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- /************************************************************************
- **
- ** TO2 Weapons Attributes file
- ** (c) 1998-2001 Monolith Productions, Inc. All Rights Reserved
- **
- ** This file contains the following weapon related definitions:
- **
- ** WeaponOrder,
- ** Ammo,
- ** Weapon,
- ** Mod,
- ** Gear,
- ** WeaponAnis
- **
- ** NOTES:
- **
- ** 1) All definition properties (i.e., [Weapon0]) ARE case sensitive.
- ** If you are adding a new definition, it is best to start with a
- ** copy of an existing (working) definition.
- ** 2) Name properties are NOT case sensitive (i.e., Name = "Joe" is the
- ** same as Name = "JOE")
- ** 3) All time is specified in seconds (unless otherwise noted)
- ** 4) The Float type is the same as Real (i.e., 1.0 or 1.5)
- ** 5) The valid range of all RGB color properties is between
- ** 0 and 255 (e.g., (0, 255, 0) would be green).
- */
- /************************************************************************
- **
- ** WEAPONORDER
- **
- ** WeaponOrder is used to specify the order of all the weapons/gadgets
- ** used by TO2. This order is used to determine which weapon to
- ** select when next/previous weapon is selected.
- **
- ** Also, this order maps the weapon command bindings (i.e., AddAction
- ** Weapon_1 -> Weapon_XXX in the autoexec.cfg file) to the corresponding
- ** weapon/gadget in TO2. (e.g., Weapon0 = the weapon selected when the
- ** Weapon_1 action is selected).
- **
- ** In addition, the Automatic weapon selection uses this order to determine
- ** the next weapon to switch to when the current weapon runs out of ammo.
- ** When the current weapon runs out of ammo, the next available weapon
- ** with a higher order number (e.g., Weapon1 > Weapon0) will be selected.
- **
- ** FirstPlayerWeapon (Integer)
- **
- ** Indicates the first weapon the player can use (e.g.,
- ** FirstPlayerWeapon = 0 -> Weapon0 is the first weapon the player can use)
- **
- ** LastPlayerWeapon (Integer)
- **
- ** Indicates the last weapon the player can use (e.g.,
- ** LastPlayerWeapon = 29 -> Weapon29 is the last available weapon
- ** the player can use)
- **
- ** Weapon0-XX (String)
- **
- ** Name of the weapon (this corresponds directly to the Name field
- ** in the Weapon description records described below.)
- **
- ** AutoSwitchWeapon0-XX (String)
- **
- ** The following specify the player-weapon auto-switch order.
- **
- ** Auto-switching works by trying to switch to the the next available weapon
- ** starting with AutoSwitchWeapon0 and moving down the list if AutoSwitchWeapon0
- ** is unavailable. It is VERY important that the last weapon in the list is ALWAYS
- ** available.
- */
- [WeaponOrder]
- // Player Weapons (must be consecutive order 0 to ?)
- //
- FirstPlayerWeapon = 0
- Weapon0 = "Katana"
- Weapon1 = "Tulwar"
- Weapon2 = "Tazer"
- Weapon3 = "Holster"
- EndOfClass1 = 3
- Weapon4 = "Crossbow"
- Weapon5 = "Shuriken"
- Weapon6 = "BearTrap"
- Weapon7 = "Banana"
- EndOfClass2 = 7
- Weapon8 = "Beretta"
- Weapon9 = "Utility Launcher"
- EndOfClass3 = 9
- Weapon10 = "AK-47"
- Weapon11 = "Tommygun"
- Weapon12 = "TommygunInfinite"
- Weapon13 = "SilencedSterling"
- Weapon14 = "Sterling"
- Weapon15 = "Shotgun"
- Weapon16 = "Sniper Rifle"
- EndOfClass4 = 16
- Weapon17 = "Purse"
- Weapon18 = "Grenade"
- Weapon19 = "AcidGrenade"
- Weapon20 = "StunGrenade"
- Weapon21 = "SleepGrenade"
- Weapon22 = "LaughingGrenade"
- Weapon23 = "Angry Kitty"
- Weapon24 = "Timebomb"
- EndOfClass5 = 24
- Weapon25 = "Coin"
- Weapon26 = "Camera"
- Weapon27 = "Compact Codebreaker"
- Weapon28 = "Welder"
- Weapon29 = "Lockpick"
- Weapon30 = "Eavesdropping Bug"
- Weapon31 = "Perfume"
- Weapon32 = "Keychain"
- EndOfClass6 = 32
- LastPlayerWeapon = 32
- // Non player weapons (must come after the player weapons)...
- //
- Weapon33 = "BillyClub" //Police billy club
- Weapon34 = "SSCannon" //Super soldier cannon
- Weapon35 = "SSLaser" //Super soldier lt. laser
- Weapon36 = "RobotLaser" //Robot's laser weapon
- Weapon37 = "ThrowingKnife" //Pierre's throwing knives
- Weapon38 = "VolkovRocket" //Volkov's wheelchair rocket launcher
- Weapon39 = "HeadButt" //Headbutt attack for mimes
- Weapon40 = "RifleButt" //Riflebutt attack for other guys
- Weapon41 = "ManCrate" //Bite attack for man-crates
- // Player auto-weapon switching priorites (in the following order, always)...
- AutoSwitchWeapon0 = "AK-47"
- AutoSwitchWeapon1 = "Tommygun"
- AutoSwitchWeapon2 = "SilencedSterling"
- AutoSwitchWeapon3 = "Sterling"
- AutoSwitchWeapon4 = "Shotgun"
- AutoSwitchWeapon5 = "Sniper Rifle"
- AutoSwitchWeapon6 = "Beretta"
- AutoSwitchWeapon7 = "Crossbow"
- AutoSwitchWeapon8 = "Shuriken"
- AutoSwitchWeapon9 = "Katana"
- AutoSwitchWeapon10 = "Tulwar"
- AutoSwitchWeapon11 = "Tazer"
- AutoSwitchWeapon12 = "BearTrap"
- AutoSwitchWeapon13 = "Banana"
- AutoSwitchWeapon14 = "Holster"
- /************************************************************************
- **
- ** AMMO
- **
- ** Ammo definitions are used by Weapon definitions to determine
- ** the types of ammo a particular weapon can use (see the WEAPON
- ** definition for more info)
- **
- ** Here is a list of all valid DamageTypes (Defined
- ** in Shared\DamageTypes.h):
- **
- ** -1 - Invalid damage type
- ** 0 - Unspecified
- ** 1 - Bleeding
- ** 2 - Bullet
- ** 3 - Burn
- ** 4 - Choke
- ** 5 - Crush
- ** 6 - Electrocute
- ** 7 - Explosion
- ** 8 - Freeze
- ** 9 - Poison
- ** 10 - Endless fall
- ** 11 - Sleeping
- ** 12 - Stunned
- ** 13 - Melee
- ** 14 - Camera disabler
- ** 15 - Glue
- ** 16 - Bear Trap
- ** 17 - Laughing
- ** 18 - ASSS (Anti-super Soldier Serum)
- **
- ** 19 - Code breaker gadget
- ** 20 - Poodle gadget
- ** 21 - Lock pick gadget
- ** 22 - Welder gadget
- ** 23 - Lighter gadget
- ** 24 - Camera gadget
- ** 25 - World Only damage
- ** 26 - Infra-Red gadget
- ** 27 - Decay powder
- ** 28 - Time Bomb
- ** 29 - Ink Regeant - unused
- ** 30 - Eavesdrop Bug
- ** 31 - Slippery
- ** 32 - Sword
- ** 33 - Tracking gadget
- **
- **
- ** All ammo definitions should contain the following properties:
- **
- ** Name (String)
- **
- ** User friendly name used in DEdit.
- **
- ** NameId (Integer)
- **
- ** Id that maps to the Localizable Ammo name (stored in CRes.dll)
- **
- ** DescId (Integer)
- **
- ** Id that maps to the Localizable Ammo description (stored in CRes.dll)
- **
- ** Type (Integer)
- **
- ** Specifies the type of ammo. Valid values are:
- **
- ** 0 - Vector
- ** 1 - Projectile
- ** 3 - Gadget
- **
- ** Icon (String)
- **
- ** Name of the interface icon associated with the ammo type.
- **
- ** MaxAmount (Integer)
- **
- ** Specifies the maximum amount of ammo that can be "carried" of this
- ** type.
- **
- ** SelectionAmount (Integer)
- **
- ** Specifies the amount of ammo that is allocated when a weapon using it
- ** is selected in the interface.
- **
- ** SpawnedAmount (Integer)
- **
- ** Specifies the amount of ammo that will be spawned when spawning
- ** ammo powerups.
- **
- ** InstDamage (Integer)
- **
- ** Specifies the amount of Instantaneous damage done by this type of
- ** ammo.
- **
- ** InstDamageType (Integer)
- **
- ** Specifies the type of Instantaneous damage done by this type of ammo.
- ** (See valid DamageTypes above).
- **
- ** AreaDamage (Integer)
- **
- ** Specifies the Max amount of Area damage done by this type of
- ** ammo (i.e., damage done if you are in the center of the damage).
- **
- ** AreaDamageType (Integer)
- **
- ** Specifies the type of Area damage done by this type of ammo.
- ** (See valid DamageTypes above).
- **
- ** AreaDamageRadius (Integer)
- **
- ** Specifies the radius of effect in game units for the Area
- ** damage.
- **
- ** ProgDamage (Float)
- **
- ** Specifies the amount of Progressive damage done by this type of
- ** ammo. This is the amount of damage that is done per second.
- **
- ** ProgDamageType (Integer)
- **
- ** Specifies the type of Progressive damage done by this type of ammo.
- ** (See valid DamageTypes above).
- **
- ** ProgDamageDuration (Float)
- **
- ** Specifies the time the Progressive damage is applied to the victim.
- **
- ** ProgDamageRadius (Float)
- **
- ** Specifies the radius of effect for the Progressive damage (only used
- ** if ProgDamageLifetime is greater than 0.0).
- **
- ** ProgDamageLifetime (Float)
- **
- ** Specifies the time the progressive damage radius of effect lasts
- ** (for things like poison gas)
- **
- ** FireRecoilMult (Float)
- **
- ** This multiplier modifies the FireRecoilPitch value in a weapon
- ** firing this type of ammo (see FireRecoilPitch in Weapon record below)
- **
- ** ImpactFXName (String) (OPTIONAL)
- **
- ** Specifies the impact special fx. The value of this
- ** property MUST correspond to the name of an ImpactFX specified in
- ** the FX.txt file.
- **
- ** UWImpactFXName (String) (OPTIONAL)
- **
- ** Specifies the under water impact special fx. The value of this
- ** property MUST correspond to the name of an ImpactFX specified in
- ** the FX.txt file.
- **
- ** ProjectileFXName (String) (OPTIONAL)
- **
- ** Specifies the a projectile special fx. The value of this
- ** property MUST correspond to the name of a ProjectileFX specified in
- ** the FX.txt file.
- **
- ** MoveableImpactOverrideFXName (String) (OPTIONAL)
- **
- ** Specifies an effect to play if the impact occurs on a moveable object, such
- ** as a model or a door. This way you can have effects that 'stick' but not
- ** stick to moveable objects so they won't hang in the air.
- **
- ** FireFXName (String) (OPTIONAL)
- **
- ** Specifies a fire special fx. The value of this property MUST
- ** correspond to the name of a FireFX specified in the FX.txt file.
- **
- ** TracerFXName (String) (OPTIONAL)
- **
- ** Specifies a tracer special fx. The value of this property MUST
- ** correspond to the name of a TracerFX specified in the FX.txt file.
- **
- ** WeaponAniOverride (String) (OPTIONAL)
- **
- ** Specifies the name of the WeaponAnis record (see below) that contains
- ** override weapon animation names for this ammo type. If specified, these
- ** animations are used on ANY weapon using this ammo type when this
- ** ammo type is the currently selected ammo.
- **
- ** CanBeDeflected (Integer) (OPTIONAL)
- **
- ** Ammo can be deflected by weapon. To deflect, the weapon must
- ** have a model string key "begindeflect" followed by a key "enddeflect".
- **
- ** DeflectSurfaceType (String) (OPTIONAL)
- **
- ** When ammo is deflected, the impact fx used will be based on this surface
- ** type. Surface types found in surface.txt.
- **
- ** CanAdjustInstDamage (Integer) (OPTIONAL)
- **
- ** If set to 1 the InstDamage amount may be adjusted programatically, if set to 0
- ** the value specified by InstDamage will always be used.
- */
- /*
- ** Ammo0 - Tazer charge
- */
- [Ammo0]
- Name = "Tazer"
- NameId = 4100
- DescId = 0
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\func_sleep"
- MaxAmount = 1000
- SelectionAmount = 1000
- SpawnedAmount = 1000
- InstDamage = 0
- InstDamageType = 6
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- // ProgDamage = 30.000000
- ProgDamage = 0.000000
- ProgDamageType = 11 // sleeping
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "TazerBurn"
- UWImpactFXName = "UWBullet"
- FireFXName = "Tazer"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo1 - KatanaSlash
- */
- [Ammo1]
- Name = "Katana Slash"
- NameId = 4101
- DescId = 0
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 1000
- SelectionAmount = 1000
- SpawnedAmount = 1000
- InstDamage = 30
- InstDamageType = 32
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "Melee"
- UWImpactFXName = "Melee"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Sword_Deflect"
- /*
- ** Ammo2 - TulwarSlash
- */
- [Ammo2]
- Name = "Tulwar Slash"
- NameId = 4102
- DescId = 0
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 1000
- SelectionAmount = 1000
- SpawnedAmount = 1000
- InstDamage = 30
- InstDamageType = 32
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "Melee"
- UWImpactFXName = "Melee"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Sword_Deflect"
- /*
- ** Ammo3 - ShurikenAmmo
- */
- [Ammo3]
- Name = "Reg Shuriken"
- NameId = 4103
- DescId = 0
- Type = 1
- Priority = 0
- Icon = "Interface\Photos\Ammo\shuriken"
- MaxAmount = 20
- SelectionAmount = 0
- SpawnedAmount = 3
- InstDamage = 20
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "ShurikenProj"
- ImpactFXName = "ShurikenImpact"
- UWImpactFXName = "ShurikenImpact"
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo4 - Blow
- */
- [Ammo4]
- Name = "Blow"
- NameId = 4102
- DescId = 0
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 1000
- SelectionAmount = 1000
- SpawnedAmount = 1000
- InstDamage = 5
- InstDamageType = 1
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 12
- ProgDamageDuration = 3.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "Melee"
- UWImpactFXName = "Melee"
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Sword_Deflect"
- /*
- ** Ammo5 - TimedGrenade
- */
- [Ammo5]
- Name = "Timed Grenade"
- NameId = 4104
- DescId = 0
- Type = 1
- Priority = 0
- Icon = "Interface\Photos\Ammo\bullet_exp"
- MaxAmount = 5
- SelectionAmount = 3
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 2
- AreaDamage = 70
- AreaDamageType = 7
- AreaDamageRadius = 200
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "HGrenadeTimed"
- ImpactFXName = "handgrenade"
- UWImpactFXName = "handgrenade"
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo6 - StunGrenade
- */
- [Ammo6]
- Name = "Stun Grenade"
- NameId = 4105
- DescId = 0
- Type = 1
- Priority = 0
- Icon = "Interface\Photos\Ammo\func_stun"
- MaxAmount = 5
- SelectionAmount = 3
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 12
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 12
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 192.000000
- ProgDamageLifetime = 0.100000
- FireRecoilMult = 1.000000
- ProjectileFXName = "StunTimed"
- ImpactFXName = "StunGas"
- UWImpactFXName = "StunGas"
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo7 - SleepGrenade
- */
- [Ammo7]
- Name = "Sleep Grenade"
- NameId = 4106
- DescId = 0
- Type = 1
- Priority = 0
- Icon = "Interface\Photos\Ammo\func_sleep"
- MaxAmount = 5
- SelectionAmount = 3
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 11
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 11
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 192.000000
- ProgDamageLifetime = 0.100000
- FireRecoilMult = 1.000000
- ProjectileFXName = "SleepTimed"
- ImpactFXName = "SleepGas"
- UWImpactFXName = "SleepGas"
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo8 - AcidGrenade
- */
- [Ammo8]
- Name = "Acid Grenade"
- NameId = 4107
- DescId = 0
- Type = 1
- Priority = 0
- Icon = "Interface\Photos\Ammo\func_acid"
- MaxAmount = 5
- SelectionAmount = 3
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 10
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 10.000000
- ProgDamageType = 3
- ProgDamageDuration = 4.000000
- ProgDamageRadius = 192.000000
- ProgDamageLifetime = 1.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "AcidTimed"
- ImpactFXName = "AcidGas"
- UWImpactFXName = "AcidGas"
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo9 - .32 full metal jacket
- */
- [Ammo9]
- Name = ".32 fmj"
- NameId = 4108
- DescId = 4308
- Type = 0
- Priority = 3
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 27
- SelectionAmount = 27
- SpawnedAmount = 3
- InstDamage = 25
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "BulletFmj"
- UWImpactFXName = "UWBullet"
- FireFXName = ".32"
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo10 - .32 cyanide-tipped
- */
- [Ammo10]
- Name = ".32 cyanide"
- NameId = 4109
- DescId = 4309
- Type = 0
- Priority = 5
- Icon = "Interface\Photos\Ammo\Bullet_Cyn"
- MaxAmount = 27
- SelectionAmount = 0
- SpawnedAmount = 3
- InstDamage = 25
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 2.000000
- ProgDamageType = 9
- ProgDamageDuration = 3.000000
- ProgDamageRadius = 64.000000
- ProgDamageLifetime = 2.500000
- FireRecoilMult = 1.000000
- ImpactFXName = "BulletCyn"
- UWImpactFXName = "UWBulletCyn"
- FireFXName = ".32"
- TracerFXName = "Tracer_Cyn"
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo11 - Tranquilizer (Utility launcher)
- */
- [Ammo11]
- Name = "Tranquilizer"
- NameId = 4110
- DescId = 4310
- Type = 1
- Priority = 7
- Icon = "Interface\Photos\Ammo\launcher_tranq"
- MaxAmount = 10
- SelectionAmount = 10
- SpawnedAmount = 1
- InstDamage = 5
- InstDamageType = 25
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0
- ProgDamageType = 11
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "ULDart"
- ImpactFXName = "Dart"
- UWImpactFXName = "Dart"
- FireFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo12 - Camera Disabler (Utility launcher)
- */
- [Ammo12]
- Name = "Cam Disabler"
- NameId = 4111
- DescId = 4311
- Type = 1
- Priority = 14
- Icon = "Interface\Photos\Ammo\Func_Disabler"
- MaxAmount = 5
- SelectionAmount = 5
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 14
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "CamDisablerProj"
- ImpactFXName = "Dart"
- UWImpactFXName = "Dart"
- FireFXName = "FireSoundOnly"
- /*
- ** Ammo13 - Glue bomb (Utility launcher)
- */
- [Ammo13]
- Name = "Glue Bomb"
- NameId = 4112
- DescId = 4312
- Type = 1
- Priority = 14
- Icon = "Interface\Photos\Ammo\launcher_glue"
- MaxAmount = 10
- SelectionAmount = 0
- SpawnedAmount = 1
- InstDamage = 5
- InstDamageType = 25
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 15
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 64.000000
- ProgDamageLifetime = 5.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "ULGlue"
- ImpactFXName = "UL_GlueImpact"
- MoveableImpactOverrideFXName = "ULGlue_Override"
- UWImpactFXName = "Dart"
- FireFXName = "FireSoundOnly"
- /*
- ** Ammo14 - Electrical (Utility launcher)
- */
- [Ammo14]
- Name = "Electrical"
- NameId = 4113
- DescId = 4313
- Type = 1
- Priority = 14
- Icon = "Interface\Photos\Ammo\bullet_ele"
- MaxAmount = 10
- SelectionAmount = 10
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 6
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 50.000000
- ProgDamageType = 6
- ProgDamageDuration = 0.100000
- ProgDamageRadius = 64.000000
- ProgDamageLifetime = 1.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "ULGlue"
- ImpactFXName = "Melee"
- UWImpactFXName = "UWMelee"
- FireFXName = "FireSoundOnly"
- /*
- ** Ammo15 - Anti-Super Soldier Serum (Utility launcher)
- */
- [Ammo15]
- Name = "Serum"
- NameId = 4114
- DescId = 4314
- Type = 1
- Priority = 14
- Icon = "Interface\Photos\Ammo\launcher_asss"
- MaxAmount = 10
- SelectionAmount = 5
- SpawnedAmount = 1
- InstDamage = 5
- InstDamageType = 25
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 10.000000
- ProgDamageType = 18
- ProgDamageDuration = 0.100000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "ULSerum"
- ImpactFXName = "Dart"
- UWImpactFXName = "Dart"
- FireFXName = "FireSoundOnly"
- /*
- ** Ammo16 - Laughing Gas Grenade
- */
- [Ammo16]
- Name = "Laughing Gas"
- NameId = 4115
- DescId = 0
- Type = 1
- Priority = 14
- Icon = "Interface\Photos\Ammo\launcher_laugh"
- MaxAmount = 3
- SelectionAmount = 3
- SpawnedAmount = 1
- InstDamage = 5
- InstDamageType = 25
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 17
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 192.000000
- ProgDamageLifetime = 0.100000
- FireRecoilMult = 1.000000
- ProjectileFXName = "LaughTimed"
- ImpactFXName = "laughinggas"
- UWImpactFXName = "laughinggas"
- FireFXName = ""
- /*
- ** Ammo17 - 12-gauge shot
- */
- [Ammo17]
- Name = "12-ga shot"
- NameId = 4116
- DescId = 4316
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\shotgun_shot"
- MaxAmount = 20
- SelectionAmount = 20
- SpawnedAmount = 3
- InstDamage = 15
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "BulletFmj"
- UWImpactFXName = "UWBullet"
- FireFXName = "Shotgun"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo18 - 12-gauge explosive
- */
- [Ammo18]
- Name = "12-ga explosive"
- NameId = 4117
- DescId = 4317
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_exp"
- MaxAmount = 20
- SelectionAmount = 20
- SpawnedAmount = 3
- InstDamage = 50
- InstDamageType = 2
- AreaDamage = 35
- AreaDamageType = 7
- AreaDamageRadius = 100
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "Shotgun_Exp"
- UWImpactFXName = "UWBulletPhos"
- FireFXName = "Shotgun"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo19 - 9mm full metal jacket
- */
- [Ammo19]
- Name = "9mm fmj"
- NameId = 4118
- DescId = 0
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 180
- SelectionAmount = 90
- SpawnedAmount = 5
- InstDamage = 15
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "BulletFmj"
- UWImpactFXName = "UWBullet"
- FireFXName = "9mm"
- TracerFXName = "Standard"
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo20 - .45 full metal jacket
- */
- [Ammo20]
- Name = ".45 fmj"
- NameId = 4119
- DescId = 0
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 150
- SelectionAmount = 50
- SpawnedAmount = 50
- InstDamage = 20
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "BulletFmj"
- UWImpactFXName = "UWBullet"
- FireFXName = ".45"
- TracerFXName = "Standard"
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo21 - 7.62x39 full metal jacket
- */
- [Ammo21]
- Name = "7.62x39 fmj"
- NameId = 4120
- DescId = 4320
- Type = 0
- Priority = 11
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 180
- SelectionAmount = 90
- SpawnedAmount = 5
- InstDamage = 30
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "BulletFmj"
- UWImpactFXName = "UWBullet"
- FireFXName = "7.62x39"
- TracerFXName = "Standard"
- WeaponAniOverride = ""
- /*
- ** Ammo22 - 7.62x39 phosphorous
- */
- [Ammo22]
- Name = "7.62x39 phos"
- NameId = 4121
- DescId = 4321
- Type = 0
- Priority = 12
- Icon = "Interface\Photos\Ammo\Bullet_Phos"
- MaxAmount = 180
- SelectionAmount = 30
- SpawnedAmount = 5
- InstDamage = 30
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 5.000000
- ProgDamageType = 3
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "BulletPhos"
- UWImpactFXName = "UWBulletPhos"
- FireFXName = "7.62x39"
- TracerFXName = "Tracer_Phos"
- WeaponAniOverride = ""
- /*
- ** Ammo23 - .308 full metal jacket
- */
- [Ammo23]
- Name = ".308 fmj"
- NameId = 4122
- DescId = 0
- Type = 0
- Priority = 9
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 20
- SelectionAmount = 20
- SpawnedAmount = 2
- InstDamage = 80
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "BulletFmj"
- UWImpactFXName = "UWBullet"
- FireFXName = ".308"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo24 - Crossbow bolt
- */
- [Ammo24]
- Name = "Bolt"
- NameId = 4123
- DescId = 4323
- Type = 1
- Priority = 17
- Icon = "Interface\Photos\Ammo\crossbow_def"
- MaxAmount = 20
- SelectionAmount = 10
- SpawnedAmount = 1
- InstDamage = 50
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "Bolt"
- ImpactFXName = "Spear"
- UWImpactFXName = "UWSpear"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo25 - Poison crossbow bolt
- */
- [Ammo25]
- Name = "Poison Bolt"
- NameId = 4124
- DescId = 4324
- Type = 1
- Priority = 41
- Icon = "Interface\Photos\Ammo\Bullet_Cyn"
- MaxAmount = 20
- AmountPerSlot = 20
- SpawnedAmount = 1
- InstDamage = 50
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 3.000000
- ProgDamageType = 9
- ProgDamageDuration = 3.000000
- ProgDamageRadius = 64.000000
- ProgDamageLifetime = 2.500000
- FireRecoilMult = 1.000000
- ProjectileFXName = "Bolt"
- ImpactFXName = "BulletCyn"
- UWImpactFXName = "UWBulletCyn"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo26 - Fire crossbow bolt
- */
- [Ammo26]
- Name = "Fire Bolt"
- NameId = 4125
- DescId = 4325
- Type = 1
- Priority = 42
- Icon = "Interface\Photos\Ammo\bullet_phos"
- MaxAmount = 10
- AmountPerSlot = 10
- SpawnedAmount = 1
- InstDamage = 50
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 10.000000
- ProgDamageType = 3
- ProgDamageDuration = 3.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "BoltFire"
- ImpactFXName = "Impact_BoltFire"
- UWImpactFXName = "UWBulletPhos"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo27 - Explosive crossbow bolt
- */
- [Ammo27]
- Name = "Explosive Bolt"
- NameId = 4126
- DescId = 4326
- Type = 1
- Priority = 43
- Icon = "Interface\Photos\Ammo\bullet_exp"
- MaxAmount = 10
- AmountPerSlot = 10
- SpawnedAmount = 1
- InstDamage = 50
- InstDamageType = 7
- AreaDamage = 120
- AreaDamageType = 7
- AreaDamageRadius = 170
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "Bolt"
- ImpactFXName = "Explosion1"
- UWImpactFXName = "UWRocket"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo28 - Micromissile
- */
- [Ammo28]
- Name = "Micromissile"
- NameId = 4127
- DescId = 0
- Type = 1
- Priority = 16
- Icon = "Interface\Photos\Ammo\rocket"
- MaxAmount = 5
- SelectionAmount = 5
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 7
- AreaDamage = 100
- AreaDamageType = 7
- AreaDamageRadius = 200
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "Missile"
- ImpactFXName = "Explosion1"
- UWImpactFXName = "UWRocket"
- FireFXName = "Rocket"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo29 - Camera Ammo
- */
- [Ammo29]
- Name = "Camera"
- NameId = 4128
- DescId = 0
- Type = 3
- Priority = 29
- Model = ""
- Skin = ""
- Icon = ""
- MaxAmount = 1
- SelectionAmount = 1
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 24 // Camera instant damage
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 0.000000
- ImpactFXName = ""
- UWImpactFXName = ""
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo30 - Time bomb
- */
- [Ammo30]
- Name = "Time Bomb"
- NameId = 4129
- DescId = 0
- Type = 3
- Priority = 25
- Icon = "Interface\Photos\Ammo\timebomb"
- MaxAmount = 5
- SelectionAmount = 3
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 28
- AreaDamage = 150
- AreaDamageType = 7
- AreaDamageRadius = 270
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "TimeBombProj"
- ImpactFXName = "Melee"
- UWImpactFXName = "UWMelee"
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo31 - Code Breaker ammo
- */
- [Ammo31]
- Name = "Code Breaker Gadget"
- NameId = 4130
- DescId = 0
- Type = 3
- Priority = 15
- Icon = ""
- MaxAmount = 10000
- SelectionAmount = 10000
- SpawnedAmount = 10000
- InstDamage = 0
- InstDamageType = 19
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 0.000000
- /*
- ** Ammo32 - Welder ammo
- */
- [Ammo32]
- Name = "Welder"
- NameId = 4131
- DescId = 0
- Type = 3
- Priority = 27
- Icon = ""
- MaxAmount = 1000
- SelectionAmount = 1000
- SpawnedAmount = 1000
- InstDamage = 1
- InstDamageType = 22 // Welder damage
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 10.000000
- ProgDamageType = 3
- ProgDamageDuration = 3.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "Welder"
- UWImpactFXName = "UWWelder"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- /*
- ** Ammo33 - Lockpick
- */
- [Ammo33]
- Name = "Lockpick"
- NameId = 4132
- DescId = 0
- Type = 3
- Priority = 28
- Model = ""
- Skin = ""
- Icon = ""
- MaxAmount = 10000
- SelectionAmount = 10000
- SpawnedAmount = 10000
- InstDamage = 0
- InstDamageType = 21 // Lockpick instant damage
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 0.000000
- ImpactFXName = ""
- UWImpactFXName = ""
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo34 - Eavesdropping bug
- */
- [Ammo34]
- Name = "Bug"
- NameId = 4133
- DescId = 0
- Type = 3
- Priority = 14
- Icon = "Interface\Photos\Ammo\bug"
- MaxAmount = 5
- SelectionAmount = 5
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 30 // Eavesdrop instant damage
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = ""
- UWImpactFXName = ""
- FireFXName = "FireSoundOnly"
- /*
- ** Ammo35 - Body remover perfume
- */
- [Ammo35]
- Name = "Body Remover"
- NameId = 4134
- DescId = 0
- Type = 0
- Priority = 38
- Model = ""
- Skin = ""
- Icon = "Interface\Photos\Ammo\Func_Decay"
- MaxAmount = 5
- SelectionAmount = 0
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 27 // needed for damage type checks
- AreaDamage = 1
- AreaDamageType = 27 // decay powder
- AreaDamageRadius = 64
- ProgDamage = 0
- ProgDamageType = 0
- ProgDamageDuration = 0
- ProgDamageRadius = 0
- ProgDamageLifetime = 0
- FireRecoilMult = 1.000000
- ImpactFXName = "DecayGas"
- UWImpactFXName = "DecayGas"
- FireFXName = "FireSoundOnly"
- TracerFXName = "DecayFireFX"
- WeaponAniOverride = ""
- /*
- ** Ammo36 - Invisible ink reagent - unused
- */
- [Ammo36]
- Name = "Ink Reagent - unused"
- NameId = 0
- DescId = 0
- Type = 0
- Priority = 0
- Model = ""
- Skin = ""
- Icon = ""
- MaxAmount = 0
- SelectionAmount = 0
- SpawnedAmount = 0
- InstDamage = 0
- InstDamageType = 0
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0
- ProgDamageType = 0
- ProgDamageDuration = 0
- ProgDamageRadius = 0
- ProgDamageLifetime = 0
- FireRecoilMult = 0.000000
- ImpactFXName = ""
- UWImpactFXName = ""
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo37 - Coin
- */
- [Ammo37]
- Name = "Coin"
- NameId = 4136
- DescId = 0
- Type = 1
- Priority = 26
- Icon = "Interface\Photos\Ammo\coin"
- MaxAmount = 5
- SelectionAmount = 5
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 0
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "Coin"
- ImpactFXName = "Coin"
- UWImpactFXName = ""
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo38 - Angry Kitty
- */
- [Ammo38]
- Name = "Angry Kitty"
- NameId = 4137
- DescId = 0
- Type = 1
- Priority = 26
- Icon = "Interface\Photos\Ammo\bullet_exp"
- MaxAmount = 3
- SelectionAmount = 2
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 0
- AreaDamage = 150
- AreaDamageType = 7
- AreaDamageRadius = 250
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "Kitty"
- ImpactFXName = "kitty"
- UWImpactFXName = "kitty"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo39 - Bear Trap
- */
- [Ammo39]
- Name = "Bear Trap"
- NameId = 4138
- DescId = 0
- Type = 1
- Priority = 27
- Icon = "Interface\Photos\Ammo\beartrap"
- MaxAmount = 3
- SelectionAmount = 3
- SpawnedAmount = 1
- InstDamage = 1
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 16
- ProgDamageDuration = 3.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "BearTrap"
- ImpactFXName = "BearTrap"
- UWImpactFXName = "UWBearTrapt"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- CanAdjustInstDamage = 0
- /*
- ** Ammo40 - SSCannon
- */
- [Ammo40]
- Name = "SSCannon"
- NameId = 4100
- DescId = 0
- Type = 0
- Priority = 7
- Icon = "Interface\Photos\Ammo\Bullet_Exp"
- MaxAmount = 50
- SelectionAmount = 10
- SpawnedAmount = 0
- InstDamage = 50
- InstDamageType = 2
- AreaDamage = 45
- AreaDamageType = 7
- AreaDamageRadius = 200
- ProgDamage = 0
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "SSCannon_Impact"
- UWImpactFXName = "UWBulletExp"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- //TracerFXName = "Tracer_Exp"
- WeaponAniOverride = ""
- /*
- ** Ammo41 - SSLaser ammo
- */
- [Ammo41]
- Name = "SSLaserAmmo"
- NameId = 4119
- DescId = 0
- Type = 0
- Priority = 7
- Icon = ""
- MaxAmount = 50
- SelectionAmount = 10
- SpawnedAmount = 0
- InstDamage = 50
- InstDamageType = 2
- AreaDamage = 45
- AreaDamageType = 7
- AreaDamageRadius = 100
- ProgDamage = 0
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "LaserImpact"
- UWImpactFXName = "LaserImpact"
- FireFXName = "SSLaser"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo42 - Robot laser ammo
- */
- [Ammo42]
- Name = "RobotLaserAmmo"
- NameId = 4119
- DescId = 0
- Type = 0
- Priority = 7
- Icon = ""
- MaxAmount = 50
- SelectionAmount = 10
- SpawnedAmount = 0
- InstDamage = 50
- InstDamageType = 2
- AreaDamage = 35
- AreaDamageType = 7
- AreaDamageRadius = 100
- ProgDamage = 0
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "LaserImpact"
- UWImpactFXName = "LaserImpact"
- FireFXName = "RobotLaser"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo43 - Throwing knife
- */
- [Ammo43]
- Name = "Knife"
- NameId = 4103
- DescId = 0
- Type = 1
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 30
- SelectionAmount = 25
- SpawnedAmount = 0
- InstDamage = 25
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "KnifeProj"
- ImpactFXName = "Melee"
- UWImpactFXName = "UWMelee"
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo44 - Holster
- */
- [Ammo44]
- Name = "Holster"
- NameId = 4026
- DescId = 0
- Type = 0
- Priority = 0
- Icon = ""
- MaxAmount = 1
- SelectionAmount = 1
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 0
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = ""
- UWImpactFXName = ""
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo45 - Banana
- */
- [Ammo45]
- Name = "Banana"
- NameId = 4139
- DescId = 0
- Type = 1
- Priority = 14
- Icon = "Interface\Photos\Ammo\banana"
- MaxAmount = 5
- SelectionAmount = 5
- SpawnedAmount = 1
- InstDamage = 1
- InstDamageType = 2
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 31
- ProgDamageDuration = 3.000000
- ProgDamageRadius = 64.000000
- ProgDamageLifetime = 0.100000
- FireRecoilMult = 1.000000
- ProjectileFXName = "BananaProj"
- ImpactFXName = "Soft"
- UWImpactFXName = "Soft"
- FireFXName = "FireSoundOnly"
- /*
- ** Ammo46 - Wheelchair rocket
- */
- [Ammo46]
- Name = "Rocket"
- NameId = 4100
- DescId = 0
- Type = 1
- Priority = 16
- Icon = "Interface\Photos\Ammo\bullet_exp"
- MaxAmount = 5
- SelectionAmount = 5
- SpawnedAmount = 0
- InstDamage = 50
- InstDamageType = 7
- AreaDamage = 50
- AreaDamageType = 7
- AreaDamageRadius = 200
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ProjectileFXName = "Rocket"
- ImpactFXName = "Explosion1"
- UWImpactFXName = "UWRocket"
- FireFXName = "Rocket"
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo47 - Tracking Device (Utility launcher)
- */
- [Ammo47]
- Name = "Tracking Device"
- NameId = 4140
- DescId = 4340
- Type = 1
- Priority = 7
- Icon = "Interface\Photos\Ammo\launcher_track"
- MaxAmount = 10
- SelectionAmount = 10
- SpawnedAmount = 1
- InstDamage = 5
- InstDamageType = 25
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0
- ProgDamageType = 33
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 0.000000
- ProjectileFXName = "ULDart"
- ImpactFXName = "TrackingDart"
- UWImpactFXName = "TrackingDart"
- FireFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Metal"
- /*
- ** Ammo48 - Welder burn damage - Used internally DO NOT use this with any weapon!!!
- */
- [Ammo48]
- Name = "WelderBurn"
- NameId = 4100
- DescId = 0
- Type = 0
- Priority = 0
- Icon = ""
- MaxAmount = 1000
- SelectionAmount = 1000
- SpawnedAmount = 1000
- InstDamage = 1
- InstDamageType = 3 // Burn
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "Welder"
- UWImpactFXName = "UWWelder"
- FireFXName = "FireSoundOnly"
- CanAdjustInstDamage = 0
- /*
- ** Ammo49 - Man-Bite
- */
- [Ammo49]
- Name = "ManBite"
- NameId = 4102
- DescId = 0
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 1000
- SelectionAmount = 1000
- SpawnedAmount = 1000
- InstDamage = 30
- InstDamageType = 32
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = ""
- UWImpactFXName = ""
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 0
- DeflectSurfaceType = ""
- /*
- ** Ammo50 - Keychain
- */
- [Ammo50]
- Name = "Keychain"
- NameId = 4024
- DescId = 0
- Type = 0
- Priority = 0
- Icon = ""
- MaxAmount = 1
- SelectionAmount = 1
- SpawnedAmount = 1
- InstDamage = 0
- InstDamageType = 0
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 5.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = ""
- UWImpactFXName = ""
- FireFXName = ""
- TracerFXName = ""
- WeaponAniOverride = ""
- /*
- ** Ammo51 - Head_gun butt
- */
- [Ammo51]
- Name = "Head_gun butt"
- NameId = 4102
- DescId = 0
- Type = 0
- Priority = 0
- Icon = "Interface\Photos\Ammo\Bullet_Def"
- MaxAmount = 1000
- SelectionAmount = 1000
- SpawnedAmount = 1000
- InstDamage = 30
- InstDamageType = 32
- AreaDamage = 0
- AreaDamageType = 0
- AreaDamageRadius = 0
- ProgDamage = 0.000000
- ProgDamageType = 0
- ProgDamageDuration = 0.000000
- ProgDamageRadius = 0.000000
- ProgDamageLifetime = 0.000000
- FireRecoilMult = 1.000000
- ImpactFXName = "head_gun_impact"
- UWImpactFXName = "head_gun_impact"
- FireFXName = "FireSoundOnly"
- TracerFXName = ""
- WeaponAniOverride = ""
- CanBeDeflected = 1
- DeflectSurfaceType = "Sword_Deflect"
- /************************************************************************
- **
- ** WEAPON
- **
- ** Weapon definitions specify the properties making up a
- ** weapon.
- **
- ** All weapon definitions should contain the following
- ** properties:
- **
- ** Name (String)
- **
- ** User friendly name used in WeaponOrder above and in DEdit.
- **
- ** NameId (Integer)
- **
- ** Id that maps to the weapon Localizable name (stored in CRes.dll)
- **
- ** DescriptionId (Integer)
- **
- ** Id that maps to the weapon description (stored in CRes.dll)
- **
- ** IsAmmoNoPickupId (Integer)
- **
- ** Id that maps to the string that is displayed for IsAmmo = 1 type weapons
- ** when the weapon can not be picked up (stored in CRes.dll)
- **
- ** ClientWeaponType (Integer)
- **
- ** Weapon type:
- ** 0 - none (NEVER use this number)
- ** 1 - vector (bullet type weapons)
- ** 2 - projectile ( slow shooting weapons, like crossbows)
- ** 3 - disc (TRON type- the disc)
- **
- ** AniType (Integer)
- **
- ** Classify the weapon into a style of animation when holding the weapon
- **
- ** Values :
- **
- ** 0 - rifle
- ** 1 - pistol
- ** 2 - melee
- ** 3 - Throw
- ** 4 - Rifle2
- ** 5 - Rifle3
- ** 6 - Holster
- ** 7 - Place
- ** 8 - Gadget
- ** 9 - Throwing Stars
- **
- ** Icon (String)
- **
- ** Filename of the texture used for an icon associated with the weapon.
- **
- ** for Normal icons
- ** ".dtx" is appended to the name.
- ** for Unselected icons
- ** "U.dtx" is appended to the name.
- ** for Disabled icons
- ** "D.dtx" is appended to the name.
- ** for Silhouette icons
- ** "X.dtx" is appended to the name.
- **
- ** Pos (Vector)
- **
- ** The player-view weapon model pos (offset from player model in
- ** x, y, and z)
- **
- ** MuzzlePos (Vector)
- **
- ** The player-view weapon model muzzle pos (offset from the player
- ** model in x, y, and z). This is used to determine where to place
- ** muzzle fx.
- **
- ** BreachOffset (Vector)
- **
- ** The player-view weapon breach offset which is relative to the above
- ** model muzzle pos. This is used to determine where shell casings will
- ** be ejected from the player-view weapon.
- **
- ** MinPerturb (Integer)
- **
- ** The minimum amount of perturb on each vector or projectile fired by
- ** the weapon. A value in range from MinPerturb to MaxPerturb
- ** is added to the Up and Right components of the firing direction
- ** vector based on the current accuracy of the player/ai firing the
- ** weapon.
- **
- ** MaxPerturb (Integer)
- **
- ** The maximum amount of perturb on each vector or projectile fired by
- ** the weapon. A value in range from MinPerturb to MaxPerturb
- ** is added to the Up and Right components of the firing direction
- ** vector based on the current accuracy of the player/ai firing the
- ** weapon.
- **
- ** Range (Integer)
- **
- ** The range of the weapon.
- **
- ** Recoil (Vector)
- **
- ** The amount of weapon recoil.
- **
- ** VectorsPerRound (Integer)
- **
- ** The number of vectors (rays cast) per round.
- **
- ** PVModel (String)
- **
- ** Name of the player-view weapon model.
- **
- ** PVSkin0-N (String)
- **
- ** Name of the player-view weapon skin(s) (NOTE: You can specify "Hands" if
- ** you want to use the player-view hands texture associated with the
- ** current player model style).
- ** There can be any number of skins: PVSkin0, PVSkin1, ..., PVSkinN
- **
- ** PVRenderStyle0-N (String)
- **
- ** Name of the render style file ltb(s).
- ** There can be any number of render styles: PVRenderStyle0, PVRenderStyle1, ..., PVRenderStyleN
- **
- ** PVMuzzleFXName (String) (OPTIONAL)
- **
- ** Specifies the optional player-view muzzle fx for this weapon.
- ** The value of this property MUST correspond to a name specified
- ** in the MuzzleFX definitions in the Attributes\fx.txt file.
- **
- ** PVAttachFXName (String) (OPTIONAL)
- **
- ** Specifies the optional player-view fx attachment for this weapon.
- ** The value of this property MUST correspond to an effect created
- ** with FXEd.
- **
- ** HHModel (String)
- **
- ** Name of the hand-held (and powerup) weapon model.
- **
- ** HHSkin0-N (String)
- **
- ** Name of the hand-held (and powerup) weapon skin(s).
- ** There can be any number of skins: HHSkin0, HHSkin1, ..., HHSkinN
- **
- ** HHRenderStyle0-N (String)
- **
- ** Name of the render style file ltb(s).
- ** There can be any number of render styles: HHRenderStyle0, HHRenderStyle1, ..., HHRenderStyleN
- **
- ** HHModelScale (Vector)
- **
- ** The scale of the hand-held (and powerup) weapon model.
- **
- ** HHMuzzleFXName (String) (OPTIONAL)
- **
- ** Specifies the optional hand-held muzzle fx for this weapon.
- ** The value of this property MUST correspond to a name specified
- ** in the MuzzleFX definitions in the Attributes\fx.txt file.
- **
- ** FireSnd(String)
- **
- ** Name of the sound that is played when the weapon is fired.
- **
- ** AltFireSnd(String)
- **
- ** Name of the sound that is played when the weapon is alt-fired.
- **
- ** SilencedFireSnd(String)
- **
- ** Name of the sound that is played when the weapon is fired with
- ** a silencer.
- **
- ** DryFireSnd(String)
- **
- ** Name of the sound that is played when the weapon is dry fired.
- **
- ** ReloadSnd1 (String)
- **
- ** Name of the sound that is played when the weapon is reloaded.
- ** (mapped to SOUND_KEY 1)
- **
- ** ReloadSnd2 (String)
- **
- ** Optionally the name of a sound that is played when the weapon
- ** is reloaded (mapped to SOUND_KEY 2).
- **
- ** ReloadSnd3 (String)
- **
- ** Optionally the name of a sound that is played when the weapon
- ** is reloaded (mapped to SOUND_KEY 3).
- **
- ** SelectSnd (String)
- **
- ** Name of the sound that is played when the weapon is selected.
- ** (mapped to SOUND_KEY 4)
- **
- ** DeselectSnd (String)
- **
- ** Name of the sound that is played when the weapon is deselected.
- ** (mapped to SOUND_KEY 5)
- **
- ** MiscSound1 - MiscSound5 (string)
- **
- ** Optional miscellaneous sounds to play during weapon animations.
- ** (mapped to SOUND_KEY 10 - SOUND_KEY 14)
- **
- ** FireSndRadius (Integer)
- **
- ** The radius of volume fallof that fire sounds are played at
- **
- ** AIFireSndRadius (Integer)
- **
- ** The radius of volume that fire sounds make, w.r.t to AI's senses
- **
- ** EnvironmentMap (Integer)
- **
- ** Specifies whether or not the weapon uses environment mapping.
- **
- ** InfiniteAmmo (Integer)
- **
- ** Specifies whether or not the weapon has unlimited ammo.
- ** (1 = true, 0 = false)
- **
- ** ShotsPerClip (Integer)
- **
- ** The number of rounds the weapon can fire before it must be reloaded.
- **
- ** FireRecoilPitch (Float)
- **
- ** Specifies the amount the weapon should pitch (in degrees) when
- ** fired.
- **
- ** FireRecoilDecay (Float)
- **
- ** Specifies the time (in seconds) it should take for the weapon's
- ** pitch to get back to normal after recoiling from firing.
- **
- ** AmmoName# (String)
- **
- ** Specifies the type of ammo available for this weapon. The value
- ** of this property MUST correspond to the name specified in the
- ** AMMO definitions above. If the weapon uses multiple ammo types,
- ** you may specify multiple AmmoName properties. For example:
- **
- ** AmmoName0 = "9mm fmj"
- ** AmmoName1 = "9mm dum dum"
- **
- ** Note: The first (or only) ammo type specified is considered the
- ** "default" ammo type. Every weapon MUST have at least one
- ** ammo type specified.
- **
- ** ModName# (String) (OPTIONAL)
- **
- ** Specifies the optional mods available for this weapon. The value
- ** of this property MUST correspond to the name specified in the
- ** MOD definitions below. If the weapon uses multiple mods,
- ** you may specify multiple ModName properties. For example:
- **
- ** ModName0 = "9mm fmj"
- ** ModName1 = "9mm dum dum"
- **
- ** PVFXName# (String) (OPTIONAL)
- **
- ** Specifies the optional player-view fx available for this weapon.
- ** The value of this property MUST correspond to a name specified
- ** in the PVFX definitions in the Attributes\fx.txt file. If the weapon
- ** uses multiple pv fx, you may specify multiple PVFXName properties.
- ** For example:
- **
- ** PVFXName0 = "LighterFlameFX"
- ** PVFXName1 = "LighterLightFX"
- **
- ** AIWeaponType (Integer)
- **
- ** Classify the weapon for use by AI
- **
- ** Values :
- **
- ** 0 - None
- ** 1 - Ranged
- ** 2 - Melee
- ** 3 - Thrown
- **
- ** AIMinBurstInterval (Float in seconds)
- ** AIMaxBurstInterval (Float in seconds)
- **
- ** Specifies the range of time an AI will wait in between firing a burst
- ** from a weapon. IE, the AI will shoot somewhere between Min/AIMaxBurstShots,
- ** then wait Min/AIMaxBurstInterval seconds, then shoot again.
- **
- ** AIMinBurstShots (Integer)
- ** AIMaxBurstShots (Integer)
- **
- ** Specifies the range of shots an AI will fire when it is firing a burst
- ** from a weapon. IE, the AI will shoot somewhere between Min/AIMaxBurstShots,
- ** then wait Min/AIMaxBurstInterval seconds, then shoot again.
- **
- ** AIAnimatesReloads
- **
- ** Specifies whether or not an AI animates reloading this weapon.
- ** (1 = true, 0 = false)
- **
- ** LooksDangerous (Integer)
- **
- ** Specifies whether or not the weapon/gadget looks dangerous to AIs.
- ** (1 = true, 0 = false)
- **
- ** FireDelay (Integer)
- **
- ** Specifies the minimum delay in milliseconds between fire keys
- **
- ** HideWhenEmpty (Integer)
- **
- ** Specifies whether or not the weapon/gadget should be hidden when out of ammo
- ** (also implies that the deselect animation shouldn't be played when auto-switching
- ** from this weapon when it runs out of ammo)
- ** (1 = true, 0 = false)
- **
- ** IsAmmo (Integer)
- **
- ** Specifies whether or not the weapon/gadget should be treated as ammo. In other
- ** words is the weapon placed/thrown (e.g., grenade, bear trap, etc.). If set to
- ** true the weapon's pick-up message won't be displayed when the weapon is picked up
- ** unless the weapon can't be picked up. If the weapon can't be picked up the
- ** IsAmmoNoPickupId string is displayed. This should be used for "thrown" weapons
- ** so the player doesn't see both the weapon pickup message AND the ammo pick up message.
- ** (1 = true, 0 = false)
- **
- ** HolsterAttachment (String) (OPTIONAL)
- **
- ** Specifies node and model to attch when weapon is holstered.
- **
- ** For example:
- **
- ** HolsterAttachment = "BACK AK47_holster"
- **
- ** HiddenPiece0-N (String) (OPTIONAL)
- **
- ** Names of Gadget model pieces to hide/show when the gadget is fired. There can
- ** be any number of pieces to hide/show. NOTE: this only works for Gadget type
- ** weapons (Gadget above)
- */
- /*
- ** Tazer
- */
- [Weapon0]
- Name = "Tazer"
- NameId = 4000
- DescriptionId = 4050
- ClientWeaponType = 1
- AniType = 8
- Icon = "Interface\Photos\Weapons\Tazer"
- Pos = <-0.165000, -0.187500, 0.515000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\tazer.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\tazer.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = "Tazer_PV_Muzz"
- PVAttachFXName0 = "Test_PVTazerFX"
- PVAttachFXName1 = "tazergreen"
- PVAttachFXName2 = "tazerred"
- HHModel = "Guns\Models_HH\tazer.ltb"
- HHSkin0 = "Guns\Skins_pv\tazer.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "Tazer_HH_Muzz"
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\Tazer\altfire.wav"
- FireSnd = "Guns\Snd\Tazer\fire.wav"
- DryFireSnd = "Guns\Snd\Tazer\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Tazer\reload1.wav"
- SelectSnd = "Guns\Snd\Tazer\select.wav"
- DeselectSnd = "Guns\Snd\Tazer\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Tazer"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 2400
- HideWhenEmpty = 0
- /*
- ** Katana
- */
- [Weapon1]
- Name = "Katana"
- NameId = 4001
- DescriptionId = 4051
- ClientWeaponType = 1
- AniType = 2
- Icon = "Interface\Photos\Weapons\Katana"
- Pos = <0.065000, -0.780000, -0.060000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 128
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\Katana.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\Katana.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\katana.ltb"
- HHSkin0 = "Guns\Skins_PV\Katana.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- PVAttachFXName0 = "SwordTrail"
- SilencedFireSnd = ""
- FireSnd = "KatanaFire"
- SelectSnd = "Guns\Snd\Katana\select.wav"
- DeselectSnd = "Guns\Snd\Katana\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Katana Slash"
- AIWeaponType = 2
- AIMinBurstInterval = 0.000000
- AIMaxBurstInterval = 0.000000
- AIMinBurstShots = 0
- AIMaxBurstShots = 0
- AIAnimatesReloads = 0
- LooksDangerous = 1
- FireDelay = 450
- HideWhenEmpty = 0
- HolsterAttachment = "BACK katana_holster"
- CanBeDeflected = 1
- /*
- ** Tulwar
- */
- [Weapon2]
- Name = "Tulwar"
- NameId = 4002
- DescriptionId = 4052
- ClientWeaponType = 1
- AniType = 2
- Icon = "Interface\Photos\Weapons\Tulwar"
- Pos = <0.000000, -1.000000, 0.300000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 128
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\Tulwar.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\Tulwar.ltb"
- HHSkin0 = "Guns\Skins_PV\Tulwar.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- PVAttachFXName0 = "SwordTrail"
- SilencedFireSnd = ""
- FireSnd = "TulwarFire"
- SelectSnd = "Guns\Snd\Tulwar\select.wav"
- DeselectSnd = "Guns\Snd\Tulwar\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Tulwar Slash"
- AIWeaponType = 2
- AIMinBurstInterval = 0.000000
- AIMaxBurstInterval = 0.000000
- AIMinBurstShots = 0
- AIMaxBurstShots = 0
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 300
- HideWhenEmpty = 0
- HolsterAttachment = "NOSE tulwar_holster"
- CanBeDeflected = 1
- /*
- ** Shuriken
- */
- [Weapon3]
- Name = "Shuriken"
- NameId = 4003
- DescriptionId = 4053
- ClientWeaponType = 2
- AniType = 9
- Icon = "Interface\Photos\Weapons\Shuriken"
- Pos = <0.525000, -0.422502, 0.175000>
- MuzzlePos = <0.000000, 0.000000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 5
- MaxPerturb = 50
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\shuriken.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\shuriken.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\models_hh\shuriken.ltb"
- HHSkin0 = "Guns\Skins_PV\shuriken.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- FireSnd = "Guns\Snd\Shuriken\fire.wav"
- SelectSnd = "Guns\Snd\Shuriken\select.wav"
- DeselectSnd = "Guns\Snd\Shuriken\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 8
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 3
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Reg Shuriken"
- AIWeaponType = 1
- AIMinBurstInterval = 0.000000
- AIMaxBurstInterval = 0.000000
- AIMinBurstShots = 0
- AIMaxBurstShots = 0
- AIAnimatesReloads = 0
- LooksDangerous = 1
- FireDelay = 90
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4032
- /*
- ** Grenade
- */
- [Weapon4]
- Name = "Grenade"
- NameId = 4004
- DescriptionId = 4054
- ClientWeaponType = 2
- AniType = 3
- Icon = "Interface\Photos\Weapons\Grenade"
- Pos = <-0.190000, -0.549999, 0.135000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 20
- MaxPerturb = 50
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\grenade.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\grenade.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine3.dtx"
- PVSkin3 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\grenade.ltb"
- HHSkin0 = "Guns\Skins_pv\grenade.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\grenade\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
- ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
- ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
- MiscSound1 = "Guns\Snd\grenade\fire.wav"
- MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
- SelectSnd = "Guns\Snd\grenade\select.wav"
- DeselectSnd = "Guns\Snd\grenade\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Timed Grenade"
- AIWeaponType = 3
- AIMinBurstInterval = 10.00000
- AIMaxBurstInterval = 20.00000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 1100
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4033
- HiddenPiece0 = "polySurface52"
- HiddenPiece1 = "polySurface61"
- /*
- ** Angry Kitty
- */
- [Weapon5]
- Name = "Angry Kitty"
- NameId = 4005
- DescriptionId = 4055
- ClientWeaponType = 2
- AniType = 7
- Icon = "Interface\Photos\Weapons\Kitty"
- Pos = <-0.160000, -1.239999, 0.700000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\kitty.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\kitty.dtx"
- PVSkin2 = "Guns\Skins_PV\eye.dtx"
- PVSkin3 = "TexFX\RenderStyles\shine2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\kitty.ltb"
- HHSkin0 = "Guns\Skins_PV\kitty.dtx"
- HHSkin1 = "Guns\Skins_PV\eye.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- PVAttachFXName0 = "KittyL"
- PVAttachFXName1 = "KittyR"
- SilencedFireSnd = ""
- AltFireSnd = ""
- FireSnd = ""
- DryFireSnd = ""
- ReloadSnd1 = ""
- MiscSound1 = "Guns\Snd\kitty\fire.wav"
- MiscSound2 = "Guns\Snd\kitty\idle_1.wav"
- MiscSound3 = "Guns\Snd\kitty\idle_2.wav"
- SelectSnd = "Guns\Snd\kitty\select.wav"
- DeselectSnd = "Guns\Snd\kitty\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Angry Kitty"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 2400
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4034
- /*
- ** Beretta
- */
- [Weapon6]
- Name = "Beretta"
- NameId = 4006
- DescriptionId = 4056
- ClientWeaponType = 1
- AniType = 1
- Icon = "Interface\Photos\Weapons\Beretta"
- Pos = <-0.572500, 0.062500, -0.220000>
- MuzzlePos = <1.434990, -1.515000, 8.474898>
- BreachOffset = <0.050000, 0.000000, -1.580012>
- MinPerturb = 20
- MaxPerturb = 50
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\beretta.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\beretta.dtx"
- PVSkin2 = "TexFX\RenderStyles\shinyspot.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = "Beretta_PV_Muzz"
- HHModel = "Guns\Models_HH\beretta.ltb"
- HHSkin0 = "Guns\Skins_pv\beretta.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = "Guns\Snd\beretta\silenced.wav"
- AltFireSnd = "Guns\Snd\beretta\altfire.wav"
- FireSnd = "Guns\Snd\beretta\fire.wav"
- DryFireSnd = "Guns\Snd\beretta\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\beretta\reload1.wav"
- ReloadSnd2 = "Guns\Snd\beretta\reload2.wav"
- ReloadSnd3 = "Guns\Snd\beretta\reload3.wav"
- SelectSnd = "Guns\Snd\beretta\select.wav"
- DeselectSnd = "Guns\Snd\beretta\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 9
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- ModName0 = "Beretta Silencer"
- AmmoName0 = ".32 fmj"
- AmmoName1 = ".32 cyanide"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 200
- HideWhenEmpty = 0
- /*
- ** Launcher
- */
- [Weapon7]
- Name = "Utility Launcher"
- NameId = 4007
- DescriptionId = 4057
- ClientWeaponType = 1
- AniType = 1
- Icon = "Interface\Photos\Weapons\Launcher"
- Pos = <-0.690000, -0.375000, -0.220000>
- MuzzlePos = <0.834992, 0.657498, 13.059983>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 5
- MaxPerturb = 50
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\launcher.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\launcher.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\launcher.ltb"
- HHSkin0 = "Guns\Skins_pv\launcher.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\UtilityLauncher\altfire.wav"
- FireSnd = "Guns\Snd\UtilityLauncher\fire.wav"
- DryFireSnd = "Guns\Snd\UtilityLauncher\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\UtilityLauncher\reload1.wav"
- ReloadSnd2 = "Guns\Snd\UtilityLauncher\reload2.wav"
- SelectSnd = "Guns\Snd\UtilityLauncher\select.wav"
- DeselectSnd = "Guns\Snd\UtilityLauncher\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 0
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- ModName0 = "Launcher Scope"
- AmmoName0 = "Tracking Device"
- AmmoName1 = "Tranquilizer"
- AmmoName2 = "Cam Disabler"
- AmmoName3 = "Glue Bomb"
- AmmoName4 = "Electrical"
- AmmoName5 = "Serum"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 2000
- HideWhenEmpty = 0
- /*
- ** Shotgun
- */
- [Weapon8]
- Name = "Shotgun"
- NameId = 4008
- DescriptionId = 4058
- ClientWeaponType = 1
- AniType = 0
- Icon = "Interface\Photos\Weapons\Shotgun"
- Pos = <-0.075000, -0.632500, 0.930000>
- MuzzlePos = <0.750000, -0.657496, 4.954798>
- BreachOffset = <0.140000, 0.000000, -2.735015>
- MinPerturb = 35
- MaxPerturb = 100
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 5
- PVModel = "Guns\Models_PV\shotgun.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\shotgun.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = "Shotgun_PV_Muzz"
- HHModel = "Guns\Models_HH\shotgun.ltb"
- HHSkin0 = "Guns\skins_pv\shotgun.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\shotgun\altfire.wav"
- FireSnd = "Guns\Snd\shotgun\fire.wav"
- DryFireSnd = "Guns\Snd\shotgun\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\shotgun\reload1.wav"
- ReloadSnd2 = "Guns\Snd\shotgun\reload2.wav"
- SelectSnd = "Guns\Snd\shotgun\select.wav"
- DeselectSnd = "Guns\Snd\shotgun\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 8
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "12-ga shot"
- AmmoName1 = "12-ga explosive"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 450
- HideWhenEmpty = 0
- /*
- ** Sterling
- */
- [Weapon9]
- Name = "Sterling"
- NameId = 4009
- DescriptionId = 4059
- ClientWeaponType = 1
- AniType = 0
- Icon = "Interface\Photos\Weapons\Sterling"
- Pos = <-0.225000, 0.147500, 0.040000>
- MuzzlePos = <1.120000, -2.179999, 7.979867>
- BreachOffset = <1.084999, -1.975021, -3.767539>
- MinPerturb = 30
- MaxPerturb = 60
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\sterling.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\sterling.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap_alpharef250.ltb"
- PVRenderStyle1 = "RS\default.ltb"
- PVMuzzleFXName = "Sterling_PV_Muzz"
- HHModel = "Guns\Models_HH\sterling.ltb"
- HHSkin0 = "Guns\skins_pv\sterling.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "Sterling_HH_Muzz"
- SilencedFireSnd = "Guns\Snd\Sterling\silenced.wav"
- AltFireSnd = "Guns\Snd\Sterling\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\Sterling\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Sterling\reload1.wav"
- ReloadSnd2 = "Guns\Snd\Sterling\reload2.wav"
- ReloadSnd3 = "Guns\Snd\Sterling\reload3.wav"
- MiscSound1 = "Guns\Snd\Sterling\fire.wav"
- MiscSound2 = "Guns\Snd\Sterling\fireloop.wav"
- SelectSnd = "Guns\Snd\Sterling\select.wav"
- DeselectSnd = "Guns\Snd\Sterling\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 30
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- ModName0 = ""
- AmmoName0 = "9mm fmj"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 3
- AIMaxBurstShots = 9
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 90
- HideWhenEmpty = 0
- HolsterAttachment = "BACK sterling_holster"
- /*
- ** TommyGun
- */
- [Weapon10]
- Name = "Tommygun"
- NameId = 4010
- DescriptionId = 4060
- ClientWeaponType = 1
- AniType = 0
- Icon = "Interface\Photos\Weapons\TommyGun"
- Pos = <0.000000, 0.305000, -0.540000>
- MuzzlePos = <0.445000, -1.772487, 8.484879>
- BreachOffset = <0.480000, -1.362507, -6.345098>
- MinPerturb = 30
- MaxPerturb = 60
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\tommygun.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\tommygun.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = "Tommygun_PV_Muzz"
- HHModel = "Guns\Models_HH\tommygun.ltb"
- HHSkin0 = "Guns\Skins_PV\tommygun.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "Tommygun_HH_Muzz"
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\Tommygun\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\Tommygun\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Tommygun\reload1.wav"
- ReloadSnd2 = "Guns\Snd\Tommygun\reload2.wav"
- ReloadSnd3 = "Guns\Snd\Tommygun\reload3.wav"
- MiscSound1 = "Guns\Snd\Tommygun\fire.wav"
- MiscSound2 = "Guns\Snd\Tommygun\fireloop.wav"
- SelectSnd = "Guns\Snd\Tommygun\select.wav"
- DeselectSnd = "Guns\Snd\Tommygun\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 50
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = ".45 fmj"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 3
- AIMaxBurstShots = 9
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 90
- HideWhenEmpty = 0
- HolsterAttachment = "BACK tommygun_holster"
- /*
- ** AK-47
- */
- [Weapon11]
- Name = "AK-47"
- NameId = 4011
- DescriptionId = 4061
- ClientWeaponType = 1
- AniType = 0
- Icon = "Interface\Photos\Weapons\AK47"
- Pos = <0.075000, -0.542500, 0.775000>
- MuzzlePos = <0.535000, -1.290000, 7.309852>
- BreachOffset = <0.799999, -1.310013, -4.320051>
- MinPerturb = 30
- MaxPerturb = 60
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\ak47.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\ak47.dtx"
- PVSkin2 = "TexFX\RenderStyles\chrome.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = "AK-47_PV_Muzz"
- HHModel = "Guns\Models_HH\ak47.ltb"
- HHSkin0 = "Guns\Skins_PV\ak47.dtx"
- //HHRenderStyle0 = "RS\default.ltb"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "AK-47_HH_Muzz"
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\ak47\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\ak47\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\ak47\reload1.wav"
- ReloadSnd2 = "Guns\Snd\ak47\reload2.wav"
- MiscSound1 = "Guns\Snd\ak47\fire.wav"
- MiscSound2 = "Guns\Snd\ak47\fireloop.wav"
- SelectSnd = "Guns\Snd\ak47\select.wav"
- DeselectSnd = "Guns\Snd\ak47\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 30
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- ModName0 = ""
- AmmoName0 = "7.62x39 fmj"
- AmmoName1 = "7.62x39 phos"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 3
- AIMaxBurstShots = 6
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 90
- HideWhenEmpty = 0
- HolsterAttachment = "BACK AK47_holster"
- /*
- ** Sniper Rifle
- */
- [Weapon12]
- Name = "Sniper Rifle"
- NameId = 4012
- DescriptionId = 4062
- ClientWeaponType = 1
- AniType = 0
- Icon = "Interface\Photos\Weapons\Sniper"
- Pos = <0.080000, -0.602500, 0.665000>
- MuzzlePos = <0.395000, -0.794996, 4.859796>
- BreachOffset = <-0.045000, 1.202480, -3.765039>
- MinPerturb = 5
- MaxPerturb = 60
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\sniper.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\sniper.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds.dtx"
- PVSkin3 = "Guns\Skins_PV\lens2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVRenderStyle1 = "RS\pv_glass.ltb"
- PVMuzzleFXName = "Basic_PV_Muzz"
- HHModel = "Guns\Models_HH\sniper.ltb"
- HHSkin0 = "Guns\skins_pv\sniper.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "Sniper_HH_Muzz"
- SilencedFireSnd = "Guns\Snd\sniper\silenced.wav"
- AltFireSnd = "Guns\Snd\sniper\altfire.wav"
- FireSnd = "Guns\Snd\sniper\fire.wav"
- DryFireSnd = "Guns\Snd\sniper\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\sniper\reload1.wav"
- ReloadSnd2 = "Guns\Snd\sniper\reload2.wav"
- SelectSnd = "Guns\Snd\sniper\select.wav"
- DeselectSnd = "Guns\Snd\sniper\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 5
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- ModName0 = "Sniper Scope"
- ModName1 = "Sniper Silencer"
- AmmoName0 = ".308 fmj"
- AIWeaponType = 1
- AIMinBurstInterval = 2.000000
- AIMaxBurstInterval = 4.000000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 1400
- HideWhenEmpty = 0
- /*
- ** Crossbow
- */
- [Weapon13]
- Name = "Crossbow"
- NameId = 4013
- DescriptionId = 4063
- ClientWeaponType = 2
- AniType = 0
- Icon = "Interface\Photos\Weapons\Crossbow"
- Pos = <0.375000, -0.660000, 0.500000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 5
- MaxPerturb = 60
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\crossbow.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\crossbow.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\crossbow.ltb"
- HHSkin0 = "Guns\Skins_PV\crossbow.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\Crossbow\altfire.wav"
- FireSnd = "Guns\Snd\Crossbow\fire.wav"
- DryFireSnd = "Guns\Snd\Crossbow\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Crossbow\reload1.wav"
- SelectSnd = "Guns\Snd\Crossbow\select.wav"
- DeselectSnd = "Guns\Snd\Crossbow\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- ModName0 = "Crossbow Scope"
- AmmoName0 = "Bolt"
- AmmoName1 = "Fire Bolt"
- AmmoName2 = "Poison Bolt"
- AmmoName3 = "Explosive Bolt"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 1800
- HideWhenEmpty = 1
- HiddenPiece0 = "polySurface94"
- /*
- ** Purse micromissile launcher
- */
- [Weapon14]
- Name = "Purse"
- NameId = 4014
- DescriptionId = 4064
- ClientWeaponType = 2
- AniType = 0
- Icon = "Interface\Photos\Weapons\Purse"
- Pos = <-0.040000, -1.415005, -0.795000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 30
- MaxPerturb = 60
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\purse.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\purse.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVSkin3 = "Guns\Skins_PV\rocketlens.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVRenderStyle1 = "RS\pv_glass.ltb"
- PVMuzzleFXName = "Basic_PV_Muzz"
- PVAttachFXName0 = "purseblue"
- PVAttachFXName1 = "pursered"
- HHModel = "Guns\Models_HH\purse.ltb"
- HHSkin0 = "Guns\skins_pv\purse.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = ""
- FireSnd = ""
- DryFireSnd = "Guns\Snd\purse\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\purse\reload1.wav"
- MiscSound1 = "Guns\Snd\purse\fire.wav"
- SelectSnd = "Guns\Snd\purse\select.wav"
- DeselectSnd = "Guns\Snd\purse\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Micromissile"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 1000
- HideWhenEmpty = 0
- /*
- ** Camera
- */
- [Weapon15]
- Name = "Camera"
- NameId = 4015
- DescriptionId = 4065
- ClientWeaponType = 1
- AniType = 8
- Icon = "Interface\Photos\Weapons\Camera"
- Pos = <0.120000, -0.940002, 0.820000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\camera.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\camera.dtx"
- PVSkin2 = "TexFX\RenderStyles\chrome.dtx"
- PVSkin3 = "Guns\Skins_PV\camlens.dtx"
- PVSkin4 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVRenderStyle1 = "RS\pv_glass.ltb"
- PVMuzzleFXName = ""
- PVAttachFXName0 = "cameralight"
- HHModel = "Guns\Models_HH\camera.ltb"
- HHSkin0 = "Guns\skins_pv\camera.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\Camera\altfire.wav"
- FireSnd = "Guns\Snd\Camera\fire.wav"
- DryFireSnd = "Guns\Snd\Camera\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Camera\reload.wav"
- SelectSnd = "Guns\Snd\Camera\select.wav"
- DeselectSnd = "Guns\Snd\Camera\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Camera"
- ModName0 = "Camera Scope"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 1100
- HideWhenEmpty = 0
- /*
- ** Timebomb
- */
- [Weapon16]
- Name = "Timebomb"
- NameId = 4016
- DescriptionId = 4066
- ClientWeaponType = 1
- AniType = 7
- Icon = "Interface\Photos\Weapons\TimeBomb"
- Pos = <0.100000, -1.475002, 0.160000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\timebomb.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\timebomb.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds.dtx"
- PVSkin3 = "Guns\Skins_PV\bomblens.dtx"
- PVSkin4 = "TexFX\RenderStyles\clouds.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVRenderStyle1 = "RS\pv_glass.ltb"
- PVMuzzleFXName = ""
- PVAttachFXName0 = "TimebombGreen"
- PVAttachFXName1 = "TimebombRed"
- PVAttachFXName2 = "TimebombYellow1"
- PVAttachFXName3 = "TimebombYellow2"
- PVAttachFXName4 = "TimebombYellow3"
- HHModel = "Guns\Models_HH\timebomb.ltb"
- HHSkin0 = "Guns\skins_pv\timebomb.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\timebomb\altfire.wav"
- FireSnd = "Guns\Snd\timebomb\stick.wav"
- DryFireSnd = "Guns\Snd\timebomb\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\timebomb\fire.wav"
- SelectSnd = "Guns\Snd\timebomb\select.wav"
- DeselectSnd = "Guns\Snd\timebomb\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 8
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Time Bomb"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 4000
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4035
- HiddenPiece0 = "pCylinder19"
- HiddenPiece1 = "polySurface32"
- HiddenPiece2 = "pCylinder20"
- HiddenPiece3 = "polySurface34"
- /*
- ** Compact Codebreaker
- */
- [Weapon17]
- Name = "Compact Codebreaker"
- NameId = 4017
- DescriptionId = 4067
- ClientWeaponType = 1
- AniType = 8
- Icon = "Interface\Photos\Weapons\Compact"
- Pos = <-0.300000, -1.375002, 0.125000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\codebreaker.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\codebreaker.dtx"
- PVSkin2 = "TexFX\RenderStyles\gold.dtx"
- PVSkin3 = "TexFX\RenderStyles\mirror.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\codebreaker.ltb"
- HHSkin0 = "Guns\skins_pv\codebreaker.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\Codebreaker\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\Codebreaker\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Codebreaker\reload1.wav"
- MiscSound1 = "Guns\Snd\Codebreaker\firestart.wav"
- MiscSound2 = "Guns\Snd\Codebreaker\notarget.wav"
- MiscSound3 = "Guns\Snd\Codebreaker\firestop.wav"
- SelectSnd = "Guns\Snd\Codebreaker\select.wav"
- DeselectSnd = "Guns\Snd\Codebreaker\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Code Breaker Gadget"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 575
- HideWhenEmpty = 0
- /*
- ** Welder
- */
- [Weapon18]
- Name = "Welder"
- NameId = 4018
- DescriptionId = 4068
- ClientWeaponType = 1
- AniType = 8
- Icon = "Interface\Photos\Weapons\Welder"
- Pos = <-0.165000, -1.890007, 0.495000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\welder.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\welder.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = "Welder_PV_Muzz"
- UseUWMuzzleFX = 1
- HHModel = "Guns\Models_HH\welder.ltb"
- HHSkin0 = "Guns\skins_pv\welder.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "Welder_HH_Muzz"
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\welder\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\welder\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\welder\reload1.wav"
- MiscSound1 = "Guns\Snd\welder\firestart.wav"
- MiscSound2 = "Guns\Snd\welder\fireloop.wav"
- MiscSound3 = "Guns\Snd\welder\firestop.wav"
- SelectSnd = "Guns\Snd\welder\select.wav"
- DeselectSnd = "Guns\Snd\welder\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Welder"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 575
- HideWhenEmpty = 0
- /*
- ** Lockpick
- */
- [Weapon19]
- Name = "Lockpick"
- NameId = 4019
- DescriptionId = 4069
- ClientWeaponType = 1
- AniType = 8
- Icon = "Interface\Photos\Weapons\Clippers"
- Pos = <0.060000, -0.665002, 0.140000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\lockpick.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\lockpick.dtx"
- PVSkin2 = "TexFX\RenderStyles\chrome2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\lockpick.ltb"
- HHSkin0 = "Guns\skins_pv\lockpick.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\lockpick\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\lockpick\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\lockpick\reload1.wav"
- SelectSnd = "Guns\Snd\lockpick\select.wav"
- DeselectSnd = "Guns\Snd\lockpick\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Lockpick"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 575
- HideWhenEmpty = 0
- /*
- ** Eavesdropping bug
- */
- [Weapon20]
- Name = "Eavesdropping Bug"
- NameId = 4020
- DescriptionId = 4070
- ClientWeaponType = 1
- AniType = 8
- Icon = "Interface\Photos\Weapons\Bug"
- Pos = <0.070000, -1.037501, 0.060000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\bug.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\bug.dtx"
- PVSkin2 = "TexFX\RenderStyles\shimmer.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\bug.ltb"
- HHSkin0 = "Guns\Skins_PV\bug.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\bug\altfire.wav"
- FireSnd = "Guns\Snd\bug\fire.wav"
- DryFireSnd = "Guns\Snd\bug\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\bug\reload1.wav"
- SelectSnd = "Guns\Snd\bug\select.wav"
- DeselectSnd = "Guns\Snd\bug\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Bug"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 1000
- HideWhenEmpty = 1
- HiddenPiece0 = "polySurface19"
- HiddenPiece1 = "polySurface20"
- HiddenPiece2 = "polySurface21"
- HiddenPiece3 = "polySurface22"
- HiddenPiece4 = "polySurface23"
- IsAmmo = 1
- IsAmmoNoPickupId = 4043
- /*
- ** Perfume
- */
- [Weapon21]
- Name = "Perfume"
- NameId = 4021
- DescriptionId = 4071
- ClientWeaponType = 1
- AniType = 8
- Icon = "Interface\Photos\Weapons\Perfume"
- Pos = <-0.540000, -1.615001, 0.680000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\perfume.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\perfume.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\perfume.ltb"
- HHSkin0 = "Guns\skins_pv\perfume.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\Perfume\altfire.wav"
- FireSnd = "Guns\Snd\Perfume\fire.wav"
- DryFireSnd = "Guns\Snd\Perfume\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Perfume\reload1.wav"
- ReloadSnd2 = "Guns\Snd\Perfume\reload2.wav"
- SelectSnd = "Guns\Snd\Perfume\select.wav"
- DeselectSnd = "Guns\Snd\Perfume\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Body Remover"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 575
- HideWhenEmpty = 0
- /*
- ** Coin
- */
- [Weapon22]
- Name = "Coin"
- NameId = 4022
- DescriptionId = 4072
- ClientWeaponType = 2
- AniType = 8
- Icon = "Interface\Photos\Weapons\Coin"
- Pos = <-0.060000, -0.960002, -0.360000>
- MuzzlePos = <1.000000, -1.100000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 20
- MaxPerturb = 40
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\coin.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\coin.dtx"
- PVSkin2 = "TexFX\RenderStyles\chrome2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\models_hh\coin.ltb"
- HHSkin0 = "Guns\Skins_PV\coin.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\coin\altfire.wav"
- FireSnd = "Guns\Snd\coin\fire.wav"
- DryFireSnd = "Guns\Snd\coin\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\coin\reload1.wav"
- SelectSnd = "Guns\Snd\coin\select.wav"
- DeselectSnd = "Guns\Snd\coin\deselect.wav"
- FireSndRadius = 128
- AIFireSndRadius = 0
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Coin"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 700
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4036
- HiddenPiece0 = "pCylinder1"
- /*
- ** Beartrap
- */
- [Weapon23]
- Name = "BearTrap"
- NameId = 4023
- DescriptionId = 4073
- ClientWeaponType = 1
- AniType = 7
- Icon = "Interface\Photos\Weapons\BearTrap"
- Pos = <-0.020000, -1.499999, 1.100000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\beartrap.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\beartrap.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine4.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\BearTrap.ltb"
- HHSkin0 = "Guns\Skins_PV\beartrap.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\beartrap\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\beartrap\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\beartrap\reload1.wav"
- SelectSnd = "Guns\Snd\beartrap\select.wav"
- DeselectSnd = "Guns\Snd\beartrap\deselect.wav"
- MiscSound1 = "Guns\Snd\beartrap\fire.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 30
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Bear Trap"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 3000
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4037
- /*
- ** Keychain
- */
- [Weapon24]
- Name = "Keychain"
- NameId = 4024
- DescriptionId = 4074
- ClientWeaponType = 1
- AniType = 8
- Icon = "Interface\Photos\Weapons\Keychain"
- Pos = <0.140000, -0.500001, -0.200000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\keychain.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\keychain.dtx"
- PVSkin2 = "TexFx\RenderStyles\chrome2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVRenderStyle1 = "RS\pv_keychain.ltb"
- PVMuzzleFXName = ""
- PVAttachFXName0 = "Keychain_glow"
- HHModel = "Guns\Models_HH\keychain.ltb"
- HHSkin0 = "Guns\skins_pv\keychain.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = ""
- FireSnd = ""
- DryFireSnd = ""
- ReloadSnd1 = ""
- SelectSnd = "Guns\Snd\keychain\select.wav"
- DeselectSnd = "Guns\Snd\keychain\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 0
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Keychain" // Not use, but needs some type of ammo
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 100
- HideWhenEmpty = 0
- /*
- ** BillyClub
- */
- [Weapon25]
- Name = "BillyClub"
- NameId = 4025
- DescriptionId = 4075
- ClientWeaponType = 1
- AniType = 2
- Icon = "Interface\Photos\Weapons\sniper"
- Pos = <-0.100000, -1.180000, 0.500000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 128
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\Tulwar.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
- PVRenderStyle0 = "RS\default.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\billyclub.ltb"
- HHSkin0 = "guns\skins_hh\club.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- FireSnd = ""
- SelectSnd = ""
- DeselectSnd = ""
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Head_gun butt"
- AIWeaponType = 2
- AIMinBurstInterval = 0.000000
- AIMaxBurstInterval = 0.000000
- AIMinBurstShots = 0
- AIMaxBurstShots = 0
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 575
- HideWhenEmpty = 0
- HolsterAttachment = "NOSE club_holster"
- /*
- ** SSCannon
- */
- [Weapon26]
- Name = "SSCannon"
- NameId = 4025
- DescriptionId = 4075
- AniType = 0
- Icon = "Interface\Photos\Weapons\sniper"
- Pos = <-0.100000, -1.180000, 0.500000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 3000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\Tulwar.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
- PVRenderStyle0 = "RS\default.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\OnlySocket.ltb"
- HHSkin0 = "guns\skins_hh\club.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "SS_Cannon_HH_Muzz"
- SilencedFireSnd = ""
- FireSnd = "Guns\Snd\sscannon\fire.wav"
- SelectSnd = "Guns\Snd\sscannon\select.wav"
- DeselectSnd = "Guns\Snd\sscannon\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "SSCannon"
- AIWeaponType = 1
- AIMinBurstInterval = 0.00000
- AIMaxBurstInterval = 0.00000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 575
- HideWhenEmpty = 0
- /*
- ** SSLaser
- */
- [Weapon27]
- Name = "SSLaser"
- NameId = 4025
- DescriptionId = 4075
- AniType = 0
- Icon = ""
- Pos = <-0.100000, -1.180000, 0.500000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 3000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = ""
- PVSkin0 = ""
- PVSkin1 = ""
- PVRenderStyle0 = ""
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\OnlySocket.ltb"
- HHSkin0 = "guns\skins_hh\club.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "SSLaser_HH_Muzz"
- SilencedFireSnd = ""
- FireSnd = "sslaser"
- SelectSnd = "Guns\Snd\sslaser\select.wav"
- DeselectSnd = "Guns\Snd\sslaser\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "SSLaserAmmo"
- AIWeaponType = 1
- AIMinBurstInterval = 0.00000
- AIMaxBurstInterval = 0.00000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 575
- HideWhenEmpty = 0
- /*
- ** Robot laser weapon
- */
- [Weapon28]
- Name = "RobotLaser"
- NameId = 4025
- DescriptionId = 4075
- AniType = 0
- Icon = "Interface\Photos\Weapons\sniper"
- Pos = <-0.100000, -1.180000, 0.500000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 3000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = ""
- PVSkin0 = ""
- PVSkin1 = ""
- PVRenderStyle0 = ""
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\RobotLaser.ltb"
- HHSkin0 = ""
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "RobotLaser_HH_Muzz"
- SilencedFireSnd = ""
- FireSnd = "robotlaser"
- SelectSnd = "Guns\Snd\laser\select.wav"
- DeselectSnd = "Guns\Snd\laser\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "RobotLaserAmmo"
- AIWeaponType = 1
- AIMinBurstInterval = 1.00000
- AIMaxBurstInterval = 2.00000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 575
- HideWhenEmpty = 0
- /*
- ** Throwing knives
- */
- [Weapon29]
- Name = "ThrowingKnife"
- NameId = 4003
- DescriptionId = 4053
- ClientWeaponType = 2
- AniType = 0
- Icon = "Interface\Photos\Weapons\sniper"
- Pos = <0.440000, -0.480002, 0.240000>
- MuzzlePos = <0.000000, 0.000000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\shuriken.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\shuriken.dtx"
- PVRenderStyle0 = "RS\envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_hh\OnlySocket.ltb"
- HHSkin0 = ""
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- FireSnd = "Guns\Snd\Shuriken\fire.wav"
- SelectSnd = "Guns\Snd\Shuriken\select.wav"
- DeselectSnd = "Guns\Snd\Shuriken\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 8
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Knife"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 0.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 0
- HideWhenEmpty = 1
- [Weapon30]
- Name = "Holster"
- NameId = 4026
- DescriptionId = 4076
- ClientWeaponType = 1
- AniType = 6
- Icon = "Interface\Photos\Weapons\Holster"
- Pos = <-0.225000, -0.327500, 0.320000>
- MuzzlePos = <0.000000, 0.000000, 0.000000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 0
- PVModel = ""
- PVSkin0 = ""
- PVSkin1 = ""
- PVRenderStyle0 = ""
- PVMuzzleFXName = ""
- HHModel = ""
- HHSkin0 = ""
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- FireSnd = ""
- SelectSnd = ""
- DeselectSnd = ""
- FireSndRadius = 0
- AIFireSndRadius = 0
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 0
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Holster"
- AIWeaponType = 0
- AIMinBurstInterval = 0.000000
- AIMaxBurstInterval = 0.000000
- AIMinBurstShots = 0
- AIMaxBurstShots = 0
- AIAnimatesReloads = 0
- LooksDangerous = 0
- FireDelay = 0
- HideWhenEmpty = 0
- /*
- ** Banana
- */
- [Weapon31]
- Name = "Banana"
- NameId = 4025
- DescriptionId = 4075
- ClientWeaponType = 2
- AniType = 3
- Icon = "Interface\Photos\Weapons\Banana"
- Pos = <-0.084999, -1.410029, 0.664999>
- MuzzlePos = <0.000000, 0.000000, 13.800000>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 20
- MaxPerturb = 40
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\banana.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\banana.dtx"
- PVSkin2 = "TexFX\RenderStyles\bananashine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\models_hh\banana.ltb"
- HHSkin0 = "Guns\skins_pv\banana.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- FireSnd = "Guns\Snd\banana\fire.wav"
- SelectSnd = "Guns\Snd\banana\select.wav"
- DeselectSnd = "Guns\Snd\banana\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 0
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Banana"
- AIWeaponType = 0
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 0.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 900
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4038
- HiddenPiece0 = "polySurface1"
- /*
- ** Stun Grenade
- */
- [Weapon32]
- Name = "StunGrenade"
- NameId = 4027
- DescriptionId = 4077
- ClientWeaponType = 2
- AniType = 3
- Icon = "Interface\Photos\Weapons\GrenStun"
- Pos = <-0.190000, -0.549999, 0.135000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 20
- MaxPerturb = 40
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\stun.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\stun.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\models_hh\stun.ltb"
- HHSkin0 = "Guns\Skins_pv\stun.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\grenade\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
- ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
- ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
- MiscSound1 = "Guns\Snd\grenade\fire.wav"
- MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
- SelectSnd = "Guns\Snd\grenade\select.wav"
- DeselectSnd = "Guns\Snd\grenade\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Stun Grenade"
- AIWeaponType = 3
- AIMinBurstInterval = 10.00000
- AIMaxBurstInterval = 20.00000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 1200
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4039
- HiddenPiece0 = "polySurface43"
- /*
- ** Sleep Grenade
- */
- [Weapon33]
- Name = "SleepGrenade"
- NameId = 4028
- DescriptionId = 4078
- ClientWeaponType = 2
- AniType = 3
- Icon = "Interface\Photos\Weapons\GrenSleep"
- Pos = <-0.190000, -0.549999, 0.135000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 20
- MaxPerturb = 40
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\sleep.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\sleep.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\models_hh\sleep.ltb"
- HHSkin0 = "Guns\Skins_pv\sleep.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\grenade\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
- ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
- ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
- MiscSound1 = "Guns\Snd\grenade\fire.wav"
- MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
- SelectSnd = "Guns\Snd\grenade\select.wav"
- DeselectSnd = "Guns\Snd\grenade\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Sleep Grenade"
- AIWeaponType = 3
- AIMinBurstInterval = 10.00000
- AIMaxBurstInterval = 20.00000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 1300
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4040
- HiddenPiece0 = "polySurface33"
- /*
- ** Acid Grenade
- */
- [Weapon34]
- Name = "AcidGrenade"
- NameId = 4029
- DescriptionId = 4079
- ClientWeaponType = 2
- AniType = 3
- Icon = "Interface\Photos\Weapons\GrenAcid"
- Pos = <-0.190000, -0.549999, 0.135000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 20
- MaxPerturb = 40
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\acid.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\acid.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\models_hh\acid.ltb"
- HHSkin0 = "Guns\Skins_pv\acid.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\grenade\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
- ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
- ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
- MiscSound1 = "Guns\Snd\grenade\fire.wav"
- MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
- SelectSnd = "Guns\Snd\grenade\select.wav"
- DeselectSnd = "Guns\Snd\grenade\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Acid Grenade"
- AIWeaponType = 3
- AIMinBurstInterval = 10.00000
- AIMaxBurstInterval = 20.00000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 1200
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4041
- HiddenPiece0 = "polySurface28"
- /*
- ** Laughing Gas Grenade
- */
- [Weapon35]
- Name = "LaughingGrenade"
- NameId = 4030
- DescriptionId = 4080
- ClientWeaponType = 2
- AniType = 3
- Icon = "Interface\Photos\Weapons\GrenLaugh"
- Pos = <-0.190000, -0.549999, 0.135000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 20
- MaxPerturb = 40
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\sleep.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\laugh.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\models_hh\sleep.ltb"
- HHSkin0 = "Guns\Skins_pv\laugh.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\grenade\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
- ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
- ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
- MiscSound1 = "Guns\Snd\grenade\fire.wav"
- MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
- SelectSnd = "Guns\Snd\grenade\select.wav"
- DeselectSnd = "Guns\Snd\grenade\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 1
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Laughing Gas"
- AIWeaponType = 3
- AIMinBurstInterval = 10.00000
- AIMaxBurstInterval = 20.00000
- AIMinBurstShots = 1
- AIMaxBurstShots = 1
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 100
- HideWhenEmpty = 1
- IsAmmo = 1
- IsAmmoNoPickupId = 4042
- HiddenPiece0 = "polySurface33"
- /*
- ** Volkov's wheelchair rocket launcher
- */
- [Weapon36]
- Name = "VolkovRocket"
- NameId = 4014
- DescriptionId = 4064
- ClientWeaponType = 2
- AniType = 0
- Icon = "Interface\Photos\Weapons\Purse"
- Pos = <-0.040000, -1.415005, -0.795000>
- MuzzlePos = <1.939999, -2.179999, 10.359921>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\purse.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\purse.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVSkin3 = "Guns\Skins_PV\rocketlens.dtx"
- PVRenderStyle0 = "RS\default.ltb"
- PVRenderStyle1 = "RS\pv_envmap.ltb"
- PVRenderStyle2 = "RS\pv_glass.ltb"
- PVMuzzleFXName = "Basic_PV_Muzz"
- PVAttachFXName0 = "purseblue"
- PVAttachFXName1 = "pursered"
- HHModel = "Guns\Models_HH\OnlySocket.ltb"
- HHSkin0 = ""
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- AltFireSnd = ""
- FireSnd = ""
- DryFireSnd = "Guns\Snd\purse\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\purse\reload1.wav"
- MiscSound1 = "Guns\Snd\purse\fire.wav"
- SelectSnd = "Guns\Snd\purse\select.wav"
- DeselectSnd = "Guns\Snd\purse\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 30
- AmmoMultiplier = 1
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = "Rocket"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 2
- AIAnimatesReloads = 0
- LooksDangerous = 0
- FireDelay = 100
- HideWhenEmpty = 0
- /*
- ** HeadButt
- */
- [Weapon37]
- Name = "HeadButt"
- NameId = 4025
- DescriptionId = 4075
- ClientWeaponType = 1
- AniType = 2
- Icon = "Interface\Photos\Weapons\sniper"
- Pos = <-0.100000, -1.180000, 0.500000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 128
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\Tulwar.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
- PVRenderStyle0 = "RS\default.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\onlysocket.ltb"
- HHSkin0 = ""
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- FireSnd = ""
- SelectSnd = ""
- DeselectSnd = ""
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Head_gun butt"
- AIWeaponType = 2
- AIMinBurstInterval = 0.000000
- AIMaxBurstInterval = 0.000000
- AIMinBurstShots = 0
- AIMaxBurstShots = 0
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 575
- HideWhenEmpty = 0
- //HolsterAttachment = "NOSE club_holster"
- /*
- ** RifleButt
- */
- [Weapon38]
- Name = "RifleButt"
- NameId = 4025
- DescriptionId = 4075
- ClientWeaponType = 1
- AniType = 2
- Icon = "Interface\Photos\Weapons\sniper"
- Pos = <-0.100000, -1.180000, 0.500000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 128
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\Tulwar.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
- PVRenderStyle0 = "RS\default.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\onlysocket.ltb"
- HHSkin0 = ""
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = ""
- FireSnd = ""
- SelectSnd = ""
- DeselectSnd = ""
- FireSndRadius = 1280
- AIFireSndRadius = 128
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "Head_gun butt"
- AIWeaponType = 2
- AIMinBurstInterval = 0.000000
- AIMaxBurstInterval = 0.000000
- AIMinBurstShots = 0
- AIMaxBurstShots = 0
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 575
- HideWhenEmpty = 0
- //HolsterAttachment = "NOSE club_holster"
- /*
- ** ManCrate
- */
- [Weapon39]
- Name = "ManCrate"
- NameId = 4002
- DescriptionId = 4052
- ClientWeaponType = 1
- AniType = 2
- Icon = "Interface\Photos\Weapons\Tulwar"
- Pos = <0.000000, -1.000000, 0.300000>
- MuzzlePos = <1.000000, 0.520000, 53.440907>
- BreachOffset = <0.000000, 0.000000, 0.000000>
- MinPerturb = 0
- MaxPerturb = 10
- Range = 128
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\Tulwar.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = ""
- HHModel = "Guns\Models_HH\onlysocket.ltb"
- HHSkin0 = ""
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- PVAttachFXName0 = ""
- SilencedFireSnd = ""
- FireSnd = ""
- SelectSnd = ""
- DeselectSnd = ""
- FireSndRadius = 1280
- AIFireSndRadius = 640
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 1
- FireRecoilPitch = 0.000000
- FireRecoilDecay = 0.000000
- AmmoName0 = "ManBite"
- AIWeaponType = 2
- AIMinBurstInterval = 0.000000
- AIMaxBurstInterval = 0.000000
- AIMinBurstShots = 0
- AIMaxBurstShots = 0
- AIAnimatesReloads = 1
- LooksDangerous = 0
- FireDelay = 575
- HideWhenEmpty = 0
- CanBeDeflected = 0
- /*
- ** Sterling silenced
- */
- [Weapon40]
- Name = "SilencedSterling"
- NameId = 4031
- DescriptionId = 4081
- ClientWeaponType = 1
- AniType = 0
- Icon = "Interface\Photos\Weapons\Sterling2"
- Pos = <-0.225000, 0.147500, 0.040000>
- MuzzlePos = <0.845000, -1.629995, 7.964867>
- BreachOffset = <1.084999, -1.975021, -3.767539>
- MinPerturb = 30
- MaxPerturb = 60
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\sterling2.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\sterling2.dtx"
- PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVRenderStyle1 = "RS\default.ltb"
- PVMuzzleFXName = "Basic_PV_Muzz"
- HHModel = "Guns\Models_HH\sterling2.ltb"
- HHSkin0 = "Guns\skins_pv\sterling2.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = ""
- SilencedFireSnd = "Guns\Snd\Sterling\silenced.wav"
- AltFireSnd = "Guns\Snd\Sterling\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\Sterling\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Sterling\reload1.wav"
- ReloadSnd2 = "Guns\Snd\Sterling\reload2.wav"
- ReloadSnd3 = "Guns\Snd\Sterling\reload3.wav"
- MiscSound1 = "Guns\Snd\Sil_Sterling\sil_fire.wav"
- MiscSound2 = "Guns\Snd\Sil_Sterling\sil_loop.wav"
- SelectSnd = "Guns\Snd\Sterling\select.wav"
- DeselectSnd = "Guns\Snd\Sterling\deselect.wav"
- FireSndRadius = 1280
- AIFireSndRadius = 256
- EnvironmentMap = 0
- InfiniteAmmo = 0
- ShotsPerClip = 30
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- ModName0 = ""
- AmmoName0 = "9mm fmj"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 90
- HideWhenEmpty = 0
- HolsterAttachment = "BACK sterling_holster"
- /*
- ** TommyGun
- */
- [Weapon41]
- Name = "TommygunInfinite"
- NameId = 4010
- DescriptionId = 4060
- ClientWeaponType = 1
- AniType = 0
- Icon = "Interface\Photos\Weapons\TommyGun"
- Pos = <0.000000, 0.305000, -0.540000>
- MuzzlePos = <0.555000, -1.569984, 8.374876>
- BreachOffset = <0.480000, -1.362507, -6.345098>
- MinPerturb = 30
- MaxPerturb = 60
- Range = 100000
- Recoil = <0.000000, 0.000000, 0.000000>
- VectorsPerRound = 1
- PVModel = "Guns\Models_PV\tommygun.ltb"
- PVSkin0 = "Hands"
- PVSkin1 = "Guns\Skins_PV\tommygun.dtx"
- PVSkin2 = "TexFX\RenderStyles\shine.dtx"
- PVRenderStyle0 = "RS\pv_envmap.ltb"
- PVMuzzleFXName = "Tommygun_PV_Muzz"
- HHModel = "Guns\Models_HH\tommygun.ltb"
- HHSkin0 = "Guns\Skins_PV\tommygun.dtx"
- HHModelScale = <1.000000, 1.000000, 1.000000>
- HHMuzzleFXName = "Tommygun_HH_Muzz"
- SilencedFireSnd = ""
- AltFireSnd = "Guns\Snd\Tommygun\altfire.wav"
- FireSnd = ""
- DryFireSnd = "Guns\Snd\Tommygun\dryfire.wav"
- ReloadSnd1 = "Guns\Snd\Tommygun\reload1.wav"
- ReloadSnd2 = "Guns\Snd\Tommygun\reload2.wav"
- ReloadSnd3 = "Guns\Snd\Tommygun\reload3.wav"
- MiscSound1 = "Guns\Snd\Tommygun\fire.wav"
- MiscSound2 = "Guns\Snd\Tommygun\fireloop.wav"
- SelectSnd = "Guns\Snd\Tommygun\select.wav"
- DeselectSnd = "Guns\Snd\Tommygun\deselect.wav"
- FireSndRadius = 3000
- AIFireSndRadius = 2000
- EnvironmentMap = 0
- InfiniteAmmo = 1
- ShotsPerClip = 50
- FireRecoilPitch = 2.000000
- FireRecoilDecay = 0.200000
- AmmoName0 = ".45 fmj"
- AIWeaponType = 1
- AIMinBurstInterval = 0.500000
- AIMaxBurstInterval = 1.500000
- AIMinBurstShots = 1
- AIMaxBurstShots = 5
- AIAnimatesReloads = 1
- LooksDangerous = 1
- FireDelay = 90
- HideWhenEmpty = 0
- HolsterAttachment = "BACK tommygun_holster"
- /************************************************************************
- **
- ** MOD
- **
- ** Mod definitions specify the properties making up a
- ** weapon modification.
- **
- ** All modification definitions should contain the following
- ** properties:
- **
- ** Name (String)
- **
- ** User friendly name used in DEdit.
- **
- ** Socket (String)
- **
- ** Name of the model socket to attach the mod model to.
- **
- ** NameId (Integer)
- **
- ** Id that maps to the gear name (stored in CRes.dll)
- **
- ** DescriptionId (Integer)
- **
- ** Id that maps to the weapon description (stored in CRes.dll)
- **
- ** Icon (String)
- **
- ** Name of the interface icon associated with the ammo type.
- **
- ** Type (Integer)
- **
- ** Specifies the type of mod. Valid values are:
- **
- ** 0 - Silencer
- ** 1 - Scope
- **
- ** AttachModel (String)
- **
- ** Name of the model attachment associated with the mod.
- **
- ** AttachSkin0-N (String)
- **
- ** Name of the skin(s) associated with the mod attachment model.
- ** There can be any number of skins: AttachSkin0, AttachSkin1, ..., AttachSkinN
- **
- ** AttachRenderStyle0-N (String)
- **
- ** Name of the render style file ltb(s).
- ** There can be any number of render styles: AttachRenderStyle0, AttachRenderStyle1, ..., AttachRenderStyleN
- **
- ** AttachScale (Vector)
- **
- ** Scale of the mod attachment model.
- **
- ** ZoomLevel (Integer)
- **
- ** Level the weapon can zoom to (Valid levels are 1, 2, and 3.
- ** 0 = can't zoom). Ignored for non-scope mods.
- **
- ** NightVision (Integer)
- **
- ** Does the mod provide night vision (1 = true, 0 = false).
- ** Ignored for non-scope mods.
- **
- ** Integrated (Integer)
- **
- ** Is the mod built into the weapon (1 = true, 0 = false).
- **
- ** Priority (Integer)
- **
- ** This is used for weapons that have more than one mod of the same
- ** type (e.g., two scopes). This field indicates which should be used
- ** if the weapon has both mods (the highest priority is used). NOTE:
- ** this is a number between 0 and 255, that should default to 0.
- **
- ** ZoomInSound (String)
- **
- ** Name of the sound that is played when the weapon is zoomed in.
- **
- ** ZoomOutSound (String)
- **
- ** Name of the sound that is played when the weapon is zoomed out.
- **
- ** PickUpSound (String)
- **
- ** Name of the sound that is played when the mod is picked up (either
- ** absolute path to sound or name of soundbutes sound)
- **
- ** RespawnSound (String)
- **
- ** Name of the sound that is played when the mod respawns in multiplayer
- ** (either absolute path to sound or name of the soundbutes.txt sound)
- **
- ** PowerupModel (String)
- **
- ** Name of the powerup model associated with the mod.
- **
- ** PowerupSkin0-N (String)
- **
- ** Name of the powerup skin(s) associated with the mod.
- ** There can be any number of skins: PowerupSkin0, PowerupSkin1, ..., PowerupSkinN
- **
- ** PowerupRenderStyle0-N (String)
- **
- ** Name of the render style file ltb(s).
- ** There can be any number of render styles: PowerupRenderStyle0, PowerupRenderStyle1, ..., PowerupRenderStyleN
- **
- ** PowerupModelScale (Float)
- **
- ** The scaling factor used with the powerup model.
- ** (same model as attach model)
- **
- ** TintColor (Vector)
- **
- ** Color to tint the screen when gear is picked up (r, g, b)
- **
- ** TintTime (Float)
- **
- ** Duration in seconds of screen tint when gear is picked up
- **
- ** AISilencedFireSndRadius (Integer)
- **
- ** The radius of volume that silenced fire sounds make, w.r.t to AI's senses
- ** NOTE: this value only works with Type = 0 mods.
- */
- /*
- ** beretta Silencer
- */
- [Mod0]
- Name = "Beretta Silencer"
- Socket = "Silencer"
- NameId = 4250
- DescriptionId = 4250
- Icon = "Interface\Photos\Mods\silencer.dtx"
- Type = 0
- AttachModel = "Guns\Models_pv\silencer.ltb"
- AttachSkin0 = "Guns\Skins_pv\silencer.dtx"
- AttachSkin1 = "TexFX\RenderStyles\clouds.dtx"
- AttachRenderStyle0 = "RS\pv_envmap.ltb"
- AttachScale = <1.000000, 1.000000, 1.000000>
- ZoomLevel = 0
- NightVision = 0
- Integrated = 0
- Priority = 0
- ZoomInSound = ""
- ZoomOutSound = ""
- PickUpSound = "ModItemPickupSound" // see soundbutes.txt
- RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
- PowerupModel = "Guns\Models_pv\silencer.ltb"
- PowerupSkin0 = "Guns\Skins_pv\silencer.dtx"
- PowerupModelScale = 18.000000
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- AISilencedFireSndRadius = 128
- [Mod1]
- Name = "Camera Scope"
- Socket = "Scope"
- NameId = 4251
- DescriptionId = 4251
- Icon = ""
- Type = 1
- AttachModel = ""
- AttachSkin0 = ""
- AttachScale = <1.000000, 1.000000, 1.000000>
- ZoomLevel = 1
- NightVision = 0
- Integrated = 1
- Priority = 0
- ZoomInSound = "guns\snd\Camera\camerazoom.wav"
- ZoomOutSound = "guns\snd\Camera\camerazoom.wav"
- PickUpSound = "ModItemPickupSound" // see soundbutes.txt
- RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
- PowerupModel = ""
- PowerupSkin0 = ""
- PowerupModelScale = 18.000000
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- /*
- ** Sniper Silencer
- */
- [Mod2]
- Name = "Sniper Silencer"
- Socket = "Silencer"
- NameId = 4252
- DescriptionId = 4250
- Icon = "Interface\Photos\Mods\silencer.dtx"
- Type = 0
- AttachModel = "Guns\Models_pv\ssilencer.ltb"
- AttachSkin0 = "Guns\Skins_pv\silencer.dtx"
- AttachSkin1 = "TexFX\RenderStyles\clouds.dtx"
- AttachRenderStyle0 = "RS\pv_envmap.ltb"
- AttachScale = <1.000000, 1.000000, 1.000000>
- ZoomLevel = 0
- NightVision = 0
- Integrated = 0
- Priority = 0
- ZoomInSound = ""
- ZoomOutSound = ""
- PickUpSound = "ModItemPickupSound" // see soundbutes.txt
- RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
- PowerupModel = "Guns\Models_pv\silencer.ltb"
- PowerupSkin0 = "Guns\Skins_pv\silencer.dtx"
- PowerupModelScale = 18.000000
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- AISilencedFireSndRadius = 256
- /*
- ** Sterling Silencer
- */
- [Mod3]
- Name = "Sterling Silencer"
- Socket = "Silencer"
- NameId = 4253
- DescriptionId = 4250
- Icon = "Interface\Photos\Mods\silencer.dtx"
- Type = 0
- AttachModel = "Guns\Models_pv\silencer.ltb"
- AttachSkin0 = "Guns\Skins_pv\silencer.dtx"
- AttachSkin1 = "TexFX\RenderStyles\clouds.dtx"
- AttachRenderStyle0 = "RS\pv_envmap.ltb"
- AttachScale = <1.000000, 1.000000, 1.000000>
- ZoomLevel = 0
- NightVision = 0
- Integrated = 0
- Priority = 0
- ZoomInSound = ""
- ZoomOutSound = ""
- PickUpSound = "ModItemPickupSound" // see soundbutes.txt
- RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
- PowerupModel = "Guns\Models_pv\silencer.ltb"
- PowerupSkin0 = "Guns\Skins_pv\silencer.dtx"
- PowerupModelScale = 18.000000
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- AISilencedFireSndRadius = 256
- /*
- ** Sniper Rifle Scope
- */
- [Mod4]
- Name = "Sniper Scope"
- Socket = "Scope"
- NameId = 4254
- DescriptionId = 4251
- Icon = ""
- Type = 1
- AttachModel = ""
- AttachSkin0 = ""
- AttachScale = <1.000000, 1.000000, 1.000000>
- ZoomLevel = 2
- NightVision = 0
- Integrated = 1
- Priority = 0
- ZoomInSound = "guns\snd\sniper\sniperzoom.wav"
- ZoomOutSound = "guns\snd\sniper\sniperzoom.wav"
- PickUpSound = "ModItemPickupSound" // see soundbutes.txt
- RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
- PowerupModel = ""
- PowerupSkin0 = ""
- PowerupModelScale = 18.000000
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- /*
- ** Utility Launcher Scope
- */
- [Mod5]
- Name = "Launcher Scope"
- Socket = "scope"
- NameId = 4255
- DescriptionId = 4251
- Icon = ""
- Type = 1
- AttachModel = "guns\models_pv\scope.ltb"
- AttachSkin0 = "guns\skins_pv\scope.dtx"
- AttachSkin1 = "guns\skins_pv\lens2.dtx"
- AttachSkin2 = "TexFX\RenderStyles\clouds.dtx"
- AttachRenderStyle0 = "RS\pv_envmap.ltb"
- AttachRenderStyle1 = "RS\pv_glass.ltb"
- AttachScale = <1.000000, 1.000000, 1.000000>
- ZoomLevel = 1
- NightVision = 0
- Integrated = 0
- Priority = 0
- ZoomInSound = "guns\snd\sniper\sniperzoom.wav"
- ZoomOutSound = "guns\snd\sniper\sniperzoom.wav"
- PickUpSound = "ModItemPickupSound" // see soundbutes.txt
- RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
- PowerupModel = ""
- PowerupSkin0 = ""
- PowerupModelScale = 18.000000
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- /*
- ** Crossbow scope
- */
- [Mod6]
- Name = "Crossbow Scope"
- Socket = "Scope"
- NameId = 4256
- DescriptionId = 4251
- Icon = ""
- Type = 1
- AttachModel = "guns\models_pv\scope.ltb"
- AttachSkin0 = "guns\skins_pv\scope.dtx"
- AttachSkin1 = "guns\skins_pv\lens2.dtx"
- AttachSkin2 = "TexFX\RenderStyles\clouds.dtx"
- AttachRenderStyle0 = "RS\pv_envmap.ltb"
- AttachRenderStyle1 = "RS\pv_glass.ltb"
- AttachScale = <1.000000, 1.000000, 1.000000>
- ZoomLevel = 1
- NightVision = 0
- Integrated = 0
- Priority = 0
- ZoomInSound = "guns\snd\sniper\sniperzoom.wav"
- ZoomOutSound = "guns\snd\sniper\sniperzoom.wav"
- PickUpSound = "ModItemPickupSound" // see soundbutes.txt
- RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
- PowerupModel = "guns\models_pv\scope.ltb"
- PowerupSkin0 = "guns\skins_pv\scope.dtx"
- PowerupSkin1 = "guns\skins_pv\lens2.dtx"
- PowerupModelScale = 10.000000
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- /*
- ** Cufftest
- */
- [Mod7]
- Name = "Cuff"
- Socket = "cuff"
- NameId = 4256
- DescriptionId = 4251
- Icon = ""
- Type = 1
- AttachModel = "guns\models_pv\cuff.ltb"
- AttachSkin0 = "guns\skins_pv\cuff.dtx"
- AttachSkin1 = "Chars\skins\CateWFins.dtx"
- AttachRenderStyle0 = "RS\default.ltb"
- AttachRenderStyle1 = "RS\FurShell.ltb"
- AttachRenderStyle2 = "RS\FurFins.ltb"
- AttachScale = <1.000000, 1.000000, 1.000000>
- ZoomLevel = 0
- NightVision = 0
- Integrated = 0
- Priority = 0
- ZoomInSound = ""
- ZoomOutSound = ""
- PickUpSound = "ModItemPickupSound" // see soundbutes.txt
- RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
- PowerupModel = ""
- PowerupSkin0 = ""
- PowerupModelScale = 18.000000
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- /************************************************************************
- **
- ** GEAR
- **
- ** Gear definitions specify the properties making up miscellaneous
- ** equipment..
- **
- ** All gear definitions should contain the following
- ** properties:
- **
- ** Name (String)
- **
- ** User friendly name used in DEdit.
- **
- ** NameId (Integer)
- **
- ** Id that maps to the gear name (stored in CRes.dll)
- **
- ** DescriptionId (Integer)
- **
- ** Id that maps to the gear description (stored in CRes.dll)
- **
- ** Model (String)
- **
- ** Name of the model associated with the gear type.
- **
- ** Skin0-N (String)
- **
- ** Name of the skin file dtx(s) associated with the gear type model.
- ** There can be any number of skins: Skin0, Skin1, ..., SkinN
- **
- ** RenderStyle0-N (String)
- **
- ** Name of the render style file ltb(s).
- ** There can be any number of render styles: RenderStyle0, RenderStyle1, ..., RenderStyleN
- **
- ** Icon (String)
- **
- ** Name of the interface icon associated with the gear.
- **
- ** ProtectionType (Integer)
- **
- ** Specifies the type of damage this type of gear protects against.
- ** (See valid DamageTypes above).
- **
- ** Protection (Float)
- **
- ** Specifies the percent of damage this type of gear prevents.
- ** 0.0 = no protection, 1.0 = full protection
- **
- ** Armor (Float)
- **
- ** Specifies the amount of armor this type of gear provides.
- **
- ** Health (Float)
- **
- ** Specifies the amount of health this type of gear provides.
- **
- ** Stealth (Float)
- **
- ** Specifies the how much the gear reduces the volume of walking sounds
- ** 0.0 = no reduction, 1.0 = completely eliminated
- **
- ** Selectable (Integer)
- **
- ** Specifies if this type of gear is ever available during mission
- ** outfitting. 1 = may be available, 0 = never available
- **
- ** Exclusive (Integer)
- **
- ** Specifies if only one unit of this gear may be picked up.
- ** 1 = only one may be picked up, 0 = multiples may be picked up
- **
- ** TintColor (Vector)
- **
- ** Color to tint the screen when gear is picked up (r, g, b)
- **
- ** TintTime (Float)
- **
- ** Duration in seconds of screen tint when gear is picked up
- **
- ** PickUpSound (String)
- **
- ** Name of the sound that is played when the mod is picked up (either
- ** the absolute path to the sound or the name of the soundbutes.txt sound)
- **
- ** RespawnSound (String)
- **
- ** Name of the sound that is played when the mod respawns in multiplayer
- ** (either the absolute path to the sound or the name of the soundbutes.txt
- ** sound)
- **
- ** InterfaceSkin0-N (String)
- **
- ** Name of the skin file dtx(s) associated with the gear type interface model.
- ** There can be any number of skins: InterfaceSkin0, InterfaceSkin1, ..., InterfaceSkinN
- **
- ** InterfaceRenderStyle0-N (String)
- **
- ** Name of the render style file ltb(s).
- ** There can be any number of render styles: InterfaceRenderStyle0, InterfaceRenderStyle1, ..., InterfaceRenderStyleN
- **
- */
- /*
- ** Body Armor
- */
- [Gear0]
- Name = "Body Armor"
- NameId = 4200
- DescriptionId = 4250
- Model = "Props\Models\PUArmor.ltb"
- Skin0 = "Props\Skins\PUArmor.dtx"
- Icon = "Interface\Photos\Weapons\ArmorX.dtx"
- ProtectionType = -1 // No protection
- Protection = 1.000000
- Armor = 50.000000
- Health = 0.000000
- Stealth = 0.000000
- Selectable = 0
- Exclusive = 0
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- PickUpSound = "snd\powerups\pu_armor.wav"
- RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
- [Gear1]
- Name = "Body Armor Small"
- NameId = 4201
- DescriptionId = 4251
- Model = "Props\Models\PUArmor.ltb"
- Skin0 = "Props\Skins\PUArmorSm.dtx"
- Icon = "Interface\Photos\Weapons\ArmorX.dtx"
- ProtectionType = -1 // No protection
- Protection = 1.000000
- Armor = 25.000000
- Health = 0.000000
- Stealth = 0.000000
- Selectable = 0
- Exclusive = 0
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- PickUpSound = "snd\powerups\pu_armor_sm.wav"
- RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
- [Gear2]
- Name = "First Aid"
- NameId = 4202
- DescriptionId = 4252
- Model = "Props\Models\PUFirstAid.ltb"
- Skin0 = "Props\Skins\PUFirstAid.dtx"
- RenderStyle0 = "RS\transparent.ltb"
- Icon = "Interface\Photos\Weapons\HealthX.dtx"
- ProtectionType = -1 // No protection
- Protection = 1.000000
- Armor = 0.000000
- Health = 50.000000
- Stealth = 0.000000
- Selectable = 0
- Exclusive = 0
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- PickUpSound = "snd\powerups\pu_firstaid.WAV"
- RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
- [Gear3]
- Name = "First Aid Small"
- NameId = 4203
- DescriptionId = 4253
- Model = "Props\Models\PuBandage.ltb"
- Skin0 = "Props\Skins\PuBandage.dtx"
- Icon = "Interface\Photos\Weapons\HealthX.dtx"
- ProtectionType = -1 // No protection
- Protection = 1.000000
- Armor = 0.000000
- Health = 25.000000
- Stealth = 0.000000
- Selectable = 0
- Exclusive = 0
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- PickUpSound = "snd\powerups\pu_bandaid.wav"
- RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
- [Gear4]
- Name = "Body Armor Found"
- NameId = 4204
- DescriptionId = 4254
- Model = "Props\Models\PUArmor.ltb"
- Skin0 = "Props\Skins\PUArmor.dtx"
- Icon = "Interface\Photos\Weapons\ArmorX.dtx"
- ProtectionType = -1 // No protection
- Protection = 1.000000
- Armor = 10.000000
- Health = 0.000000
- Stealth = 0.000000
- Selectable = 0
- Exclusive = 0
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- PickUpSound = "snd\powerups\pu_armor.wav"
- RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
- [Gear5]
- Name = "First Aid Found"
- NameId = 4205
- DescriptionId = 4255
- Model = "Props\Models\PUJar.ltb"
- Skin0 = "Props\Skins\PUJar.dtx"
- Icon = "Interface\Photos\Weapons\HealthX.dtx"
- ProtectionType = -1 // No protection
- Protection = 1.000000
- Armor = 0.000000
- Health = 10.000000
- Stealth = 0.000000
- Selectable = 0
- Exclusive = 0
- TintColor = <0.250000, 0.250000, 0.400000>
- TintTime = 2.000000
- PickUpSound = "snd\powerups\pu_firstaid.WAV"
- RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
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