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