continuously play effects.xtbl Effect.Name False 4 8 Audio Element Audio attributes for this weapon. Fire_Sound Reference Fire/Attack Sound Played when weapon is fired. (firearms) or when weapon is used in a non-pron melee attack. false foley.xtbl Foley.Name False NPC_Fire_Sound Reference NPC Fire/Attack Sound Played when weapon is fired. (firearms) or when weapon is used (Melee). false foley.xtbl Foley.Name False Secondary_Fire_Sound Reference Secondary Attack Sound Played when tossing a throw weapon or secondary firearm attack. false foley.xtbl Foley.Name False Fire_Release_Sound Reference Fire Release Sound Played when weapon stops firing. false foley.xtbl Foley.Name False NPC_Fire_Release_Sound Reference NPC Fire Release Sound Sound to be played when an NPC releases the trigger. false foley.xtbl Foley.Name False Reload_Sound Reference Reload Sound Played when weapon is reloaded. false foley.xtbl Foley.Name False No_Ammo_Sound Reference No Ammo Sound Played when attempting to reload weapon with no ammo in reserves. false foley.xtbl Foley.Name False MeleeSound Element Melee Melee sounds for this weapon. false ProneAttackSound Reference Prone Attack Sound Played when a melee weapon is used on a prone human. false foley.xtbl Foley.Name False ImpactFoleyFlesh Reference Impact Foley - Human Foley to play when this attack connects with a human. false foley.xtbl Foley.Name False Hit_Wall_Sound Reference Imapct Foley - Wall Played when the weapon hits a wall. false foley.xtbl Foley.Name False ImpactFoleyWorld Reference Impact Foley - World Foley to play when this attack connects with the world. false foley.xtbl Foley.Name False EmittingSound Element Emitting Sound Used for things like the minigun whine, flamethrower, pepper spray, etc. This is separate from the Fire/Attack sounds and can be used together. false Start_Spinning_Sound Reference Emitting Start Sound The start sound for the emitting loop. false foley.xtbl Foley.Name False Spinning_Sound Reference Emitting Loop Sound The looping emitting sound for this weapon. false foley.xtbl Foley.Name False Stop_Spinning_Sound Reference Emitting Stop Sound The stop sound for the emitting loop. false foley.xtbl Foley.Name False OnTrigger Element On Trigger Sounds are played together when the trigger is pulled. false Warmup_Delay Int Warmup Delay Time (in milliseconds) for the weapon to spin-up, warm-up, or otherwise transition from non-firing to firing. 0 0 Cooldown_Delay Int Cooldown Delay 0 0 OnSelection Element On Selection Sounds are played together when the weapon is selected and when the trigger is pulled. false Warmup_Delay Int Fire/Attack Fade In Time (ms) How quickly to fade this loop int to blend correctly with the attack sound. 0 0 Cooldown_Delay Int Fire/Attack Fade Out Time (ms) How quickly to fade this loop out to blend correctly with the release sound. 0 0 Brass Reference Type of brass to use for this weapon. false shells.xtbl Shell.Name False Trigger_Type Selection Trigger Type See 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). single single burst rapid continuous Alt_Trigger_Type Selection Alt Trigger Type See trigger type for explanation. single single burst rapid continuous Magazine_Size Int Magazine Size Number of rounds in a single magazine (ignored for "thrown" and "melee" weapons). 0 Ammo_per_Shot Float Ammo per Shot Units 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. 1 Range_Max Float Max. Range Maximum range of weapon (in meters, ignored for "thrown" weapons) 0.0 AI_Range_Max Float AI Max. Range Max range of a weapon from an AI point of view. The AI will only use weapon if target is within this range. 0.0 Sound_Radius Float AI Sound Radius Radius of attack sound (in meters). false 0.0 Tracer_Frequency Int Tracer Frequency Number of shots before a tracer is emitted (only for "burst" fire weapons). false 0 Time_Management Element Time Management Refire_Delay Int Refire Delay Delay between shots (in milliseconds, ignored for "thrown" and "melee" weapons). 0 0 npc_refire_delay Element NPC refire delay: Specifies a min/max refire delay for NPCs only false min Int Min 0 max Int Max 0 Pre_Detonate_Delay Int Pre Detonate Delay Delay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it. false 0 Post_Detonate_Delay Int Post Detonate Delay Delay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type. false 0 Firecone_ramp_in_time Float Firecone ramp in time false 0.0 Alt_Time_Management Element Alt Time Management false Refire_Delay Int Refire Delay Delay between shots (in milliseconds, ignored for "thrown" and "melee" weapons). 0 0 npc_refire_delay Element NPC refire delay: Specifies a min/max refire delay for NPCs only false min Int Min 0 max Int Max 0 Pre_Detonate_Delay Int Pre Detonate Delay Delay (in milliseconds) between when the player starts throwing a projectile and when they are allowed to manually detonate it. false 0 Post_Detonate_Delay Int Post Detonate Delay Delay (in milliseconds) between when the player manually detonates a projectile weapon and when they're allowed to throw another one of the same type. false 0 Firecone_ramp_in_time Float Firecone ramp in time false 0.0 Damage_Max Element Max. Damage Per Shot The 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). NPC_Damage Float To NPC The maximum damage that this weapon can do to an NPC. 0.0 Player_Damage Float To Player The maximum damage that this weapon can do to the player. 0.0 Damage_Min Element Min. Damage Per Shot The 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). false NPC_Damage Float To NPC The minimum damage that this weapon can do to an NPC. 0.0 Player_Damage Float To Player The minimum damage that this weapon can do to the player. 0.0 MeleeAttacks Element Melee Attacks Opening moves for melee attack combos false StandingPrimary Reference Standing Primary Primary attack move while standing normally. false melee.xtbl MeleeMove.Name False StandingSecondary Reference Standing Secondary Secondary attack move while standing normally. false melee.xtbl MeleeMove.Name False Hard_Primary Reference Standing Hard Primary Opening primary power attack. Should be followed in the primary branch by the next (more powerful) attack. false melee.xtbl MeleeMove.Name False Hard_Secondary Reference Standing Hard Secondary Opening secondary power attack. Should be followed in the secondary branch by the next (more powerful) attack. false melee.xtbl MeleeMove.Name False MovingPrimary Reference Moving Primary Primary attack move while moving. false melee.xtbl MeleeMove.Name False MovingSecondary Reference Moving Secondary Secondary attack move while moving. false melee.xtbl MeleeMove.Name False Crouching Reference Attack move while crouching but not moving. false melee.xtbl MeleeMove.Name False CrouchMoving Reference Crouch Moving Attack move while crouching and moving. false melee.xtbl MeleeMove.Name False ProneAttackPrimary Reference Prone Attack Primary Primary attack move to play when attacking prone targets. false melee.xtbl MeleeMove.Name False ProneAttackSecondary Reference Prone Attack Secondary Secondary attack move to play when attacking prone targets. false melee.xtbl MeleeMove.Name False StandingSynced Reference Standing Synced Bash If we're doing a firearm bash on a human, it'll do this synced move. false melee.xtbl MeleeMove.Name False MovingSynced Reference Moving Synced Bash If we're doing a firearm bash on a human, it'll do this synced move. false melee.xtbl MeleeMove.Name False Melee_Range Float Target Search Range How far the system should look when searching for targets. 1.4 3 Non_Fancy_Primary Reference Non Fancy Primary Primary move to be used outside special sword fights. This is really only meant for swords, but maybe in SR3 or something they'll want fancy baseball bat fights or some crap like that. false melee.xtbl MeleeMove.Name False Non_Fancy_Secondary Reference Non Fancy Secondary Secondary move to be used outside special sword fights. This is really only meant for swords, but maybe in SR3 or something they'll want fancy baseball bat fights or some crap like that. false melee.xtbl MeleeMove.Name False Melee_Damage_Overrides Element Override Melee Damage Dealt By Overrides melee.xtbl damage entries false NPC Float 0.0 Player Float 0.0 Online Float 0.0 Explosion Reference The explosion associated with this weapon. false explosions.xtbl Explosion.Name False Underwater_Explosion Reference The underwater explosion associated with this weapon. false explosions.xtbl Explosion.Name False Fire_Damage_Per_Second Float Fire Damage Per Second Amount of fire damage a human will take per second from an explosion caused by this weapon. false 0.0 Damage_Max_Dist Float 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 0.0 Damage_Min_Dist Float 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 0.0 Fire_Cone_Angle Float 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 0.0 Fire_Cone_Length Float Fire Cone Length false 0.0 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 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 Fire_Cone_Impact_Effect Reference Fire Cone Impact Effect false effects.xtbl Effect.Name False Shots_Per_Round Int Shots Per Round Number of shots emitted per round (defaults to one). false 1 PlayerWeaponSpread Element Player Weapon Spread Weapon spread values false 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 NPCWeaponSpread Element NPC Weapon Spread Weapon spread values false 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 Ragdoll_Force_Shoot Float Ragdoll Force (Shoot) How much force to apply to a ragdoll when SHOT by this weapon. 0 is none. false 0.0 Object_Bullet_Hit_Impulse_Magnitude Float Object Bullet Hit Impulse Amount of impulse applied to dynamic objects when hit by a bullet (in kg * m / s). false 10 0 Projectile_Info Element Projectile Parameters Projectile parameters (only for "projectile" or "thrown" weapons). false Model Reference The 3D model for the projectile. items_3d.xtbl Item.Name False Speed Float Speed (Thrown) Speed of projectile when it is launched/thrown (in meters/second). 0.0 Post_Ignition_Speed Float Post Ignition Speed 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 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 foley.xtbl Foley.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 Mass Float Mass of projectile in kg. Default 1kg. Only projectiles that bounce need to worry about tweaking. false 1.0 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 caltrop sticky harpoon satchel charge guided attach_effect_after_ignition detonate_on_vehicle_collision 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 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 Minimum_FOV Float Minimum FOV Minimum FOV that is zoomed to. false 15.0 5 60 Maximum_FOV Float Maximum FOV false 0.0 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 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 melee_damage_to_anchored_scaler Float Scaler melee damage anchored Scaler applied to damage from this weapon when hitting anchored movers with melee attack false 0.2 vehicle_damage_scale Float Vehicle damage scale factor Scale amount applied to damage if target is vehicle. false 1.0 melee_material_effects List Melee Impact Material Effects false 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 feedback_name_shot_in_vehicle Reference Feedback when Shot (vehicles) Controller feedback to play when shot (as a gun) from within a vehicle. Has no meaning to melee weapons. feedback.xtbl Feedback.Name False feedback_name_shot_in_vehicle_alt Reference Feedback when Shot Alt (vehicles) Controller feedback to play when shot (as a gun) from within a vehicle. Has no meaning to melee weapons. false feedback.xtbl Feedback.Name False feedback_name_shot_on_foot Reference Feedback when Shot (on foot) Controller feedback to play when shot (as a gun) while on foot. Has no meaning to melee weapons. feedback.xtbl Feedback.Name False feedback_name_shot_on_foot_alt Reference Feedback when Shot Alt (on foot) false feedback.xtbl Feedback.Name False feedback_name_melee_soft Reference Feedback on Melee v. Soft Controller feedback to play when this weapon strikes a hard target in a melee blow. feedback.xtbl Feedback.Name False feedback_name_melee_hard Reference Feedback on Melee v. Hard Controller feedback to play when this weapon strikes a soft, fleshy target in a melee blow. feedback.xtbl Feedback.Name False feedback_name_spinup Reference Feedback while spinning up Controller feedback to play while the weapon is spinning up. If marked as scalable, will linearly ramp up to full intensity as gun spins up. feedback.xtbl Feedback.Name False pickup_info Element Looted Info Information pertaining to when the weapon is looted off a dead body, or otherwise randomly picked up off the ground. min_ammo_given Int Min Ammo Given Minimum amount of ammo to give to the player. 0 0 max_ammo_given Int Max Ammo Given Maximum amount of ammo to give to the player. 1 1 Base_Version Reference If this is a blinged weapon, refers to the non-blinged counterpart of the weapon. false weapons.xtbl Weapon.Name False Waterspray_info Element false Water_stream_force Float 0.0 Refill_rate_per_second Float 0.0 0 Radius_Expansion_Rate Float Radius Expansion Rate How quickly the spray gets wider as it goes out. 0.25 Pressure_Increase_Rate Float Pressure Increase Rate false 0.5 0 Pressure_Decrease_Rate Float Pressure Decrease Rate false 0.1 0 Pressure_Restore_Time Float Pressure Restore Time false 0.0 Waterspray_Effect Reference Waterspray Effect Which effect to play for waterspray attacks effects.xtbl Effect.Name False Vehicle_Weapon Element Vehicle Weapon Info false Primary_Weapons Grid Primary Weapons Weapon Element 0 UID Int 0 Weapon_Class Selection Weapon Class pistol pistol smg rifle launcher thrown shotgun knife nightstick stungun bat drug1 drug2 liquor box pimp slap video camera knuckles flamethrower cutscene only minigun pepper spray chainsaw waterspray sword script vehicle Target_Reticule Selection Target Reticule Whether the weapon should fire at the reticle or fire in the direction of the muzzle. True True False Min_Heading Float Min Heading (deg) 0.0 Max_Heading Float Max Heading (deg) 0.0 Min_Pitch Float Min Pitch (deg) 0.0 Max_Pitch Float Max Pitch (deg) 0.0 Max_Heading_Speed Float Max Heading Speed (deg/s) 0.0 Heading_Damp Float Heading Damp Angle (deg) 0.0 Max_Pitch_Speed Float Max Pitch Speed (deg) 0.0 Pitch_Damp Float Pitch Damp Angle (deg) 0.0 4 1 8 Alt_Weapons Grid Alternate Weapons Weapon Element 0 UID Int 0 Weapon_Class Selection Weapon Class the class of the weapon, which affects how weapon behave gameside pistol pistol smg rifle launcher thrown shotgun knife nightstick stungun bat drug1 drug2 liquor box pimp slap video camera knuckles flamethrower cutscene only minigun pepper spray chainsaw waterspray sword script vehicle Target_Reticule Selection Target Reticule Whether the weapon should fire at the reticle or fire in the direction of the muzzle. True True False Min_Heading Float Min Heading (deg) 0.0 Max_Heading Float Max Heading (deg) 0.0 Min_Pitch Float Min Pitch (deg) 0.0 Max_Pitch Float Max Pitch (deg) 0.0 Max_Heading_Speed Float Max Heading Speed (deg/s) 0.0 Heading_Damp Float Heading Damp Angle (deg) 0.0 Max_Pitch_Speed Float Max Pitch Speed (deg) 0.0 Pitch_Damp Float Pitch Damp Angle (deg) 0.0 4 8 Player_Combat_Ready_MS Int Player Combat Ready MS 3000 NPC_Combat_Ready_MS Int NPC Combat Ready MS 2000 Target_Lockon Element Target Lockon use the target lockon system false 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_Reticule Float Angle From Reticule When locking onto a vehicle, you need to keep within this angle from the targetting reticule 7.5 0 Angle_From_Reticule_Lose_Target Float Angle From Reticule Lose Target Once locked, if the targeting reticule 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 Entries Melee Misc Ranged Thrown Vehicle