Rifle-KillshotLvl2 allow offhand grenade do not hide when sprinting no random give zoom allows fine aim <_Editor> Radial:Rifle:Rifle-Killshot OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 30000 OM_REPLACE OM_REPLACE 1.0 4 800 0.6 weapon_fire_sniper 0.6 weapon_fire_sniper 0.3 bullet_hit 0.5 2 20 5 non-progressive OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_2 250 110 OM_REPLACE Default NPC Default NPC 1 OM_REPLACE Rifle-KillshotLvl3 allow offhand grenade do not hide when sprinting no random give zoom allows fine aim armor piercing override bullets damage tanks <_Editor> Radial:Rifle:Rifle-Killshot OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 45000 OM_REPLACE OM_REPLACE 1.0 4 800 0.6 weapon_fire_sniper 0.6 weapon_fire_sniper 0.3 bullet_hit 0.5 2 20 5 non-progressive OM_REPLACE CUST_WPN_UPGRADE_DESC_SMG_STORM_4 250 140 OM_REPLACE SMG_UpgradedTracer SMG_UpgradedTracer SMG_UpgradedTracer SMG_UpgradedTracer 1 OM_REPLACE Rifle-KillshotLvl4 allow offhand grenade do not hide when sprinting no random give zoom allows fine aim armor piercing override bullets damage tanks <_Editor> Radial:Rifle:Rifle-Killshot OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE Ammo - Explosive 60000 OM_REPLACE OM_REPLACE 1.0 4 800 0.6 weapon_fire_sniper 0.6 weapon_fire_sniper 0.3 bullet_hit 0.5 2 20 5 non-progressive OM_REPLACE CUST_WPN_UPGRADE_DESC_PISTOL_GANG_4 250 170 OM_REPLACE OM_REPLACE baseball_batLvl2 <_Editor> Radial:Melee:baseball_bat OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 110 500 110 OM_REPLACE 2500 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_MELEE_BAT_2 Explosive-GrenadeLauncherLvl2 apply force to live ragdolls explosions damage tanks instant ragdoll one shot shatter unlockable do not hide when sprinting <_Editor> Radial:Explosive:Explosive-GrenadeLauncher OM_REPLACE 6 OM_REPLACE Luchadore_GL_Projectile 50 0 -8 Grenade_Bounce 1 0.6 0.6 0 0.8 use bullet collision quality orient projectile to velocity detonate on vehicle collision detonate on human collision 0.0 VFX_GrenadeTrail OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_2 Explosive-GrenadeLauncherLvl3 apply force to live ragdolls explosions damage tanks instant ragdoll one shot shatter unlockable do not hide when sprinting <_Editor> Radial:Explosive:Explosive-GrenadeLauncher OM_REPLACE 6 OM_REPLACE Luchadore_GL_Projectile 50 0 -8 Grenade_Bounce 1 0.6 0.6 0 0.8 use bullet collision quality orient projectile to velocity detonate on vehicle collision detonate on human collision 0.0 VFX_GrenadeTrail OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_3 Explosive-GrenadeLauncherLvl4 apply force to live ragdolls explosions damage tanks instant ragdoll one shot shatter unlockable do not hide when sprinting <_Editor> Radial:Explosive:Explosive-GrenadeLauncher OM_REPLACE 6 OM_REPLACE Luchadore_GL_Projectile 50 0 -8 Grenade_Bounce 1 0.6 0.6 0 0.8 use bullet collision quality orient projectile to velocity detonate on vehicle collision detonate on human collision 0.0 VFX_GrenadeTrail OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 80000 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_LAUNCHER_4 Explosive-RocketLauncherLvl2 <_Editor> Radial:Explosive:Explosive-RocketLauncher OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE RPG_Upgrade1 OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_2 Explosive-RocketLauncherLvl3 <_Editor> Radial:Explosive:Explosive-RocketLauncher OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE RPG_Upgrade2 OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_3 Explosive-RocketLauncherLvl4 <_Editor> Radial:Explosive:Explosive-RocketLauncher OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 300 rpg_projectile 50 50 Wep_RPG_Trail 0 10 has light attached rocket flight attach effect after ignition use bullet collision quality dont detonate from explosion guided on fine aim 0.0 0 50 50 OM_REPLACE 1500 1.25 1.0 1.0 0.1 7.5 50.0 0.0 OM_REPLACE OM_REPLACE vfx_screen_rpg vfx5 weapon raised vfx_lasersight vfx4 fine aim RPG_Upgrade2 OM_REPLACE anim_rumble_medium 1.0 anim_rumble_medium 1.0 bullet_hit 0.5 OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_RPG_4 FlashbangLvl1 Flashbang_2 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 5000 <_Editor> Radial:Grenades:Flashbang CUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_2 FlashbangLvl2 flashbang 40 2000 -8 1 0.6 0.5 0.5 1 600 0.0 VFX_GrenadeTrail VFX1 Flashbang_Bounce OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 10000 <_Editor> Radial:Grenades:Flashbang CUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_3 FlashbangLvl3 Fart In A Jar OM_REPLACE fart_in_a_jar 40 0 -8 1 0.6 0.5 0.5 1 600 0.0 vfx_fart_jar_inside VFX1 Flashbang_Bounce OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 20000 <_Editor> Radial:Grenades:Flashbang fart_in_a_jar fart_in_a_jar ui_hud_inv_grenade_fart CUST_WPN_UPGRADE_DESC_GRENADE_FLASHBANG_4 Grenade_ElectricLvl1 electric_grenade_2 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 5000 <_Editor> Radial:Grenades:Grenade_Electric CUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_2 Grenade_ElectricLvl2 grenade_electric 40 3000 -8 1 0.6 0.5 0.5 1 600 0.0 VFX_DeckerSwordTrail VFX1 Grenade_Bounce OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 10000 <_Editor> Radial:Grenades:Grenade_Electric CUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_3 Grenade_ElectricLvl3 grenade_electric 40 3000 -8 1 0.6 0.5 0.5 1 600 0.0 VFX_DeckerSwordTrail VFX1 sticky OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 20000 <_Editor> Radial:Grenades:Grenade_Electric CUST_WPN_UPGRADE_DESC_GRENADE_ELECTRIC_4 GrenadeLvl1 Grenade_2 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 5000 <_Editor> Radial:Grenades:Grenade CUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_2 GrenadeLvl2 grenade 40 2000 -8 1 0.6 0.5 0.5 1 600 0.0 VFX_GrenadeTrail VFX1 Grenade_Bounce OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 10000 <_Editor> Radial:Grenades:Grenade CUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_3 GrenadeLvl3 Grenade_3 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 20000 <_Editor> Radial:Grenades:Grenade CUST_WPN_UPGRADE_DESC_GRENADE_EXPLOSIVE_4 MolotovLvl1 Molotov Explosion_2 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 5000 <_Editor> Radial:Grenades:Molotov CUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_2 MolotovLvl2 molotov 40 0 -8 1 0.6 0.5 0 1 600 0.0 Wep_Moltov_Trail VFX1 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 10000 <_Editor> Radial:Grenades:Molotov CUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_3 MolotovLvl3 Molotov Explosion_3 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 20000 <_Editor> Radial:Grenades:Molotov CUST_WPN_UPGRADE_DESC_GRENADE_MOLOTOV_4 Pistol-GangLvl2 <_Editor> Radial:Pistol:Pistol-Gang 300 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_PISTOL_GANG_2 Pistol-GangLvl3 <_Editor> Radial:Pistol:Pistol-Gang 7 OM_ADDITIVE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_PISTOL_GANG_3 Pistol-GangLvl4 <_Editor> Radial:Pistol:Pistol-Gang 7 PistolGang_Muzzle_Upgrade OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE Pistol-Gang-Upgraded Pistol-Gang Pistol-Gang-Upgraded Pistol-Gang 1 CUST_WPN_UPGRADE_DESC_PISTOL_GANG_4 OM_REPLACE Pistol-PoliceLvl2 allow offhand grenade do not hide when sprinting armor piercing override <_Editor> Radial:Pistol:Pistol-Police 12 OM_ADDITIVE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE CUST_WPN_UPGRADE_DESC_PISTOL_POLICE_2 Pistol-PoliceLvl3 allow offhand grenade do not hide when sprinting armor piercing override <_Editor> Radial:Pistol:Pistol-Police 12 240 100 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 10000 OM_REPLACE CUST_WPN_UPGRADE_DESC_PISTOL_POLICE_3 weapon_fire_pistol 0.6 weapon_fire_pistol 0.6 bullet_hit 0.5 0.05 0.05 OM_REPLACE Pistol-PoliceLvl4 allow offhand grenade do not hide when sprinting armor piercing override <_Editor> Radial:Pistol:Pistol-Police 12 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 20000 OM_REPLACE VFX_LaserSight vfx5 weapon raised OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_PISTOL_POLICE_4 OM_REPLACE SMG_MuzzleFlash_Upgrade OM_REPLACE SMG_UpgradedTracer SMG_UpgradedTracer SMG_UpgradedTracer SMG_UpgradedTracer 1 2 0.25 0.8 1.0 1.0 1.0 1.0 0.5 3 1000 OM_REPLACE Rifle-GangLvl2 <_Editor> Radial:Rifle:Rifle-Gang 200 100 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 1 0 0.8 1.0 0.4 1 0 OM_REPLACE OM_REPLACE 0.5 4 2 0.0 10 10 20 40 OM_REPLACE CUST_WPN_UPGRADE_DESC_RIFLE_GANG_2 Rifle-GangLvl3 <_Editor> Radial:Rifle:Rifle-Gang 30 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE 100 OM_REPLACE CUST_WPN_UPGRADE_DESC_RIFLE_GANG_3 Rifle-GangLvl4 allow offhand grenade do not hide when sprinting has alt fire secondary trigger fires grenades explosions damage tanks <_Editor> Radial:Rifle:Rifle-Gang Luchadore_GL_Projectile 30 Luch_GrenadeBlink 1 0.6 0.5 1 1 60.00.0 0.0 -8 Grenade_Bounce OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 400 OM_REPLACE 600 100 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_RIFLE_GANG_4 Rifle-NGLvl2 allow offhand grenade do not hide when sprinting <_Editor> Radial:Rifle:Rifle-NG OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE 1.0 5 800 1 30 weapon_fire_ar 0.6 weapon_fire_ar 0.6 bullet_hit 0.3 0.8 0.4 OM_REPLACE CUST_WPN_UPGRADE_DESC_RIFLE_NG_2 Rifle-NGLvl3 <_Editor> Radial:Rifle:Rifle-NG 30 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE weapon_fire_ar 0.6 weapon_fire_ar 0.6 bullet_hit 0.3 0.8 0.4 OM_REPLACE CUST_WPN_UPGRADE_DESC_RIFLE_NG_3 Rifle-NGLvl4 allow offhand grenade do not hide when sprinting <_Editor> Radial:Rifle:Rifle-NG OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE OM_REPLACE weapon_fire_ar 0.6 weapon_fire_ar 0.6 bullet_hit 0.3 0.6 2 20 5 non-progressive OM_REPLACE It's fully upgraded 250 125 OM_REPLACE Rifle-STAGLvl2 <_Editor> Radial:Rifle:Rifle-STAG OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 20000 OM_REPLACE 200 0.083 0.2 0.04 0.1 0.04 applies to primary play reload anim OM_REPLACE OM_REPLACE 0.5 0.0 0.5 1.0 0.5 2 1000 OM_REPLACE CUST_WPN_UPGRADE_DESC_RIFLE_STAG_2 Rifle-STAGLvl3 <_Editor> Radial:Rifle:Rifle-STAG OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 40000 OM_REPLACE 150 0.067 0.2 0.04 0.1 0.04 applies to primary play reload anim OM_REPLACE OM_REPLACE 0.5 0.0 0.5 1.0 0.5 3 1000 OM_REPLACE CUST_WPN_UPGRADE_DESC_RIFLE_STAG_3 weapon_fire_ar 0.6 weapon_fire_ar 0.6 bullet_hit 0.5 0.5 0.25 OM_REPLACE Rifle-STAGLvl4 <_Editor> Radial:Rifle:Rifle-STAG 0.05 0.2 0.04 0.1 0.04 applies to primary play reload anim OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 80000 OM_REPLACE 100 OM_REPLACE 0.5 0.0 0.5 1.0 0.5 4 1000 OM_REPLACE CUST_WPN_UPGRADE_DESC_RIFLE_STAG_4 weapon_fire_ar 0.6 weapon_fire_ar 0.6 bullet_hit 0.5 0.4 0.2 OM_REPLACE SatchelLvl2 <_Editor> Radial:Explosive:Satchel OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 10000 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_2 SatchelLvl3 <_Editor> Radial:Explosive:Satchel OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 20000 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_3 SatchelLvl4 <_Editor> Radial:Explosive:Satchel OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 40000 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_EXPLOSIVE_SATCHEL_4 Shotgun-GangLvl2 <_Editor> Radial:Shotgun:Shotgun-Gang 4 OM_REPLACE 275 250 OM_REPLACE 700 OM_REPLACE 45 45 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_2 100 OM_REPLACE OM_REPLACE Shotgun-GangLvl3 <_Editor> Radial:Shotgun:Shotgun-Gang 4 OM_REPLACE 700 OM_REPLACE 275 250 OM_REPLACE 45 45 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_3 100 OM_REPLACE OM_REPLACE Shotgun-GangLvl4 allow offhand grenade brass during reload only do not hide when sprinting use underslung fine aim <_Editor> Radial:Shotgun:Shotgun-Gang 4 4 275 250 OM_REPLACE 700 OM_REPLACE 45 45 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_GANG_4 100 OM_REPLACE OM_REPLACE OM_REPLACE Shotgun-PoliceLvl2 <_Editor> Radial:Shotgun:Shotgun-Police 10 OM_REPLACE 110 110 OM_REPLACE 800 OM_REPLACE 40 40 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE Rifle OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_2 8.0 OM_REPLACE Shotgun-PoliceLvl3 <_Editor> Radial:Shotgun:Shotgun-Police 12 OM_REPLACE 110 110 OM_REPLACE 800 OM_REPLACE 40 40 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE Rifle OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_3 7.0 OM_REPLACE Shotgun-PoliceLvl4 allow offhand grenade do not hide when sprinting <_Editor> Radial:Shotgun:Shotgun-Police 20 OM_REPLACE 300 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 200 OM_REPLACE Rifle OM_REPLACE Rifle OM_REPLACE weapon_fire_ar 0.8 weapon_fire_ar 0.8 bullet_hit 0.3 0.4 0.2 OM_REPLACE VFX_LaserSight vfx5 weapon raised OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_POLICE_4 6.0 OM_REPLACE Shotgun-STAGLvl2 <_Editor> Radial:Shotgun:Shotgun-STAG 850 OM_REPLACE 110 110 OM_REPLACE 40 40 OM_REPLACE .23 .15 .04 .2 .04 applies to primary OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 20000 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_2 6.0 OM_REPLACE Shotgun-STAGLvl3 <_Editor> Radial:Shotgun:Shotgun-STAG 700 OM_REPLACE 130 130 OM_REPLACE 45 45 OM_REPLACE .21 .15 .04 .2 .04 applies to primary OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 40000 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_3 Shotgun-STAGLvl4 <_Editor> Radial:Shotgun:Shotgun-STAG 550 OM_REPLACE 150 150 OM_REPLACE 50 50 OM_REPLACE .19 .15 .04 .2 .04 applies to primary OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 80000 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SHOTGUN_STAG_4 SMG-GangLvl2 <_Editor> Radial:SMG:SMG-Gang 40 40 110 95 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SMG_GANG_2 0.9 0.1 0.8 1.0 0.4 4 800 OM_REPLACE SMG-GangLvl3 <_Editor> Radial:SMG:SMG-Gang 110 95 OM_REPLACE OM_REPLACE 40 40 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SMG_GANG_3 SMG-GangLvl4 <_Editor> Radial:SMG:SMG-Gang 110 95 OM_REPLACE PistolGang_Muzzle_Upgrade OM_REPLACE OM_REPLACE 40 40 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE Pistol-Gang-Upgraded Pistol-Gang Pistol-Gang-Upgraded Pistol-Gang 1 vfx_lasersight vfx1 weapon raised OM_REPLACE CUST_WPN_UPGRADE_DESC_SMG_GANG_4 0.8 0.1 0.8 1.0 0.4 8 1200 OM_REPLACE SMG-StormLvl2 <_Editor> Radial:SMG:SMG-Storm 25 25 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SMG_STORM_2 SMG-StormLvl3 <_Editor> Radial:SMG:SMG-Storm 60 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE CUST_WPN_UPGRADE_DESC_SMG_STORM_3 SMG-StormLvl4 allow offhand grenade do not hide when sprinting <_Editor> Radial:SMG:SMG-Storm 60 OM_REPLACE SMG_MuzzleFlash_Upgrade OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE OM_REPLACE SMG_UpgradedTracer SMG_UpgradedTracer SMG_UpgradedTracer SMG_UpgradedTracer 1 100 100 CUST_WPN_UPGRADE_DESC_SMG_STORM_4 Special-AirstrikeLvl2 <_Editor> Radial:Special:Special-Airstrike OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 50000 OM_REPLACE OM_REPLACE 0 0.0 True Show HUD on charge OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_2 Special-AirstrikeLvl3 <_Editor> Radial:Special:Special-Airstrike OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100000 OM_REPLACE OM_REPLACE 0 0.0 True Show HUD on charge OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_3 Special-AirstrikeLvl4 <_Editor> Radial:Special:Special-Airstrike OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 200000 OM_REPLACE OM_REPLACE 0 0.0 True Show HUD on charge OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_STRIKE_4 Special-DroneLvl2 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 30000 OM_REPLACE <_Editor> Radial:Special:Special-Drone OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_2 Special-DroneLvl3 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 60000 OM_REPLACE <_Editor> Radial:Special:Special-Drone OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_4 Special-DroneLvl3 OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 120000 OM_REPLACE <_Editor> Radial:Special:Special-Drone OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_DRONE_3 Special-RCVehicleGunLvl2 <_Editor> Radial:Special:Special-RCVehicleGun OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 15000 OM_REPLACE OM_REPLACE RCGun_Projectile 30 VEH_AirCraft_Yellow 0 3 .85 .5 sticky vehicle rc teleport to target 0.0 0.0 0.0 CUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_2 Special-RCVehicleGunLvl3 <_Editor> Radial:Special:Special-RCVehicleGun OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 30000 OM_REPLACE OM_REPLACE RCGun_Projectile 30 sticky vehicle rc teleport to target rc self destruct 0.0 0 3 0.85 0.5 VEH_AirCraft_Green 0.0 0.0 OM_REPLACE vfx_screen_rcgun vfx5 weapon raised CUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_3 Special-RCVehicleGunLvl4 <_Editor> Radial:Special:Special-RCVehicleGun OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 60000 OM_REPLACE OM_REPLACE OM_REPLACE RCGun_Projectile 30 sticky vehicle rc teleport to target rc military allowed rc self destruct 0.0 0 3 0.85 0.5 VEH_AirCraft_Blue 0.0 0.0 OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_RCGUN_4 Special-SniperRifleLvl2 can zoom zoom allows fine aim <_Editor> Radial:Special:Special-SniperRifle OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE 8 OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_2 Special-SniperRifleLvl3 can zoom zoom allows fine aim <_Editor> Radial:Special:Special-SniperRifle OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 100 OM_REPLACE OM_REPLACE 10 OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_3 weapon_fire_sniper2 1 weapon_fire_sniper2 1 bullet_hit 10 2 20 5 non-progressive OM_REPLACE Special-SniperRifleLvl4 bullets damage tanks can zoom zoom allows fine aim armor piercing override <_Editor> Radial:Special:Special-SniperRifle OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE OM_REPLACE 200 OM_REPLACE 10 OM_REPLACE CUST_WPN_UPGRADE_DESC_SPECIAL_SNIPER_4 1250 750 OM_REPLACE weapon_fire_sniper3 1 weapon_fire_sniper3 1 bullet_hit 10 2 20 5 non-progressive OM_REPLACE
Weapon_Upgrade TableDescription Weapon Upgrade Name String Unique name for this weapon. knife Display_Name_Override Reference Display Name Override false localized_exports\HUD_text.xtbl HUD_Identifier.Name False Description_Override Reference Description Override false localized_exports\HUD_text.xtbl HUD_Identifier.Name False Bitmap_Override Reference Bitmap Override false bitmap_sheets\ui_bms_00.xtbl BitmapSheets.Images.Properties.Name False Object_Item_Override Reference Object Item Override false items_3d.xtbl Item.Name False Ammo Reference false ammo.xtbl Ammo.Name False Ammo_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Alt_Ammo Reference Alt Ammo false ammo.xtbl Ammo.Name False Alt_Ammo_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Flags Flags If you choose to override any of the flags, remember that they are all overridden. If there is any behavior from the base weapon you wish to keep, the relevant flags need to be set if the flags are overridden. allow offhand grenade alt unlimited ammo always play melee vfx always wear on back apply force to live ragdolls attaches brass during reload only bullets damage tanks can zoom causes convulsions constant vfx on combat ready only constant vfx only at night cutscene only disallow forward throw in vehicle disallowed in demos do not hide when sprinting dual wieldable explosions damage tanks has alt fire heavy weapon move speed infinite magazine capacity instant ragdoll left hand other hand ik during attack only lethal melee looping muzzle flash manually detonates melee can dislodge movers melee continue on world collide no combat ready no vehicle combat ready not allowed in vehicle not allowed with human shield on selection on trigger one shot shatter revives humans secondary trigger fires grenades unlimited ammo unlockable use block flinch anims use modified bullet direction secondary weapon use box shape for melee casts disallow jumping disallow crouching use underslung fine aim disallow reload incendiary shots armor piercing override zoom allows fine aim Flags_OM Selection -> Override Method false OM_REPLACE OM_REPLACE Animation_Group Reference Animation Group Which group of animation to use from the animation set of the character false anim_groups.xtbl Anim_Group.Name False Animation_Group_OM Selection -> Override Method false OM_REPLACE OM_REPLACE Fine_Aim_Animation_Group Reference Fine Aim Animation Group false anim_groups.xtbl Anim_Group.Name False Fine_Aim_Animation_Group_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Reload_Animation_Group Reference Reload Animation Group false anim_groups.xtbl Anim_Group.Name False Reload_Animation_Group_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Strafe_Angles Reference Strafe Angles false strafe_angles.xtbl Strafe_Angles.Name False Strafe_Angles_OM Selection -> Override Method false OM_REPLACE OM_REPLACE Clip_Mesh Filename Clip Mesh Static mesh to use for the weapon's clip. false smeshx data False Clip_Mesh_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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 False Reload_Clip_Mesh_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Left_Hand_Mesh Filename Left Hand Mesh Object appearing in left hand false smeshx data False Left_Hand_Mesh_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Muzzle_Effect Reference Muzzle Effect The muzzle effect for this weapon. false effects.xtbl Effect.Name False Muzzle_Effect_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Alt_Muzzle_Effect Reference Alt Muzzle Effect The muzzle effect for alternate fire for this weapon. false effects.xtbl Effect.Name False Alt_Muzzle_Effect_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Melee_Effect Reference Melee Effect Effect played when weapon makes melee contact. false effects.xtbl Effect.Name False Melee_Effect_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Constant_Effects List Constant Effects List of effects to play for this weapon whenever the weapon is equipped. These should be looping effects. false Constant_Effect Element Constant Effect Effect Reference Which effect to continuously play effects.xtbl Effect.Name False Weapon_Prop_Point String Weapon Prop Point false Condition Selection always on always on during melee swing fine aim weapon raised 4 8 Constant_Effects_OM Selection -> Override Method false OM_REPLACE OM_REMOVE Audio Element Audio attributes for this weapon. false Fire_Sound Reference Fire/Attack Sound Played when weapon is fired. (firearms) or when weapon is used in a non-pron melee attack. false audio_events.xtbl NewEntity.Name False NPC_Fire_Sound Reference NPC Fire/Attack Sound Played when weapon is fired. (firearms) or when weapon is used (Melee). false audio_events.xtbl NewEntity.Name False Secondary_Fire_Sound Reference Secondary Attack Sound Played when tossing a throw weapon or secondary firearm attack. false audio_events.xtbl NewEntity.Name False Fire_Release_Sound Reference Fire Release Sound Played when weapon stops firing. false audio_events.xtbl NewEntity.Name False NPC_Fire_Release_Sound Reference NPC Fire Release Sound Sound to be played when an NPC releases the trigger. false audio_events.xtbl NewEntity.Name False Reload_Sound Reference Reload Sound Played when weapon is reloaded. false audio_events.xtbl NewEntity.Name False No_Ammo_Sound Reference No Ammo Sound Played when attempting to reload weapon with no ammo in reserves. false audio_events.xtbl NewEntity.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 audio_events.xtbl NewEntity.Name False ImpactFoleyFlesh Reference Impact Foley - Human Foley to play when this attack connects with a human. false audio_events.xtbl NewEntity.Name False Hit_Wall_Sound Reference Imapct Foley - Wall Played when the weapon hits a wall. false audio_events.xtbl NewEntity.Name False ImpactFoleyWorld Reference Impact Foley - World Foley to play when this attack connects with the world. false audio_events.xtbl NewEntity.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 audio_events.xtbl NewEntity.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 Audio_OM Selection -> Override Method false OM_REPLACE OM_REPLACE Brass Reference Type of brass to use for this weapon. false shells.xtbl Shell.Name False Brass_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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). false single single burst rapid continuous charge release Trigger_Type_OM Selection -> Override Method false OM_REPLACE OM_REPLACE Alt_Trigger_Type Selection Alt Trigger Type See trigger type for explanation. false single single burst rapid continuous Alt_Trigger_Type_OM Selection -> Override Method false OM_REPLACE OM_REPLACE Magazine_Size Int Magazine Size Number of rounds in a single magazine (ignored for "thrown" and "melee" weapons). false 0 Magazine_Size_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REPLACE 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. false 1 Ammo_per_Shot_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REPLACE Range_Max Float Max. Range Maximum range of weapon (in meters, ignored for "thrown" weapons) false 0.0 Range_Max_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REPLACE 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. false 0.0 AI_Range_Max_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REPLACE Sound_Radius Float AI Sound Radius Radius of attack sound (in meters). false 0.0 Sound_Radius_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE NPC_Aim_Drift Reference NPC Aim Drift Profile false aim_drift.xtbl Profile.Name False NPC_Aim_Drift_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Time_Management Element 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 Time_Management_OM Selection -> Override Method false OM_REPLACE OM_REPLACE 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 Alt_Time_Management_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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). false 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_Max_OM Selection -> Override Method false OM_REPLACE OM_REPLACE 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 Damage_Min_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Melee_Attack_Info Reference Melee Attack Info Set of melee attacks that will be used when this weapon is equipped. (References weapon_melee_attacks.xtbl) false weapon_melee_attacks.xtbl Melee_Attack_Set.Name False Melee_Attack_Info_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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 Melee_Damage_Overrides_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Explosion Reference The explosion associated with this weapon. false explosions.xtbl Explosion.Name False Explosion_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Underwater_Explosion Reference The underwater explosion associated with this weapon. false explosions.xtbl Explosion.Name False Underwater_Explosion_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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 Fire_Damage_Per_Second_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE 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_Max_Dist_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE 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 Damage_Min_Dist_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE Flat_Spread_Metrics Element Flat Spread Metrics For weapons that have a flat spread, this determines how the spread is formed. false Flat_Spread_Width_Angle Float Flat Spread Width Angle Width of the firing spread, in degrees. (The long axis of the plane created by the spread.) 0.0 0 90 Flat_Spread_Height_Angle Float Flat Spread Height Angle Height of the firing spread, in degrees. (The short axis of the plane created by the spread.) 0.0 0 90 Flat_Spread_Rotation Float Flat Spread Rotation When 0, the spread is horizontally flat. The axes will be rotated by this value so that if this value is 90 (or -90), the spread will be vertically flat. 0.0 -90 90 Flat_Spread_Rotation_Per_Shot Float Flat Spread Rotation Per Shot How much the flat spread rotates on each shot. 0.0 Flat_Spread_Metrics_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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_Angle_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE Fire_Cone_Length Float Fire Cone Length false 0.0 Fire_Cone_Length_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE Fire_Cone_Metrics Element Fire Cone Metrics Metrics to define the fire cone of weapons that fire multiple shots per round or otherwise damage objects within a cone rather than just along a ray. false 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_Metrics_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Fire_Cone_Impact_Effect Reference Fire Cone Impact Effect false effects.xtbl Effect.Name False Fire_Cone_Impact_Effect_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Shots_Per_Round Int Shots Per Round Number of shots emitted per round (defaults to one). false 1 Shots_Per_Round_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE 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 PlayerWeaponSpread_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE PlayerAltWeaponSpread 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 PlayerAltWeaponSpread_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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 NPCWeaponSpread_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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 Ragdoll_Force_Shoot_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE Ragdoll_Info Element Ragdoll Info false Chance Float 1.0 0 1 Death_Velocity_Horizontal Float Death Velocity Horizontal 0.0 Death_Velocity_Vertical Float Death Velocity Vertical 0.0 Death_Point_Velocity Float Death Point Velocity 0.0 Death_Angular_Velocity_Vertical Float Death Angular Velocity Vertical 0.0 Death_Angular_Velocity_Horizontal Float Death Angular Velocity Horizontal 0.0 Death_Range_Min Float Death Range Min The smaller of the "range" parameters. A distance of this (or closer) will result in maximum ragdoll velocities. 0.0 Death_Range_Max Float Death Range Max The larger of the "range" parameters. A distance of this (or further) will result in minimum ragdoll velocities. 0.0 Ragdoll_Iinfo_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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 Object_Bullet_Hit_Impulse_Magnitude_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE 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 Speed_NPC Float Speed (Thrown) - NPC false 0.0 Post_Ignition_Speed Float Post Ignition Speed false 0.0 Post_Ignition_Speed_NPC Float Post Ignition Speed - NPC false 0.0 Fuse_Time Int Fuse Time Time (in milliseconds) before projectile explodes (defaults to zero, i.e.: explode on impact). false 0 Attached_Effect Reference Attached Effect Effect that is attached to projectile. false effects.xtbl Effect.Name False Attached_Effect_Prop_Point String Attached Effect Prop Point false Gravity Float Acceleration due to gravity on the projectile (defaults to -9.8 m/s^2). false -9.8 Sound Reference Emitting Sound Sound that the projectile makes while in flight. false audio_events.xtbl NewEntity.Name False FoleyCollision Reference Foley Collision The foley collision name that defines the sound and the min/max speed for volume when the projectile impacts geometry. false foley_collision.xtbl FoleyCollision.Name False 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 sticky harpoon satchel charge guided attach effect after ignition detonate on vehicle collision use bullet collision quality orient projectile to velocity dont detonate from explosion seek to target pos does not fire from muzzle detonate on human collision swarm vehicle rc teleport to target guided on fine aim rc self destruct rc military allowed 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 Projectile_Info_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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 melee_damage_to_anchored_scaler_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE vehicle_damage_scale Float Vehicle damage scale factor Scale amount applied to damage if target is vehicle. false 1.0 vehicle_damage_scale_OM Selection -> Override Method false OM_REPLACE OM_ADDITIVE OM_MULTIPLICATIVE OM_REMOVAL OM_REPLACE 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 melee_material_effects_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE 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_Reticle Float Angle From Reticle When locking onto a vehicle, you need to keep within this angle from the targetting reticle 7.5 0 Angle_From_Reticle_Lose_Target Float Angle From Reticle Lose Target Once locked, if the targeting reticle moves this far from the target, the lockon begins to fade 50.0 0 Locking_Rotation_Furthest_Angle Float Locking Rotation Furthest Angle When the target is being locked on to, the diamond rotates by this angle 0.0 0 Flags Flags enemy aircraft only Target_Lockon_OM Selection -> Override Method false OM_REPLACE OM_REMOVAL OM_REPLACE Camera_Info Element Camera Info false Primary_Fire_Camera_Shake Reference Primary Fire Camera Shake Camera shake to play when firing the primary weapon normally. false camera_shake.xtbl Camera_Shake.Name False Primary_Fire_Camera_Shake_Intensity Float Primary Fire Camera Shake Intensity false 1.0 Primary_Fine_Aim_Camera_Shake Reference Primary Fire Fine Aim Camera Shake false camera_shake.xtbl Camera_Shake.Name False Primary_Fire_Fine_Aim_Camera_Shake_Intensity Float Primary Fire Fine Aim Camera Shake Intensity false 1.0 Secondary_Fire_Camera_Shake Reference Secondary Fire Camera Shake false camera_shake.xtbl Camera_Shake.Name False Secondary_Fire_Camera_Shake_Intensity Float Secondary Fire Camera Shake Intensity false 1.0 Secondary_Fire_Fine_Aim_Camera_Shake Reference Secondary Fire Fine Aim Camera Shake false camera_shake.xtbl Camera_Shake.Name False Secondary_Fire_Fine_Aim_Camera_Shake_Intensity Float Secondary Fire Fine Aim Camera Shake Intensity false 1.0 Player_Hit_Camera_Shake Reference Player Hit Camera Shake Camera shake to play if the player is hit by this bullet. false camera_shake.xtbl Camera_Shake.Name False Player_Hit_Camera_Shake_Intensity Float Player Hit Camera Shake Intensity false 1.0 Melee_Hard_Camera_Shake Reference Melee Hard Camera Shake Camera shake to play when the weapon is used in melee against a hard suface. false camera_shake.xtbl Camera_Shake.Name False Melee_Hard_Camera_Shake_Intensity Float Melee Hard Camera Shake Intensity false 1.0 Melee_Soft_Camera_Shake Reference Melee Soft Camera Shake Camera shake to play when the weapon is usedd in melee against a soft surface. false camera_shake.xtbl Camera_Shake.Name False Melee_Soft_Camera_Shake_Intensity Float Melee Soft Camera Shake Intensity false 0.0 Primary_Recoil_Multiplier Float Primary Recoil Multiplier Multiplier to the random recoil value calculated when firing the primary weapon. false 0.0 Primary_Fine_Aim_Recoil_Multiplier Float Primary Fine Aim Recoil Multiplier Multiplier to the random recoil value calculated when firing the primary in fine aim or scoped. false 0.0 Primary_Recoil_Delay_ms Float Primary Recoil Delay (ms) This is the amount of time before the primary recoil is at the desired level. This is only used for automatic weapons, as the timer is reset when the trigger is released. false 0.0 Primary_Recoil_Ramped Selection Primary Recoil Ramped (Defaults to True) If this is true, the recoil will be ramped based on the percentage of the timer completed. If not, recoil will not be used until the timer has expired. false True True False Secondary_Recoil_Multiplier Float Secondary Recoil Multiplier Multiplier to the random recoil value calculated when firing the secondary weapon. false 0.0 Secondary_Fine_Aim_Recoil_Multiplier Float Secondary Fine Aim Recoil Multiplier Multiplier to the random recoil value calculated when firing the secondary weapon in fine aim or scoped. false 0.0 FOV_Rate Float Rate at which the FOV decreases in progressive zoom mode. This value is ignored for non-progressive zoom mode. false 140.0 1 Zoom_Steps Int Zoom Steps Number of taps it takes to reach the minimum FOV. This value is only applicable to non-progressive zoom mode. false 3 1 10 Maximum_FOV Float Maximum FOV false 0.0 Minimum_FOV Float Minimum FOV Minimum FOV that is zoomed to. false 15.0 5 60 Zoom_Type Selection Zoom Type Type of zoom mode. Progressive is a smooth transition, while non-progressive moves in increments every time the player taps the zoom button. false progressive non-progressive Camera_Info_OM Selection -> Override Method false OM_REPLACE OM_REMOVE Burst_Fire_Info Element Burst Fire Info If this is a burst trigger weapon, these are the parameters that determine how that works. false Shots Int 4 1 Burst_Delay_ms Int Burst Delay (ms) The minimum amount of time between bursts (from the final shot of the previous burst to the first shot of the next) in ms. 300 0 Burst_Fire_Info_OM Selection -> Override Method OM_REPLACE OM_REPLACE OM_REMOVE Charge_Release_Info Element Charge Release Info false Charge_Time_sec Float Charge Time (sec) The amount of time in seconds it takes to fully charge the 0.0 Min_Charge_Percent Float Min Charge Percent Minimum amount of charge required to fire. Defaults to 1. false 0.0 0 1 Charge_Base Float Charge Base The charge percent will ramp between this base and 1.0 based on how long the player holds the trigger, so if you just tap the trigger it will be this amount of charge. 0.0 Auto_Release Selection Auto Release Should the weapon automatically release when fully charged? False True False Charging_Camera_Shake Reference Charging Camera Shake false camera_shake.xtbl Camera_Shake.Name False Charged_Camera_Shake Reference false camera_shake.xtbl Camera_Shake.Name False Charge_Flags Flags Charge Flags Show HUD on charge Min_Range Float Min Range The weapon will use a range betwenn this and the weapon's max_range field false 0.0 Charge_Release_Info_OM Selection -> Override Method false OM_REPLACE OM_REPLACE OM_REMOVE Overheat_Info Element Overheat Info false Percent_Increase_Per_Shot Float Percent Increase Per Shot 0.0 0 1 Percent_Decrease_Per_Second Float Percent Decrease Per Second 0.0 0 Percent_Decrease_Per_Reload Float Percent Decrease Per Reload 0.0 0 Percent_Decrease_Per_Second_Overheated Float Percent Decrease Per Second Overheated 0.0 0 Percent_Decrease_Per_Reload_Overheated Float Percent Decrease Per Reload Overheated 0.0 0 1 Overheat_Flags Flags Overheat Flags applies to primary applies to alt fire play reload anim Overheat_Info_OM Selection -> Override Method false OM_REPLACE OM_REPLACE OM_REMOVE Grenade_Type Selection Grenade Type false standard stun flashbang molotov Grebade_Type_OM Selection -> Override Method OM_REPLACE OM_REPLACE OM_REMOVE Alt_Override_Bullet_Impact_Effect Reference Alt Override Bullet Impact Effect Play this effect instead of "bullet sparks" for the alternate weapon. false effects.xtbl Effect.Name False Alt_Override_Bullet_Impact_Effect_OM Selection -> Override Method OM_REPLACE OM_REPLACE OM_REMOVE Override_Bullet_Impact_Effect Reference Override Bullet Impact Effect Play this effect instead of "bullet sparks" for the primary weapon. false effects.xtbl Effect.Name False Override_Bullet_Impact_Effect_OM Selection -> Override Method OM_REPLACE OM_REPLACE OM_REMOVE Penetrating_End_Point_Explosion Reference Penetrating End Point Explosion Play this explosion at the last point of a penetrating bullet hit. false explosions.xtbl Explosion.Name False Penetrating_End_Point_Explosion_OM Selection -> Override Method OM_REPLACE OM_REPLACE OM_REMOVE OM_ADDITIVE Alt_Penetrating_End_Point_Explosion Reference Alt Penetrating End Point Explosion Play this explosion at the last point of a penetrating bullet hit for the alt weapon. false explosions.xtbl Explosion.Name False Alt_Penetrating_End_Point_Explosion_OM Selection -> Override Method OM_REPLACE OM_REPLACE OM_REMOVE upgrade_description Reference false localized_exports\WeaponUpgradeDescriptions.xtbl WeaponUpgradeDescriptions_Identifier.Name False upgrade_price Int 0 Effect_Situations Grid Effect Situations false Effect_Situation Element Effect Situation Situation Selection muzzle flash alt muzzle flash bullet impact override alt bullet impact override charge release charging muzzle charge release charging ribbon charge release charging target tracer alt tracer overheat player flashlight npc flashlight laser cutter ribbon laser guide target laser guide ribbon Effect Reference effects.xtbl Effect.Name False 8 Effect_Situations_OM Selection -> Override Method false OM_REPLACE OM_REPLACE OM_REMOVE OM_ADDITIVE Tracer_Info Element false Tracer Reference weapon_tracers.xtbl Weapon_Tracers.Name False Tracer_NPC Reference Tracer NPC weapon_tracers.xtbl Weapon_Tracers.Name False Alt_Tracer Reference Alt Tracer weapon_tracers.xtbl Weapon_Tracers.Name False Alt_Tracer_NPC Reference Alt Tracer NPC weapon_tracers.xtbl Weapon_Tracers.Name False Tracer_Frequency Int Tracer Frequency 0 Tracer_Info_OM Selection -> Override Method false OM_REPLACE OM_REPLACE OM_REMOVE True Radial Explosive Explosive-GrenadeLauncher Explosive-RocketLauncher Satchel Grenades Flashbang Grenade Grenade_Electric Molotov Melee baseball_bat Pistol Pistol-Gang Pistol-Police Rifle Rifle-Gang Rifle-NG Rifle-STAG Shotgun Shotgun-Gang Shotgun-Police Shotgun-STAG SMG SMG-Gang SMG-Storm Special Special-Airstrike Special-Drone Special-RCVehicleGun Special-SniperRifle