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weapons

Jan 20th, 2013
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  1. /************************************************************************
  2. **
  3. ** TO2 Weapons Attributes file
  4. ** (c) 1998-2001 Monolith Productions, Inc. All Rights Reserved
  5. **
  6. ** This file contains the following weapon related definitions:
  7. **
  8. ** WeaponOrder,
  9. ** Ammo,
  10. ** Weapon,
  11. ** Mod,
  12. ** Gear,
  13. ** WeaponAnis
  14. **
  15. ** NOTES:
  16. **
  17. ** 1) All definition properties (i.e., [Weapon0]) ARE case sensitive.
  18. ** If you are adding a new definition, it is best to start with a
  19. ** copy of an existing (working) definition.
  20. ** 2) Name properties are NOT case sensitive (i.e., Name = "Joe" is the
  21. ** same as Name = "JOE")
  22. ** 3) All time is specified in seconds (unless otherwise noted)
  23. ** 4) The Float type is the same as Real (i.e., 1.0 or 1.5)
  24. ** 5) The valid range of all RGB color properties is between
  25. ** 0 and 255 (e.g., (0, 255, 0) would be green).
  26. */
  27.  
  28. /************************************************************************
  29. **
  30. ** WEAPONORDER
  31. **
  32. ** WeaponOrder is used to specify the order of all the weapons/gadgets
  33. ** used by TO2. This order is used to determine which weapon to
  34. ** select when next/previous weapon is selected.
  35. **
  36. ** Also, this order maps the weapon command bindings (i.e., AddAction
  37. ** Weapon_1 -> Weapon_XXX in the autoexec.cfg file) to the corresponding
  38. ** weapon/gadget in TO2. (e.g., Weapon0 = the weapon selected when the
  39. ** Weapon_1 action is selected).
  40. **
  41. ** In addition, the Automatic weapon selection uses this order to determine
  42. ** the next weapon to switch to when the current weapon runs out of ammo.
  43. ** When the current weapon runs out of ammo, the next available weapon
  44. ** with a higher order number (e.g., Weapon1 > Weapon0) will be selected.
  45. **
  46. ** FirstPlayerWeapon (Integer)
  47. **
  48. ** Indicates the first weapon the player can use (e.g.,
  49. ** FirstPlayerWeapon = 0 -> Weapon0 is the first weapon the player can use)
  50. **
  51. ** LastPlayerWeapon (Integer)
  52. **
  53. ** Indicates the last weapon the player can use (e.g.,
  54. ** LastPlayerWeapon = 29 -> Weapon29 is the last available weapon
  55. ** the player can use)
  56. **
  57. ** Weapon0-XX (String)
  58. **
  59. ** Name of the weapon (this corresponds directly to the Name field
  60. ** in the Weapon description records described below.)
  61. **
  62. ** AutoSwitchWeapon0-XX (String)
  63. **
  64. ** The following specify the player-weapon auto-switch order.
  65. **
  66. ** Auto-switching works by trying to switch to the the next available weapon
  67. ** starting with AutoSwitchWeapon0 and moving down the list if AutoSwitchWeapon0
  68. ** is unavailable. It is VERY important that the last weapon in the list is ALWAYS
  69. ** available.
  70. */
  71.  
  72. [WeaponOrder]
  73.  
  74.  
  75. // Player Weapons (must be consecutive order 0 to ?)
  76. //
  77. FirstPlayerWeapon = 0
  78.  
  79. Weapon0 = "Katana"
  80. Weapon1 = "Tulwar"
  81. Weapon2 = "Tazer"
  82. Weapon3 = "Holster"
  83. EndOfClass1 = 3
  84.  
  85. Weapon4 = "Crossbow"
  86. Weapon5 = "Shuriken"
  87. Weapon6 = "BearTrap"
  88. Weapon7 = "Banana"
  89. EndOfClass2 = 7
  90.  
  91. Weapon8 = "Beretta"
  92. Weapon9 = "Utility Launcher"
  93. EndOfClass3 = 9
  94.  
  95. Weapon10 = "AK-47"
  96. Weapon11 = "Tommygun"
  97. Weapon12 = "TommygunInfinite"
  98. Weapon13 = "SilencedSterling"
  99. Weapon14 = "Sterling"
  100. Weapon15 = "Shotgun"
  101. Weapon16 = "Sniper Rifle"
  102. EndOfClass4 = 16
  103.  
  104. Weapon17 = "Purse"
  105. Weapon18 = "Grenade"
  106. Weapon19 = "AcidGrenade"
  107. Weapon20 = "StunGrenade"
  108. Weapon21 = "SleepGrenade"
  109. Weapon22 = "LaughingGrenade"
  110. Weapon23 = "Angry Kitty"
  111. Weapon24 = "Timebomb"
  112. EndOfClass5 = 24
  113.  
  114. Weapon25 = "Coin"
  115. Weapon26 = "Camera"
  116. Weapon27 = "Compact Codebreaker"
  117. Weapon28 = "Welder"
  118. Weapon29 = "Lockpick"
  119. Weapon30 = "Eavesdropping Bug"
  120. Weapon31 = "Perfume"
  121. Weapon32 = "Keychain"
  122. EndOfClass6 = 32
  123. LastPlayerWeapon = 32
  124.  
  125. // Non player weapons (must come after the player weapons)...
  126. //
  127.  
  128. Weapon33 = "BillyClub" //Police billy club
  129. Weapon34 = "SSCannon" //Super soldier cannon
  130. Weapon35 = "SSLaser" //Super soldier lt. laser
  131. Weapon36 = "RobotLaser" //Robot's laser weapon
  132. Weapon37 = "ThrowingKnife" //Pierre's throwing knives
  133. Weapon38 = "VolkovRocket" //Volkov's wheelchair rocket launcher
  134. Weapon39 = "HeadButt" //Headbutt attack for mimes
  135. Weapon40 = "RifleButt" //Riflebutt attack for other guys
  136. Weapon41 = "ManCrate" //Bite attack for man-crates
  137.  
  138. // Player auto-weapon switching priorites (in the following order, always)...
  139.  
  140. AutoSwitchWeapon0 = "AK-47"
  141. AutoSwitchWeapon1 = "Tommygun"
  142. AutoSwitchWeapon2 = "SilencedSterling"
  143. AutoSwitchWeapon3 = "Sterling"
  144. AutoSwitchWeapon4 = "Shotgun"
  145. AutoSwitchWeapon5 = "Sniper Rifle"
  146. AutoSwitchWeapon6 = "Beretta"
  147. AutoSwitchWeapon7 = "Crossbow"
  148. AutoSwitchWeapon8 = "Shuriken"
  149. AutoSwitchWeapon9 = "Katana"
  150. AutoSwitchWeapon10 = "Tulwar"
  151. AutoSwitchWeapon11 = "Tazer"
  152. AutoSwitchWeapon12 = "BearTrap"
  153. AutoSwitchWeapon13 = "Banana"
  154. AutoSwitchWeapon14 = "Holster"
  155.  
  156.  
  157.  
  158.  
  159. /************************************************************************
  160. **
  161. ** AMMO
  162. **
  163. ** Ammo definitions are used by Weapon definitions to determine
  164. ** the types of ammo a particular weapon can use (see the WEAPON
  165. ** definition for more info)
  166. **
  167. ** Here is a list of all valid DamageTypes (Defined
  168. ** in Shared\DamageTypes.h):
  169. **
  170. ** -1 - Invalid damage type
  171. ** 0 - Unspecified
  172. ** 1 - Bleeding
  173. ** 2 - Bullet
  174. ** 3 - Burn
  175. ** 4 - Choke
  176. ** 5 - Crush
  177. ** 6 - Electrocute
  178. ** 7 - Explosion
  179. ** 8 - Freeze
  180. ** 9 - Poison
  181. ** 10 - Endless fall
  182. ** 11 - Sleeping
  183. ** 12 - Stunned
  184. ** 13 - Melee
  185. ** 14 - Camera disabler
  186. ** 15 - Glue
  187. ** 16 - Bear Trap
  188. ** 17 - Laughing
  189. ** 18 - ASSS (Anti-super Soldier Serum)
  190. **
  191. ** 19 - Code breaker gadget
  192. ** 20 - Poodle gadget
  193. ** 21 - Lock pick gadget
  194. ** 22 - Welder gadget
  195. ** 23 - Lighter gadget
  196. ** 24 - Camera gadget
  197. ** 25 - World Only damage
  198. ** 26 - Infra-Red gadget
  199. ** 27 - Decay powder
  200. ** 28 - Time Bomb
  201. ** 29 - Ink Regeant - unused
  202. ** 30 - Eavesdrop Bug
  203. ** 31 - Slippery
  204. ** 32 - Sword
  205. ** 33 - Tracking gadget
  206. **
  207. **
  208. ** All ammo definitions should contain the following properties:
  209. **
  210. ** Name (String)
  211. **
  212. ** User friendly name used in DEdit.
  213. **
  214. ** NameId (Integer)
  215. **
  216. ** Id that maps to the Localizable Ammo name (stored in CRes.dll)
  217. **
  218. ** DescId (Integer)
  219. **
  220. ** Id that maps to the Localizable Ammo description (stored in CRes.dll)
  221. **
  222. ** Type (Integer)
  223. **
  224. ** Specifies the type of ammo. Valid values are:
  225. **
  226. ** 0 - Vector
  227. ** 1 - Projectile
  228. ** 3 - Gadget
  229. **
  230. ** Icon (String)
  231. **
  232. ** Name of the interface icon associated with the ammo type.
  233. **
  234. ** MaxAmount (Integer)
  235. **
  236. ** Specifies the maximum amount of ammo that can be "carried" of this
  237. ** type.
  238. **
  239. ** SelectionAmount (Integer)
  240. **
  241. ** Specifies the amount of ammo that is allocated when a weapon using it
  242. ** is selected in the interface.
  243. **
  244. ** SpawnedAmount (Integer)
  245. **
  246. ** Specifies the amount of ammo that will be spawned when spawning
  247. ** ammo powerups.
  248. **
  249. ** InstDamage (Integer)
  250. **
  251. ** Specifies the amount of Instantaneous damage done by this type of
  252. ** ammo.
  253. **
  254. ** InstDamageType (Integer)
  255. **
  256. ** Specifies the type of Instantaneous damage done by this type of ammo.
  257. ** (See valid DamageTypes above).
  258. **
  259. ** AreaDamage (Integer)
  260. **
  261. ** Specifies the Max amount of Area damage done by this type of
  262. ** ammo (i.e., damage done if you are in the center of the damage).
  263. **
  264. ** AreaDamageType (Integer)
  265. **
  266. ** Specifies the type of Area damage done by this type of ammo.
  267. ** (See valid DamageTypes above).
  268. **
  269. ** AreaDamageRadius (Integer)
  270. **
  271. ** Specifies the radius of effect in game units for the Area
  272. ** damage.
  273. **
  274. ** ProgDamage (Float)
  275. **
  276. ** Specifies the amount of Progressive damage done by this type of
  277. ** ammo. This is the amount of damage that is done per second.
  278. **
  279. ** ProgDamageType (Integer)
  280. **
  281. ** Specifies the type of Progressive damage done by this type of ammo.
  282. ** (See valid DamageTypes above).
  283. **
  284. ** ProgDamageDuration (Float)
  285. **
  286. ** Specifies the time the Progressive damage is applied to the victim.
  287. **
  288. ** ProgDamageRadius (Float)
  289. **
  290. ** Specifies the radius of effect for the Progressive damage (only used
  291. ** if ProgDamageLifetime is greater than 0.0).
  292. **
  293. ** ProgDamageLifetime (Float)
  294. **
  295. ** Specifies the time the progressive damage radius of effect lasts
  296. ** (for things like poison gas)
  297. **
  298. ** FireRecoilMult (Float)
  299. **
  300. ** This multiplier modifies the FireRecoilPitch value in a weapon
  301. ** firing this type of ammo (see FireRecoilPitch in Weapon record below)
  302. **
  303. ** ImpactFXName (String) (OPTIONAL)
  304. **
  305. ** Specifies the impact special fx. The value of this
  306. ** property MUST correspond to the name of an ImpactFX specified in
  307. ** the FX.txt file.
  308. **
  309. ** UWImpactFXName (String) (OPTIONAL)
  310. **
  311. ** Specifies the under water impact special fx. The value of this
  312. ** property MUST correspond to the name of an ImpactFX specified in
  313. ** the FX.txt file.
  314. **
  315. ** ProjectileFXName (String) (OPTIONAL)
  316. **
  317. ** Specifies the a projectile special fx. The value of this
  318. ** property MUST correspond to the name of a ProjectileFX specified in
  319. ** the FX.txt file.
  320. **
  321. ** MoveableImpactOverrideFXName (String) (OPTIONAL)
  322. **
  323. ** Specifies an effect to play if the impact occurs on a moveable object, such
  324. ** as a model or a door. This way you can have effects that 'stick' but not
  325. ** stick to moveable objects so they won't hang in the air.
  326. **
  327. ** FireFXName (String) (OPTIONAL)
  328. **
  329. ** Specifies a fire special fx. The value of this property MUST
  330. ** correspond to the name of a FireFX specified in the FX.txt file.
  331. **
  332. ** TracerFXName (String) (OPTIONAL)
  333. **
  334. ** Specifies a tracer special fx. The value of this property MUST
  335. ** correspond to the name of a TracerFX specified in the FX.txt file.
  336. **
  337. ** WeaponAniOverride (String) (OPTIONAL)
  338. **
  339. ** Specifies the name of the WeaponAnis record (see below) that contains
  340. ** override weapon animation names for this ammo type. If specified, these
  341. ** animations are used on ANY weapon using this ammo type when this
  342. ** ammo type is the currently selected ammo.
  343. **
  344. ** CanBeDeflected (Integer) (OPTIONAL)
  345. **
  346. ** Ammo can be deflected by weapon. To deflect, the weapon must
  347. ** have a model string key "begindeflect" followed by a key "enddeflect".
  348. **
  349. ** DeflectSurfaceType (String) (OPTIONAL)
  350. **
  351. ** When ammo is deflected, the impact fx used will be based on this surface
  352. ** type. Surface types found in surface.txt.
  353. **
  354. ** CanAdjustInstDamage (Integer) (OPTIONAL)
  355. **
  356. ** If set to 1 the InstDamage amount may be adjusted programatically, if set to 0
  357. ** the value specified by InstDamage will always be used.
  358. */
  359.  
  360. /*
  361. ** Ammo0 - Tazer charge
  362. */
  363.  
  364. [Ammo0]
  365.  
  366. Name = "Tazer"
  367. NameId = 4100
  368. DescId = 0
  369. Type = 0
  370. Priority = 0
  371. Icon = "Interface\Photos\Ammo\func_sleep"
  372. MaxAmount = 1000
  373. SelectionAmount = 1000
  374. SpawnedAmount = 1000
  375. InstDamage = 0
  376. InstDamageType = 6
  377. AreaDamage = 0
  378. AreaDamageType = 0
  379. AreaDamageRadius = 0
  380. // ProgDamage = 30.000000
  381. ProgDamage = 0.000000
  382. ProgDamageType = 11 // sleeping
  383. ProgDamageDuration = 5.000000
  384. ProgDamageRadius = 0.000000
  385. ProgDamageLifetime = 0.000000
  386. FireRecoilMult = 1.000000
  387. ImpactFXName = "TazerBurn"
  388. UWImpactFXName = "UWBullet"
  389. FireFXName = "Tazer"
  390. TracerFXName = ""
  391. WeaponAniOverride = ""
  392.  
  393. /*
  394. ** Ammo1 - KatanaSlash
  395. */
  396.  
  397. [Ammo1]
  398.  
  399. Name = "Katana Slash"
  400. NameId = 4101
  401. DescId = 0
  402. Type = 0
  403. Priority = 0
  404. Icon = "Interface\Photos\Ammo\Bullet_Def"
  405. MaxAmount = 1000
  406. SelectionAmount = 1000
  407. SpawnedAmount = 1000
  408. InstDamage = 30
  409. InstDamageType = 32
  410. AreaDamage = 0
  411. AreaDamageType = 0
  412. AreaDamageRadius = 0
  413. ProgDamage = 0.000000
  414. ProgDamageType = 0
  415. ProgDamageDuration = 0.000000
  416. ProgDamageRadius = 0.000000
  417. ProgDamageLifetime = 0.000000
  418. FireRecoilMult = 1.000000
  419. ImpactFXName = "Melee"
  420. UWImpactFXName = "Melee"
  421. FireFXName = "FireSoundOnly"
  422. TracerFXName = ""
  423. WeaponAniOverride = ""
  424. CanBeDeflected = 1
  425. DeflectSurfaceType = "Sword_Deflect"
  426.  
  427. /*
  428. ** Ammo2 - TulwarSlash
  429. */
  430.  
  431. [Ammo2]
  432.  
  433. Name = "Tulwar Slash"
  434. NameId = 4102
  435. DescId = 0
  436. Type = 0
  437. Priority = 0
  438. Icon = "Interface\Photos\Ammo\Bullet_Def"
  439. MaxAmount = 1000
  440. SelectionAmount = 1000
  441. SpawnedAmount = 1000
  442. InstDamage = 30
  443. InstDamageType = 32
  444. AreaDamage = 0
  445. AreaDamageType = 0
  446. AreaDamageRadius = 0
  447. ProgDamage = 0.000000
  448. ProgDamageType = 0
  449. ProgDamageDuration = 0.000000
  450. ProgDamageRadius = 0.000000
  451. ProgDamageLifetime = 0.000000
  452. FireRecoilMult = 1.000000
  453. ImpactFXName = "Melee"
  454. UWImpactFXName = "Melee"
  455. FireFXName = "FireSoundOnly"
  456. TracerFXName = ""
  457. WeaponAniOverride = ""
  458. CanBeDeflected = 1
  459. DeflectSurfaceType = "Sword_Deflect"
  460.  
  461. /*
  462. ** Ammo3 - ShurikenAmmo
  463. */
  464.  
  465. [Ammo3]
  466.  
  467. Name = "Reg Shuriken"
  468. NameId = 4103
  469. DescId = 0
  470. Type = 1
  471. Priority = 0
  472. Icon = "Interface\Photos\Ammo\shuriken"
  473. MaxAmount = 20
  474. SelectionAmount = 0
  475. SpawnedAmount = 3
  476. InstDamage = 20
  477. InstDamageType = 2
  478. AreaDamage = 0
  479. AreaDamageType = 0
  480. AreaDamageRadius = 0
  481. ProgDamage = 0.000000
  482. ProgDamageType = 0
  483. ProgDamageDuration = 0.000000
  484. ProgDamageRadius = 0.000000
  485. ProgDamageLifetime = 0.000000
  486. FireRecoilMult = 1.000000
  487. ProjectileFXName = "ShurikenProj"
  488. ImpactFXName = "ShurikenImpact"
  489. UWImpactFXName = "ShurikenImpact"
  490. FireFXName = ""
  491. TracerFXName = ""
  492. WeaponAniOverride = ""
  493. CanBeDeflected = 1
  494. DeflectSurfaceType = "Metal"
  495.  
  496. /*
  497. ** Ammo4 - Blow
  498. */
  499.  
  500. [Ammo4]
  501.  
  502. Name = "Blow"
  503. NameId = 4102
  504. DescId = 0
  505. Type = 0
  506. Priority = 0
  507. Icon = "Interface\Photos\Ammo\Bullet_Def"
  508. MaxAmount = 1000
  509. SelectionAmount = 1000
  510. SpawnedAmount = 1000
  511. InstDamage = 5
  512. InstDamageType = 1
  513. AreaDamage = 0
  514. AreaDamageType = 0
  515. AreaDamageRadius = 0
  516. ProgDamage = 0.000000
  517. ProgDamageType = 12
  518. ProgDamageDuration = 3.000000
  519. ProgDamageRadius = 0.000000
  520. ProgDamageLifetime = 0.000000
  521. FireRecoilMult = 1.000000
  522. ImpactFXName = "Melee"
  523. UWImpactFXName = "Melee"
  524. FireFXName = ""
  525. TracerFXName = ""
  526. WeaponAniOverride = ""
  527. CanBeDeflected = 1
  528. DeflectSurfaceType = "Sword_Deflect"
  529.  
  530.  
  531. /*
  532. ** Ammo5 - TimedGrenade
  533. */
  534.  
  535. [Ammo5]
  536.  
  537. Name = "Timed Grenade"
  538. NameId = 4104
  539. DescId = 0
  540. Type = 1
  541. Priority = 0
  542. Icon = "Interface\Photos\Ammo\bullet_exp"
  543. MaxAmount = 5
  544. SelectionAmount = 3
  545. SpawnedAmount = 1
  546. InstDamage = 0
  547. InstDamageType = 2
  548. AreaDamage = 70
  549. AreaDamageType = 7
  550. AreaDamageRadius = 200
  551. ProgDamage = 0.000000
  552. ProgDamageType = 0
  553. ProgDamageDuration = 0.000000
  554. ProgDamageRadius = 0.000000
  555. ProgDamageLifetime = 0.000000
  556. FireRecoilMult = 1.000000
  557. ProjectileFXName = "HGrenadeTimed"
  558. ImpactFXName = "handgrenade"
  559. UWImpactFXName = "handgrenade"
  560. FireFXName = ""
  561. TracerFXName = ""
  562. WeaponAniOverride = ""
  563.  
  564. /*
  565. ** Ammo6 - StunGrenade
  566. */
  567.  
  568. [Ammo6]
  569.  
  570. Name = "Stun Grenade"
  571. NameId = 4105
  572. DescId = 0
  573. Type = 1
  574. Priority = 0
  575. Icon = "Interface\Photos\Ammo\func_stun"
  576. MaxAmount = 5
  577. SelectionAmount = 3
  578. SpawnedAmount = 1
  579. InstDamage = 0
  580. InstDamageType = 12
  581. AreaDamage = 0
  582. AreaDamageType = 0
  583. AreaDamageRadius = 0
  584. ProgDamage = 0.000000
  585. ProgDamageType = 12
  586. ProgDamageDuration = 5.000000
  587. ProgDamageRadius = 192.000000
  588. ProgDamageLifetime = 0.100000
  589. FireRecoilMult = 1.000000
  590. ProjectileFXName = "StunTimed"
  591. ImpactFXName = "StunGas"
  592. UWImpactFXName = "StunGas"
  593. FireFXName = ""
  594. TracerFXName = ""
  595. WeaponAniOverride = ""
  596.  
  597. /*
  598. ** Ammo7 - SleepGrenade
  599. */
  600.  
  601. [Ammo7]
  602.  
  603. Name = "Sleep Grenade"
  604. NameId = 4106
  605. DescId = 0
  606. Type = 1
  607. Priority = 0
  608. Icon = "Interface\Photos\Ammo\func_sleep"
  609. MaxAmount = 5
  610. SelectionAmount = 3
  611. SpawnedAmount = 1
  612. InstDamage = 0
  613. InstDamageType = 11
  614. AreaDamage = 0
  615. AreaDamageType = 0
  616. AreaDamageRadius = 0
  617. ProgDamage = 0.000000
  618. ProgDamageType = 11
  619. ProgDamageDuration = 5.000000
  620. ProgDamageRadius = 192.000000
  621. ProgDamageLifetime = 0.100000
  622. FireRecoilMult = 1.000000
  623. ProjectileFXName = "SleepTimed"
  624. ImpactFXName = "SleepGas"
  625. UWImpactFXName = "SleepGas"
  626. FireFXName = ""
  627. TracerFXName = ""
  628. WeaponAniOverride = ""
  629.  
  630. /*
  631. ** Ammo8 - AcidGrenade
  632. */
  633.  
  634. [Ammo8]
  635.  
  636. Name = "Acid Grenade"
  637. NameId = 4107
  638. DescId = 0
  639. Type = 1
  640. Priority = 0
  641. Icon = "Interface\Photos\Ammo\func_acid"
  642. MaxAmount = 5
  643. SelectionAmount = 3
  644. SpawnedAmount = 1
  645. InstDamage = 0
  646. InstDamageType = 10
  647. AreaDamage = 0
  648. AreaDamageType = 0
  649. AreaDamageRadius = 0
  650. ProgDamage = 10.000000
  651. ProgDamageType = 3
  652. ProgDamageDuration = 4.000000
  653. ProgDamageRadius = 192.000000
  654. ProgDamageLifetime = 1.000000
  655. FireRecoilMult = 1.000000
  656. ProjectileFXName = "AcidTimed"
  657. ImpactFXName = "AcidGas"
  658. UWImpactFXName = "AcidGas"
  659. FireFXName = ""
  660. TracerFXName = ""
  661. WeaponAniOverride = ""
  662.  
  663. /*
  664. ** Ammo9 - .32 full metal jacket
  665. */
  666.  
  667. [Ammo9]
  668.  
  669. Name = ".32 fmj"
  670. NameId = 4108
  671. DescId = 4308
  672. Type = 0
  673. Priority = 3
  674. Icon = "Interface\Photos\Ammo\Bullet_Def"
  675. MaxAmount = 27
  676. SelectionAmount = 27
  677. SpawnedAmount = 3
  678. InstDamage = 25
  679. InstDamageType = 2
  680. AreaDamage = 0
  681. AreaDamageType = 0
  682. AreaDamageRadius = 0
  683. ProgDamage = 0.000000
  684. ProgDamageType = 0
  685. ProgDamageDuration = 0.000000
  686. ProgDamageRadius = 0.000000
  687. ProgDamageLifetime = 0.000000
  688. FireRecoilMult = 1.000000
  689. ImpactFXName = "BulletFmj"
  690. UWImpactFXName = "UWBullet"
  691. FireFXName = ".32"
  692. TracerFXName = ""
  693. WeaponAniOverride = ""
  694. CanBeDeflected = 1
  695. DeflectSurfaceType = "Metal"
  696.  
  697.  
  698. /*
  699. ** Ammo10 - .32 cyanide-tipped
  700. */
  701.  
  702. [Ammo10]
  703.  
  704. Name = ".32 cyanide"
  705. NameId = 4109
  706. DescId = 4309
  707. Type = 0
  708. Priority = 5
  709. Icon = "Interface\Photos\Ammo\Bullet_Cyn"
  710. MaxAmount = 27
  711. SelectionAmount = 0
  712. SpawnedAmount = 3
  713. InstDamage = 25
  714. InstDamageType = 2
  715. AreaDamage = 0
  716. AreaDamageType = 0
  717. AreaDamageRadius = 0
  718. ProgDamage = 2.000000
  719. ProgDamageType = 9
  720. ProgDamageDuration = 3.000000
  721. ProgDamageRadius = 64.000000
  722. ProgDamageLifetime = 2.500000
  723. FireRecoilMult = 1.000000
  724. ImpactFXName = "BulletCyn"
  725. UWImpactFXName = "UWBulletCyn"
  726. FireFXName = ".32"
  727. TracerFXName = "Tracer_Cyn"
  728. WeaponAniOverride = ""
  729. CanBeDeflected = 1
  730. DeflectSurfaceType = "Metal"
  731.  
  732. /*
  733. ** Ammo11 - Tranquilizer (Utility launcher)
  734. */
  735.  
  736. [Ammo11]
  737.  
  738. Name = "Tranquilizer"
  739. NameId = 4110
  740. DescId = 4310
  741. Type = 1
  742. Priority = 7
  743. Icon = "Interface\Photos\Ammo\launcher_tranq"
  744. MaxAmount = 10
  745. SelectionAmount = 10
  746. SpawnedAmount = 1
  747. InstDamage = 5
  748. InstDamageType = 25
  749. AreaDamage = 0
  750. AreaDamageType = 0
  751. AreaDamageRadius = 0
  752. ProgDamage = 0
  753. ProgDamageType = 11
  754. ProgDamageDuration = 5.000000
  755. ProgDamageRadius = 0.000000
  756. ProgDamageLifetime = 0.000000
  757. FireRecoilMult = 1.000000
  758. ProjectileFXName = "ULDart"
  759. ImpactFXName = "Dart"
  760. UWImpactFXName = "Dart"
  761. FireFXName = ""
  762. WeaponAniOverride = ""
  763. CanBeDeflected = 1
  764. DeflectSurfaceType = "Metal"
  765.  
  766. /*
  767. ** Ammo12 - Camera Disabler (Utility launcher)
  768. */
  769.  
  770. [Ammo12]
  771.  
  772. Name = "Cam Disabler"
  773. NameId = 4111
  774. DescId = 4311
  775. Type = 1
  776. Priority = 14
  777. Icon = "Interface\Photos\Ammo\Func_Disabler"
  778. MaxAmount = 5
  779. SelectionAmount = 5
  780. SpawnedAmount = 1
  781. InstDamage = 0
  782. InstDamageType = 14
  783. AreaDamage = 0
  784. AreaDamageType = 0
  785. AreaDamageRadius = 0
  786. ProgDamage = 0.000000
  787. ProgDamageType = 0
  788. ProgDamageDuration = 0.000000
  789. ProgDamageRadius = 0.000000
  790. ProgDamageLifetime = 0.000000
  791. FireRecoilMult = 1.000000
  792. ProjectileFXName = "CamDisablerProj"
  793. ImpactFXName = "Dart"
  794. UWImpactFXName = "Dart"
  795. FireFXName = "FireSoundOnly"
  796.  
  797. /*
  798. ** Ammo13 - Glue bomb (Utility launcher)
  799. */
  800.  
  801. [Ammo13]
  802.  
  803. Name = "Glue Bomb"
  804. NameId = 4112
  805. DescId = 4312
  806. Type = 1
  807. Priority = 14
  808. Icon = "Interface\Photos\Ammo\launcher_glue"
  809. MaxAmount = 10
  810. SelectionAmount = 0
  811. SpawnedAmount = 1
  812. InstDamage = 5
  813. InstDamageType = 25
  814. AreaDamage = 0
  815. AreaDamageType = 0
  816. AreaDamageRadius = 0
  817. ProgDamage = 0.000000
  818. ProgDamageType = 15
  819. ProgDamageDuration = 5.000000
  820. ProgDamageRadius = 64.000000
  821. ProgDamageLifetime = 5.000000
  822. FireRecoilMult = 1.000000
  823. ProjectileFXName = "ULGlue"
  824. ImpactFXName = "UL_GlueImpact"
  825. MoveableImpactOverrideFXName = "ULGlue_Override"
  826. UWImpactFXName = "Dart"
  827. FireFXName = "FireSoundOnly"
  828.  
  829. /*
  830. ** Ammo14 - Electrical (Utility launcher)
  831. */
  832.  
  833. [Ammo14]
  834.  
  835. Name = "Electrical"
  836. NameId = 4113
  837. DescId = 4313
  838. Type = 1
  839. Priority = 14
  840. Icon = "Interface\Photos\Ammo\bullet_ele"
  841. MaxAmount = 10
  842. SelectionAmount = 10
  843. SpawnedAmount = 1
  844. InstDamage = 0
  845. InstDamageType = 6
  846. AreaDamage = 0
  847. AreaDamageType = 0
  848. AreaDamageRadius = 0
  849. ProgDamage = 50.000000
  850. ProgDamageType = 6
  851. ProgDamageDuration = 0.100000
  852. ProgDamageRadius = 64.000000
  853. ProgDamageLifetime = 1.000000
  854. FireRecoilMult = 1.000000
  855. ProjectileFXName = "ULGlue"
  856. ImpactFXName = "Melee"
  857. UWImpactFXName = "UWMelee"
  858. FireFXName = "FireSoundOnly"
  859.  
  860. /*
  861. ** Ammo15 - Anti-Super Soldier Serum (Utility launcher)
  862. */
  863.  
  864. [Ammo15]
  865.  
  866. Name = "Serum"
  867. NameId = 4114
  868. DescId = 4314
  869. Type = 1
  870. Priority = 14
  871. Icon = "Interface\Photos\Ammo\launcher_asss"
  872. MaxAmount = 10
  873. SelectionAmount = 5
  874. SpawnedAmount = 1
  875. InstDamage = 5
  876. InstDamageType = 25
  877. AreaDamage = 0
  878. AreaDamageType = 0
  879. AreaDamageRadius = 0
  880. ProgDamage = 10.000000
  881. ProgDamageType = 18
  882. ProgDamageDuration = 0.100000
  883. ProgDamageRadius = 0.000000
  884. ProgDamageLifetime = 0.000000
  885. FireRecoilMult = 1.000000
  886. ProjectileFXName = "ULSerum"
  887. ImpactFXName = "Dart"
  888. UWImpactFXName = "Dart"
  889. FireFXName = "FireSoundOnly"
  890.  
  891. /*
  892. ** Ammo16 - Laughing Gas Grenade
  893. */
  894.  
  895. [Ammo16]
  896.  
  897. Name = "Laughing Gas"
  898. NameId = 4115
  899. DescId = 0
  900. Type = 1
  901. Priority = 14
  902. Icon = "Interface\Photos\Ammo\launcher_laugh"
  903. MaxAmount = 3
  904. SelectionAmount = 3
  905. SpawnedAmount = 1
  906. InstDamage = 5
  907. InstDamageType = 25
  908. AreaDamage = 0
  909. AreaDamageType = 0
  910. AreaDamageRadius = 0
  911. ProgDamage = 0.000000
  912. ProgDamageType = 17
  913. ProgDamageDuration = 5.000000
  914. ProgDamageRadius = 192.000000
  915. ProgDamageLifetime = 0.100000
  916. FireRecoilMult = 1.000000
  917. ProjectileFXName = "LaughTimed"
  918. ImpactFXName = "laughinggas"
  919. UWImpactFXName = "laughinggas"
  920. FireFXName = ""
  921.  
  922. /*
  923. ** Ammo17 - 12-gauge shot
  924. */
  925.  
  926. [Ammo17]
  927.  
  928. Name = "12-ga shot"
  929. NameId = 4116
  930. DescId = 4316
  931. Type = 0
  932. Priority = 0
  933. Icon = "Interface\Photos\Ammo\shotgun_shot"
  934. MaxAmount = 20
  935. SelectionAmount = 20
  936. SpawnedAmount = 3
  937. InstDamage = 15
  938. InstDamageType = 2
  939. AreaDamage = 0
  940. AreaDamageType = 0
  941. AreaDamageRadius = 0
  942. ProgDamage = 0.000000
  943. ProgDamageType = 0
  944. ProgDamageDuration = 0.000000
  945. ProgDamageRadius = 0.000000
  946. ProgDamageLifetime = 0.000000
  947. FireRecoilMult = 1.000000
  948. ImpactFXName = "BulletFmj"
  949. UWImpactFXName = "UWBullet"
  950. FireFXName = "Shotgun"
  951. TracerFXName = ""
  952. WeaponAniOverride = ""
  953.  
  954. /*
  955. ** Ammo18 - 12-gauge explosive
  956. */
  957.  
  958. [Ammo18]
  959.  
  960. Name = "12-ga explosive"
  961. NameId = 4117
  962. DescId = 4317
  963. Type = 0
  964. Priority = 0
  965. Icon = "Interface\Photos\Ammo\Bullet_exp"
  966. MaxAmount = 20
  967. SelectionAmount = 20
  968. SpawnedAmount = 3
  969. InstDamage = 50
  970. InstDamageType = 2
  971. AreaDamage = 35
  972. AreaDamageType = 7
  973. AreaDamageRadius = 100
  974. ProgDamage = 0.000000
  975. ProgDamageType = 0
  976. ProgDamageDuration = 0.000000
  977. ProgDamageRadius = 0.000000
  978. ProgDamageLifetime = 0.000000
  979. FireRecoilMult = 1.000000
  980. ImpactFXName = "Shotgun_Exp"
  981. UWImpactFXName = "UWBulletPhos"
  982. FireFXName = "Shotgun"
  983. TracerFXName = ""
  984. WeaponAniOverride = ""
  985.  
  986. /*
  987. ** Ammo19 - 9mm full metal jacket
  988. */
  989.  
  990. [Ammo19]
  991.  
  992. Name = "9mm fmj"
  993. NameId = 4118
  994. DescId = 0
  995. Type = 0
  996. Priority = 0
  997. Icon = "Interface\Photos\Ammo\Bullet_Def"
  998. MaxAmount = 180
  999. SelectionAmount = 90
  1000. SpawnedAmount = 5
  1001. InstDamage = 15
  1002. InstDamageType = 2
  1003. AreaDamage = 0
  1004. AreaDamageType = 0
  1005. AreaDamageRadius = 0
  1006. ProgDamage = 0.000000
  1007. ProgDamageType = 0
  1008. ProgDamageDuration = 0.000000
  1009. ProgDamageRadius = 0.000000
  1010. ProgDamageLifetime = 0.000000
  1011. FireRecoilMult = 1.000000
  1012. ImpactFXName = "BulletFmj"
  1013. UWImpactFXName = "UWBullet"
  1014. FireFXName = "9mm"
  1015. TracerFXName = "Standard"
  1016. WeaponAniOverride = ""
  1017. CanBeDeflected = 1
  1018. DeflectSurfaceType = "Metal"
  1019.  
  1020. /*
  1021. ** Ammo20 - .45 full metal jacket
  1022. */
  1023.  
  1024. [Ammo20]
  1025.  
  1026. Name = ".45 fmj"
  1027. NameId = 4119
  1028. DescId = 0
  1029. Type = 0
  1030. Priority = 0
  1031. Icon = "Interface\Photos\Ammo\Bullet_Def"
  1032. MaxAmount = 150
  1033. SelectionAmount = 50
  1034. SpawnedAmount = 50
  1035. InstDamage = 20
  1036. InstDamageType = 2
  1037. AreaDamage = 0
  1038. AreaDamageType = 0
  1039. AreaDamageRadius = 0
  1040. ProgDamage = 0.000000
  1041. ProgDamageType = 0
  1042. ProgDamageDuration = 0.000000
  1043. ProgDamageRadius = 0.000000
  1044. ProgDamageLifetime = 0.000000
  1045. FireRecoilMult = 1.000000
  1046. ImpactFXName = "BulletFmj"
  1047. UWImpactFXName = "UWBullet"
  1048. FireFXName = ".45"
  1049. TracerFXName = "Standard"
  1050. WeaponAniOverride = ""
  1051. CanBeDeflected = 1
  1052. DeflectSurfaceType = "Metal"
  1053.  
  1054. /*
  1055. ** Ammo21 - 7.62x39 full metal jacket
  1056. */
  1057.  
  1058. [Ammo21]
  1059.  
  1060. Name = "7.62x39 fmj"
  1061. NameId = 4120
  1062. DescId = 4320
  1063. Type = 0
  1064. Priority = 11
  1065. Icon = "Interface\Photos\Ammo\Bullet_Def"
  1066. MaxAmount = 180
  1067. SelectionAmount = 90
  1068. SpawnedAmount = 5
  1069. InstDamage = 30
  1070. InstDamageType = 2
  1071. AreaDamage = 0
  1072. AreaDamageType = 0
  1073. AreaDamageRadius = 0
  1074. ProgDamage = 0.000000
  1075. ProgDamageType = 0
  1076. ProgDamageDuration = 0.000000
  1077. ProgDamageRadius = 0.000000
  1078. ProgDamageLifetime = 0.000000
  1079. FireRecoilMult = 1.000000
  1080. ImpactFXName = "BulletFmj"
  1081. UWImpactFXName = "UWBullet"
  1082. FireFXName = "7.62x39"
  1083. TracerFXName = "Standard"
  1084. WeaponAniOverride = ""
  1085.  
  1086.  
  1087. /*
  1088. ** Ammo22 - 7.62x39 phosphorous
  1089. */
  1090.  
  1091. [Ammo22]
  1092.  
  1093. Name = "7.62x39 phos"
  1094. NameId = 4121
  1095. DescId = 4321
  1096. Type = 0
  1097. Priority = 12
  1098. Icon = "Interface\Photos\Ammo\Bullet_Phos"
  1099. MaxAmount = 180
  1100. SelectionAmount = 30
  1101. SpawnedAmount = 5
  1102. InstDamage = 30
  1103. InstDamageType = 2
  1104. AreaDamage = 0
  1105. AreaDamageType = 0
  1106. AreaDamageRadius = 0
  1107. ProgDamage = 5.000000
  1108. ProgDamageType = 3
  1109. ProgDamageDuration = 5.000000
  1110. ProgDamageRadius = 0.000000
  1111. ProgDamageLifetime = 0.000000
  1112. FireRecoilMult = 1.000000
  1113. ImpactFXName = "BulletPhos"
  1114. UWImpactFXName = "UWBulletPhos"
  1115. FireFXName = "7.62x39"
  1116. TracerFXName = "Tracer_Phos"
  1117. WeaponAniOverride = ""
  1118.  
  1119. /*
  1120. ** Ammo23 - .308 full metal jacket
  1121. */
  1122.  
  1123. [Ammo23]
  1124.  
  1125. Name = ".308 fmj"
  1126. NameId = 4122
  1127. DescId = 0
  1128. Type = 0
  1129. Priority = 9
  1130. Icon = "Interface\Photos\Ammo\Bullet_Def"
  1131. MaxAmount = 20
  1132. SelectionAmount = 20
  1133. SpawnedAmount = 2
  1134. InstDamage = 80
  1135. InstDamageType = 2
  1136. AreaDamage = 0
  1137. AreaDamageType = 0
  1138. AreaDamageRadius = 0
  1139. ProgDamage = 0.000000
  1140. ProgDamageType = 0
  1141. ProgDamageDuration = 0.000000
  1142. ProgDamageRadius = 0.000000
  1143. ProgDamageLifetime = 0.000000
  1144. FireRecoilMult = 1.000000
  1145. ImpactFXName = "BulletFmj"
  1146. UWImpactFXName = "UWBullet"
  1147. FireFXName = ".308"
  1148. TracerFXName = ""
  1149. WeaponAniOverride = ""
  1150.  
  1151.  
  1152. /*
  1153. ** Ammo24 - Crossbow bolt
  1154. */
  1155.  
  1156. [Ammo24]
  1157.  
  1158. Name = "Bolt"
  1159. NameId = 4123
  1160. DescId = 4323
  1161. Type = 1
  1162. Priority = 17
  1163. Icon = "Interface\Photos\Ammo\crossbow_def"
  1164. MaxAmount = 20
  1165. SelectionAmount = 10
  1166. SpawnedAmount = 1
  1167. InstDamage = 50
  1168. InstDamageType = 2
  1169. AreaDamage = 0
  1170. AreaDamageType = 0
  1171. AreaDamageRadius = 0
  1172. ProgDamage = 0.000000
  1173. ProgDamageType = 0
  1174. ProgDamageDuration = 0.000000
  1175. ProgDamageRadius = 0.000000
  1176. ProgDamageLifetime = 0.000000
  1177. FireRecoilMult = 1.000000
  1178. ProjectileFXName = "Bolt"
  1179. ImpactFXName = "Spear"
  1180. UWImpactFXName = "UWSpear"
  1181. FireFXName = "FireSoundOnly"
  1182. TracerFXName = ""
  1183. WeaponAniOverride = ""
  1184. CanBeDeflected = 1
  1185. DeflectSurfaceType = "Metal"
  1186.  
  1187. /*
  1188. ** Ammo25 - Poison crossbow bolt
  1189. */
  1190.  
  1191. [Ammo25]
  1192.  
  1193. Name = "Poison Bolt"
  1194. NameId = 4124
  1195. DescId = 4324
  1196. Type = 1
  1197. Priority = 41
  1198. Icon = "Interface\Photos\Ammo\Bullet_Cyn"
  1199. MaxAmount = 20
  1200. AmountPerSlot = 20
  1201. SpawnedAmount = 1
  1202. InstDamage = 50
  1203. InstDamageType = 2
  1204. AreaDamage = 0
  1205. AreaDamageType = 0
  1206. AreaDamageRadius = 0
  1207. ProgDamage = 3.000000
  1208. ProgDamageType = 9
  1209. ProgDamageDuration = 3.000000
  1210. ProgDamageRadius = 64.000000
  1211. ProgDamageLifetime = 2.500000
  1212. FireRecoilMult = 1.000000
  1213. ProjectileFXName = "Bolt"
  1214. ImpactFXName = "BulletCyn"
  1215. UWImpactFXName = "UWBulletCyn"
  1216. FireFXName = "FireSoundOnly"
  1217. TracerFXName = ""
  1218. WeaponAniOverride = ""
  1219. CanBeDeflected = 1
  1220. DeflectSurfaceType = "Metal"
  1221.  
  1222.  
  1223. /*
  1224. ** Ammo26 - Fire crossbow bolt
  1225. */
  1226.  
  1227. [Ammo26]
  1228.  
  1229. Name = "Fire Bolt"
  1230. NameId = 4125
  1231. DescId = 4325
  1232. Type = 1
  1233. Priority = 42
  1234. Icon = "Interface\Photos\Ammo\bullet_phos"
  1235. MaxAmount = 10
  1236. AmountPerSlot = 10
  1237. SpawnedAmount = 1
  1238. InstDamage = 50
  1239. InstDamageType = 2
  1240. AreaDamage = 0
  1241. AreaDamageType = 0
  1242. AreaDamageRadius = 0
  1243. ProgDamage = 10.000000
  1244. ProgDamageType = 3
  1245. ProgDamageDuration = 3.000000
  1246. ProgDamageRadius = 0.000000
  1247. ProgDamageLifetime = 0.000000
  1248. FireRecoilMult = 1.000000
  1249. ProjectileFXName = "BoltFire"
  1250. ImpactFXName = "Impact_BoltFire"
  1251. UWImpactFXName = "UWBulletPhos"
  1252. FireFXName = "FireSoundOnly"
  1253. TracerFXName = ""
  1254. WeaponAniOverride = ""
  1255.  
  1256.  
  1257. /*
  1258. ** Ammo27 - Explosive crossbow bolt
  1259. */
  1260.  
  1261. [Ammo27]
  1262.  
  1263. Name = "Explosive Bolt"
  1264. NameId = 4126
  1265. DescId = 4326
  1266. Type = 1
  1267. Priority = 43
  1268. Icon = "Interface\Photos\Ammo\bullet_exp"
  1269. MaxAmount = 10
  1270. AmountPerSlot = 10
  1271. SpawnedAmount = 1
  1272. InstDamage = 50
  1273. InstDamageType = 7
  1274. AreaDamage = 120
  1275. AreaDamageType = 7
  1276. AreaDamageRadius = 170
  1277. ProgDamage = 0.000000
  1278. ProgDamageType = 0
  1279. ProgDamageDuration = 0.000000
  1280. ProgDamageRadius = 0.000000
  1281. ProgDamageLifetime = 0.000000
  1282. FireRecoilMult = 1.000000
  1283. ProjectileFXName = "Bolt"
  1284. ImpactFXName = "Explosion1"
  1285. UWImpactFXName = "UWRocket"
  1286. FireFXName = "FireSoundOnly"
  1287. TracerFXName = ""
  1288. WeaponAniOverride = ""
  1289.  
  1290. /*
  1291. ** Ammo28 - Micromissile
  1292. */
  1293.  
  1294. [Ammo28]
  1295.  
  1296. Name = "Micromissile"
  1297. NameId = 4127
  1298. DescId = 0
  1299. Type = 1
  1300. Priority = 16
  1301. Icon = "Interface\Photos\Ammo\rocket"
  1302. MaxAmount = 5
  1303. SelectionAmount = 5
  1304. SpawnedAmount = 1
  1305. InstDamage = 0
  1306. InstDamageType = 7
  1307. AreaDamage = 100
  1308. AreaDamageType = 7
  1309. AreaDamageRadius = 200
  1310. ProgDamage = 0.000000
  1311. ProgDamageType = 0
  1312. ProgDamageDuration = 0.000000
  1313. ProgDamageRadius = 0.000000
  1314. ProgDamageLifetime = 0.000000
  1315. FireRecoilMult = 1.000000
  1316. ProjectileFXName = "Missile"
  1317. ImpactFXName = "Explosion1"
  1318. UWImpactFXName = "UWRocket"
  1319. FireFXName = "Rocket"
  1320. TracerFXName = ""
  1321. WeaponAniOverride = ""
  1322.  
  1323. /*
  1324. ** Ammo29 - Camera Ammo
  1325. */
  1326.  
  1327. [Ammo29]
  1328.  
  1329. Name = "Camera"
  1330. NameId = 4128
  1331. DescId = 0
  1332. Type = 3
  1333. Priority = 29
  1334. Model = ""
  1335. Skin = ""
  1336. Icon = ""
  1337. MaxAmount = 1
  1338. SelectionAmount = 1
  1339. SpawnedAmount = 1
  1340. InstDamage = 0
  1341. InstDamageType = 24 // Camera instant damage
  1342. AreaDamage = 0
  1343. AreaDamageType = 0
  1344. AreaDamageRadius = 0
  1345. ProgDamage = 0.000000
  1346. ProgDamageType = 0
  1347. ProgDamageDuration = 0.000000
  1348. ProgDamageRadius = 0.000000
  1349. ProgDamageLifetime = 0.000000
  1350. FireRecoilMult = 0.000000
  1351. ImpactFXName = ""
  1352. UWImpactFXName = ""
  1353. FireFXName = "FireSoundOnly"
  1354. TracerFXName = ""
  1355. WeaponAniOverride = ""
  1356.  
  1357. /*
  1358. ** Ammo30 - Time bomb
  1359. */
  1360.  
  1361. [Ammo30]
  1362.  
  1363. Name = "Time Bomb"
  1364. NameId = 4129
  1365. DescId = 0
  1366. Type = 3
  1367. Priority = 25
  1368. Icon = "Interface\Photos\Ammo\timebomb"
  1369. MaxAmount = 5
  1370. SelectionAmount = 3
  1371. SpawnedAmount = 1
  1372. InstDamage = 0
  1373. InstDamageType = 28
  1374. AreaDamage = 150
  1375. AreaDamageType = 7
  1376. AreaDamageRadius = 270
  1377. ProgDamage = 0.000000
  1378. ProgDamageType = 0
  1379. ProgDamageDuration = 0.000000
  1380. ProgDamageRadius = 0.000000
  1381. ProgDamageLifetime = 0.000000
  1382. FireRecoilMult = 1.000000
  1383. ProjectileFXName = "TimeBombProj"
  1384. ImpactFXName = "Melee"
  1385. UWImpactFXName = "UWMelee"
  1386. FireFXName = ""
  1387. TracerFXName = ""
  1388. WeaponAniOverride = ""
  1389.  
  1390. /*
  1391. ** Ammo31 - Code Breaker ammo
  1392. */
  1393.  
  1394. [Ammo31]
  1395.  
  1396. Name = "Code Breaker Gadget"
  1397. NameId = 4130
  1398. DescId = 0
  1399. Type = 3
  1400. Priority = 15
  1401. Icon = ""
  1402. MaxAmount = 10000
  1403. SelectionAmount = 10000
  1404. SpawnedAmount = 10000
  1405. InstDamage = 0
  1406. InstDamageType = 19
  1407. AreaDamage = 0
  1408. AreaDamageType = 0
  1409. AreaDamageRadius = 0
  1410. ProgDamage = 0.000000
  1411. ProgDamageType = 0
  1412. ProgDamageDuration = 0.000000
  1413. ProgDamageRadius = 0.000000
  1414. ProgDamageLifetime = 0.000000
  1415. FireRecoilMult = 0.000000
  1416.  
  1417. /*
  1418. ** Ammo32 - Welder ammo
  1419. */
  1420.  
  1421. [Ammo32]
  1422.  
  1423. Name = "Welder"
  1424. NameId = 4131
  1425. DescId = 0
  1426. Type = 3
  1427. Priority = 27
  1428. Icon = ""
  1429. MaxAmount = 1000
  1430. SelectionAmount = 1000
  1431. SpawnedAmount = 1000
  1432. InstDamage = 1
  1433. InstDamageType = 22 // Welder damage
  1434. AreaDamage = 0
  1435. AreaDamageType = 0
  1436. AreaDamageRadius = 0
  1437. ProgDamage = 10.000000
  1438. ProgDamageType = 3
  1439. ProgDamageDuration = 3.000000
  1440. ProgDamageRadius = 0.000000
  1441. ProgDamageLifetime = 0.000000
  1442. FireRecoilMult = 1.000000
  1443. ImpactFXName = "Welder"
  1444. UWImpactFXName = "UWWelder"
  1445. FireFXName = "FireSoundOnly"
  1446. TracerFXName = ""
  1447.  
  1448. /*
  1449. ** Ammo33 - Lockpick
  1450. */
  1451.  
  1452. [Ammo33]
  1453.  
  1454. Name = "Lockpick"
  1455. NameId = 4132
  1456. DescId = 0
  1457. Type = 3
  1458. Priority = 28
  1459. Model = ""
  1460. Skin = ""
  1461. Icon = ""
  1462. MaxAmount = 10000
  1463. SelectionAmount = 10000
  1464. SpawnedAmount = 10000
  1465. InstDamage = 0
  1466. InstDamageType = 21 // Lockpick instant damage
  1467. AreaDamage = 0
  1468. AreaDamageType = 0
  1469. AreaDamageRadius = 0
  1470. ProgDamage = 0.000000
  1471. ProgDamageType = 0
  1472. ProgDamageDuration = 0.000000
  1473. ProgDamageRadius = 0.000000
  1474. ProgDamageLifetime = 0.000000
  1475. FireRecoilMult = 0.000000
  1476. ImpactFXName = ""
  1477. UWImpactFXName = ""
  1478. FireFXName = "FireSoundOnly"
  1479. TracerFXName = ""
  1480. WeaponAniOverride = ""
  1481.  
  1482. /*
  1483. ** Ammo34 - Eavesdropping bug
  1484. */
  1485.  
  1486. [Ammo34]
  1487.  
  1488. Name = "Bug"
  1489. NameId = 4133
  1490. DescId = 0
  1491. Type = 3
  1492. Priority = 14
  1493. Icon = "Interface\Photos\Ammo\bug"
  1494. MaxAmount = 5
  1495. SelectionAmount = 5
  1496. SpawnedAmount = 1
  1497. InstDamage = 0
  1498. InstDamageType = 30 // Eavesdrop instant damage
  1499. AreaDamage = 0
  1500. AreaDamageType = 0
  1501. AreaDamageRadius = 0
  1502. ProgDamage = 0.000000
  1503. ProgDamageType = 0
  1504. ProgDamageDuration = 0.000000
  1505. ProgDamageRadius = 0.000000
  1506. ProgDamageLifetime = 0.000000
  1507. FireRecoilMult = 1.000000
  1508. ImpactFXName = ""
  1509. UWImpactFXName = ""
  1510. FireFXName = "FireSoundOnly"
  1511.  
  1512. /*
  1513. ** Ammo35 - Body remover perfume
  1514. */
  1515.  
  1516. [Ammo35]
  1517.  
  1518. Name = "Body Remover"
  1519. NameId = 4134
  1520. DescId = 0
  1521. Type = 0
  1522. Priority = 38
  1523. Model = ""
  1524. Skin = ""
  1525. Icon = "Interface\Photos\Ammo\Func_Decay"
  1526. MaxAmount = 5
  1527. SelectionAmount = 0
  1528. SpawnedAmount = 1
  1529. InstDamage = 0
  1530. InstDamageType = 27 // needed for damage type checks
  1531. AreaDamage = 1
  1532. AreaDamageType = 27 // decay powder
  1533. AreaDamageRadius = 64
  1534. ProgDamage = 0
  1535. ProgDamageType = 0
  1536. ProgDamageDuration = 0
  1537. ProgDamageRadius = 0
  1538. ProgDamageLifetime = 0
  1539. FireRecoilMult = 1.000000
  1540. ImpactFXName = "DecayGas"
  1541. UWImpactFXName = "DecayGas"
  1542. FireFXName = "FireSoundOnly"
  1543. TracerFXName = "DecayFireFX"
  1544. WeaponAniOverride = ""
  1545.  
  1546.  
  1547. /*
  1548. ** Ammo36 - Invisible ink reagent - unused
  1549. */
  1550.  
  1551. [Ammo36]
  1552.  
  1553. Name = "Ink Reagent - unused"
  1554. NameId = 0
  1555. DescId = 0
  1556. Type = 0
  1557. Priority = 0
  1558. Model = ""
  1559. Skin = ""
  1560. Icon = ""
  1561. MaxAmount = 0
  1562. SelectionAmount = 0
  1563. SpawnedAmount = 0
  1564. InstDamage = 0
  1565. InstDamageType = 0
  1566. AreaDamage = 0
  1567. AreaDamageType = 0
  1568. AreaDamageRadius = 0
  1569. ProgDamage = 0
  1570. ProgDamageType = 0
  1571. ProgDamageDuration = 0
  1572. ProgDamageRadius = 0
  1573. ProgDamageLifetime = 0
  1574. FireRecoilMult = 0.000000
  1575. ImpactFXName = ""
  1576. UWImpactFXName = ""
  1577. FireFXName = ""
  1578. TracerFXName = ""
  1579. WeaponAniOverride = ""
  1580.  
  1581. /*
  1582. ** Ammo37 - Coin
  1583. */
  1584.  
  1585. [Ammo37]
  1586.  
  1587. Name = "Coin"
  1588. NameId = 4136
  1589. DescId = 0
  1590. Type = 1
  1591. Priority = 26
  1592. Icon = "Interface\Photos\Ammo\coin"
  1593. MaxAmount = 5
  1594. SelectionAmount = 5
  1595. SpawnedAmount = 1
  1596. InstDamage = 0
  1597. InstDamageType = 0
  1598. AreaDamage = 0
  1599. AreaDamageType = 0
  1600. AreaDamageRadius = 0
  1601. ProgDamage = 0.000000
  1602. ProgDamageType = 0
  1603. ProgDamageDuration = 0.000000
  1604. ProgDamageRadius = 0.000000
  1605. ProgDamageLifetime = 0.000000
  1606. FireRecoilMult = 1.000000
  1607. ProjectileFXName = "Coin"
  1608. ImpactFXName = "Coin"
  1609. UWImpactFXName = ""
  1610. FireFXName = "FireSoundOnly"
  1611. TracerFXName = ""
  1612. WeaponAniOverride = ""
  1613.  
  1614. /*
  1615. ** Ammo38 - Angry Kitty
  1616. */
  1617.  
  1618. [Ammo38]
  1619.  
  1620. Name = "Angry Kitty"
  1621. NameId = 4137
  1622. DescId = 0
  1623. Type = 1
  1624. Priority = 26
  1625. Icon = "Interface\Photos\Ammo\bullet_exp"
  1626. MaxAmount = 3
  1627. SelectionAmount = 2
  1628. SpawnedAmount = 1
  1629. InstDamage = 0
  1630. InstDamageType = 0
  1631. AreaDamage = 150
  1632. AreaDamageType = 7
  1633. AreaDamageRadius = 250
  1634. ProgDamage = 0.000000
  1635. ProgDamageType = 0
  1636. ProgDamageDuration = 0.000000
  1637. ProgDamageRadius = 0.000000
  1638. ProgDamageLifetime = 0.000000
  1639. FireRecoilMult = 1.000000
  1640. ProjectileFXName = "Kitty"
  1641. ImpactFXName = "kitty"
  1642. UWImpactFXName = "kitty"
  1643. FireFXName = "FireSoundOnly"
  1644. TracerFXName = ""
  1645. WeaponAniOverride = ""
  1646.  
  1647. /*
  1648. ** Ammo39 - Bear Trap
  1649. */
  1650.  
  1651. [Ammo39]
  1652.  
  1653. Name = "Bear Trap"
  1654. NameId = 4138
  1655. DescId = 0
  1656. Type = 1
  1657. Priority = 27
  1658. Icon = "Interface\Photos\Ammo\beartrap"
  1659. MaxAmount = 3
  1660. SelectionAmount = 3
  1661. SpawnedAmount = 1
  1662. InstDamage = 1
  1663. InstDamageType = 2
  1664. AreaDamage = 0
  1665. AreaDamageType = 0
  1666. AreaDamageRadius = 0
  1667. ProgDamage = 0.000000
  1668. ProgDamageType = 16
  1669. ProgDamageDuration = 3.000000
  1670. ProgDamageRadius = 0.000000
  1671. ProgDamageLifetime = 0.000000
  1672. FireRecoilMult = 1.000000
  1673. ProjectileFXName = "BearTrap"
  1674. ImpactFXName = "BearTrap"
  1675. UWImpactFXName = "UWBearTrapt"
  1676. FireFXName = "FireSoundOnly"
  1677. TracerFXName = ""
  1678. WeaponAniOverride = ""
  1679. CanAdjustInstDamage = 0
  1680.  
  1681.  
  1682. /*
  1683. ** Ammo40 - SSCannon
  1684. */
  1685.  
  1686. [Ammo40]
  1687.  
  1688. Name = "SSCannon"
  1689. NameId = 4100
  1690. DescId = 0
  1691. Type = 0
  1692. Priority = 7
  1693. Icon = "Interface\Photos\Ammo\Bullet_Exp"
  1694. MaxAmount = 50
  1695. SelectionAmount = 10
  1696. SpawnedAmount = 0
  1697. InstDamage = 50
  1698. InstDamageType = 2
  1699. AreaDamage = 45
  1700. AreaDamageType = 7
  1701. AreaDamageRadius = 200
  1702. ProgDamage = 0
  1703. ProgDamageType = 0
  1704. ProgDamageDuration = 0.000000
  1705. ProgDamageRadius = 0.000000
  1706. ProgDamageLifetime = 0.000000
  1707. FireRecoilMult = 1.000000
  1708. ImpactFXName = "SSCannon_Impact"
  1709. UWImpactFXName = "UWBulletExp"
  1710. FireFXName = "FireSoundOnly"
  1711. TracerFXName = ""
  1712. //TracerFXName = "Tracer_Exp"
  1713. WeaponAniOverride = ""
  1714.  
  1715.  
  1716. /*
  1717. ** Ammo41 - SSLaser ammo
  1718. */
  1719.  
  1720. [Ammo41]
  1721.  
  1722. Name = "SSLaserAmmo"
  1723. NameId = 4119
  1724. DescId = 0
  1725. Type = 0
  1726. Priority = 7
  1727. Icon = ""
  1728. MaxAmount = 50
  1729. SelectionAmount = 10
  1730. SpawnedAmount = 0
  1731. InstDamage = 50
  1732. InstDamageType = 2
  1733. AreaDamage = 45
  1734. AreaDamageType = 7
  1735. AreaDamageRadius = 100
  1736. ProgDamage = 0
  1737. ProgDamageType = 0
  1738. ProgDamageDuration = 0.000000
  1739. ProgDamageRadius = 0.000000
  1740. ProgDamageLifetime = 0.000000
  1741. FireRecoilMult = 1.000000
  1742. ImpactFXName = "LaserImpact"
  1743. UWImpactFXName = "LaserImpact"
  1744. FireFXName = "SSLaser"
  1745. TracerFXName = ""
  1746. WeaponAniOverride = ""
  1747.  
  1748.  
  1749. /*
  1750. ** Ammo42 - Robot laser ammo
  1751. */
  1752.  
  1753. [Ammo42]
  1754.  
  1755. Name = "RobotLaserAmmo"
  1756. NameId = 4119
  1757. DescId = 0
  1758. Type = 0
  1759. Priority = 7
  1760. Icon = ""
  1761. MaxAmount = 50
  1762. SelectionAmount = 10
  1763. SpawnedAmount = 0
  1764. InstDamage = 50
  1765. InstDamageType = 2
  1766. AreaDamage = 35
  1767. AreaDamageType = 7
  1768. AreaDamageRadius = 100
  1769. ProgDamage = 0
  1770. ProgDamageType = 0
  1771. ProgDamageDuration = 0.000000
  1772. ProgDamageRadius = 0.000000
  1773. ProgDamageLifetime = 0.000000
  1774. FireRecoilMult = 1.000000
  1775. ImpactFXName = "LaserImpact"
  1776. UWImpactFXName = "LaserImpact"
  1777. FireFXName = "RobotLaser"
  1778. TracerFXName = ""
  1779. WeaponAniOverride = ""
  1780.  
  1781.  
  1782. /*
  1783. ** Ammo43 - Throwing knife
  1784. */
  1785.  
  1786. [Ammo43]
  1787.  
  1788. Name = "Knife"
  1789. NameId = 4103
  1790. DescId = 0
  1791. Type = 1
  1792. Priority = 0
  1793. Icon = "Interface\Photos\Ammo\Bullet_Def"
  1794. MaxAmount = 30
  1795. SelectionAmount = 25
  1796. SpawnedAmount = 0
  1797. InstDamage = 25
  1798. InstDamageType = 2
  1799. AreaDamage = 0
  1800. AreaDamageType = 0
  1801. AreaDamageRadius = 0
  1802. ProgDamage = 0.000000
  1803. ProgDamageType = 0
  1804. ProgDamageDuration = 0.000000
  1805. ProgDamageRadius = 0.000000
  1806. ProgDamageLifetime = 0.000000
  1807. FireRecoilMult = 1.000000
  1808. ProjectileFXName = "KnifeProj"
  1809. ImpactFXName = "Melee"
  1810. UWImpactFXName = "UWMelee"
  1811. FireFXName = ""
  1812. TracerFXName = ""
  1813. WeaponAniOverride = ""
  1814.  
  1815. /*
  1816. ** Ammo44 - Holster
  1817. */
  1818.  
  1819. [Ammo44]
  1820.  
  1821. Name = "Holster"
  1822. NameId = 4026
  1823. DescId = 0
  1824. Type = 0
  1825. Priority = 0
  1826. Icon = ""
  1827. MaxAmount = 1
  1828. SelectionAmount = 1
  1829. SpawnedAmount = 1
  1830. InstDamage = 0
  1831. InstDamageType = 0
  1832. AreaDamage = 0
  1833. AreaDamageType = 0
  1834. AreaDamageRadius = 0
  1835. ProgDamage = 0.000000
  1836. ProgDamageType = 0
  1837. ProgDamageDuration = 5.000000
  1838. ProgDamageRadius = 0.000000
  1839. ProgDamageLifetime = 0.000000
  1840. FireRecoilMult = 1.000000
  1841. ImpactFXName = ""
  1842. UWImpactFXName = ""
  1843. FireFXName = ""
  1844. TracerFXName = ""
  1845. WeaponAniOverride = ""
  1846.  
  1847.  
  1848. /*
  1849. ** Ammo45 - Banana
  1850. */
  1851.  
  1852. [Ammo45]
  1853.  
  1854. Name = "Banana"
  1855. NameId = 4139
  1856. DescId = 0
  1857. Type = 1
  1858. Priority = 14
  1859. Icon = "Interface\Photos\Ammo\banana"
  1860. MaxAmount = 5
  1861. SelectionAmount = 5
  1862. SpawnedAmount = 1
  1863. InstDamage = 1
  1864. InstDamageType = 2
  1865. AreaDamage = 0
  1866. AreaDamageType = 0
  1867. AreaDamageRadius = 0
  1868. ProgDamage = 0.000000
  1869. ProgDamageType = 31
  1870. ProgDamageDuration = 3.000000
  1871. ProgDamageRadius = 64.000000
  1872. ProgDamageLifetime = 0.100000
  1873. FireRecoilMult = 1.000000
  1874. ProjectileFXName = "BananaProj"
  1875. ImpactFXName = "Soft"
  1876. UWImpactFXName = "Soft"
  1877. FireFXName = "FireSoundOnly"
  1878.  
  1879. /*
  1880. ** Ammo46 - Wheelchair rocket
  1881. */
  1882.  
  1883. [Ammo46]
  1884.  
  1885. Name = "Rocket"
  1886. NameId = 4100
  1887. DescId = 0
  1888. Type = 1
  1889. Priority = 16
  1890. Icon = "Interface\Photos\Ammo\bullet_exp"
  1891. MaxAmount = 5
  1892. SelectionAmount = 5
  1893. SpawnedAmount = 0
  1894. InstDamage = 50
  1895. InstDamageType = 7
  1896. AreaDamage = 50
  1897. AreaDamageType = 7
  1898. AreaDamageRadius = 200
  1899. ProgDamage = 0.000000
  1900. ProgDamageType = 0
  1901. ProgDamageDuration = 0.000000
  1902. ProgDamageRadius = 0.000000
  1903. ProgDamageLifetime = 0.000000
  1904. FireRecoilMult = 1.000000
  1905. ProjectileFXName = "Rocket"
  1906. ImpactFXName = "Explosion1"
  1907. UWImpactFXName = "UWRocket"
  1908. FireFXName = "Rocket"
  1909. TracerFXName = ""
  1910. WeaponAniOverride = ""
  1911.  
  1912. /*
  1913. ** Ammo47 - Tracking Device (Utility launcher)
  1914. */
  1915.  
  1916. [Ammo47]
  1917.  
  1918. Name = "Tracking Device"
  1919. NameId = 4140
  1920. DescId = 4340
  1921. Type = 1
  1922. Priority = 7
  1923. Icon = "Interface\Photos\Ammo\launcher_track"
  1924. MaxAmount = 10
  1925. SelectionAmount = 10
  1926. SpawnedAmount = 1
  1927. InstDamage = 5
  1928. InstDamageType = 25
  1929. AreaDamage = 0
  1930. AreaDamageType = 0
  1931. AreaDamageRadius = 0
  1932. ProgDamage = 0
  1933. ProgDamageType = 33
  1934. ProgDamageDuration = 0.000000
  1935. ProgDamageRadius = 0.000000
  1936. ProgDamageLifetime = 0.000000
  1937. FireRecoilMult = 0.000000
  1938. ProjectileFXName = "ULDart"
  1939. ImpactFXName = "TrackingDart"
  1940. UWImpactFXName = "TrackingDart"
  1941. FireFXName = ""
  1942. WeaponAniOverride = ""
  1943. CanBeDeflected = 1
  1944. DeflectSurfaceType = "Metal"
  1945.  
  1946. /*
  1947. ** Ammo48 - Welder burn damage - Used internally DO NOT use this with any weapon!!!
  1948. */
  1949.  
  1950. [Ammo48]
  1951.  
  1952. Name = "WelderBurn"
  1953. NameId = 4100
  1954. DescId = 0
  1955. Type = 0
  1956. Priority = 0
  1957. Icon = ""
  1958. MaxAmount = 1000
  1959. SelectionAmount = 1000
  1960. SpawnedAmount = 1000
  1961. InstDamage = 1
  1962. InstDamageType = 3 // Burn
  1963. AreaDamage = 0
  1964. AreaDamageType = 0
  1965. AreaDamageRadius = 0
  1966. ProgDamage = 0.000000
  1967. ProgDamageType = 0
  1968. ProgDamageDuration = 0.000000
  1969. ProgDamageRadius = 0.000000
  1970. ProgDamageLifetime = 0.000000
  1971. FireRecoilMult = 1.000000
  1972. ImpactFXName = "Welder"
  1973. UWImpactFXName = "UWWelder"
  1974. FireFXName = "FireSoundOnly"
  1975. CanAdjustInstDamage = 0
  1976.  
  1977.  
  1978. /*
  1979. ** Ammo49 - Man-Bite
  1980. */
  1981.  
  1982. [Ammo49]
  1983.  
  1984. Name = "ManBite"
  1985. NameId = 4102
  1986. DescId = 0
  1987. Type = 0
  1988. Priority = 0
  1989. Icon = "Interface\Photos\Ammo\Bullet_Def"
  1990. MaxAmount = 1000
  1991. SelectionAmount = 1000
  1992. SpawnedAmount = 1000
  1993. InstDamage = 30
  1994. InstDamageType = 32
  1995. AreaDamage = 0
  1996. AreaDamageType = 0
  1997. AreaDamageRadius = 0
  1998. ProgDamage = 0.000000
  1999. ProgDamageType = 0
  2000. ProgDamageDuration = 0.000000
  2001. ProgDamageRadius = 0.000000
  2002. ProgDamageLifetime = 0.000000
  2003. FireRecoilMult = 1.000000
  2004. ImpactFXName = ""
  2005. UWImpactFXName = ""
  2006. FireFXName = "FireSoundOnly"
  2007. TracerFXName = ""
  2008. WeaponAniOverride = ""
  2009. CanBeDeflected = 0
  2010. DeflectSurfaceType = ""
  2011.  
  2012. /*
  2013. ** Ammo50 - Keychain
  2014. */
  2015.  
  2016. [Ammo50]
  2017.  
  2018. Name = "Keychain"
  2019. NameId = 4024
  2020. DescId = 0
  2021. Type = 0
  2022. Priority = 0
  2023. Icon = ""
  2024. MaxAmount = 1
  2025. SelectionAmount = 1
  2026. SpawnedAmount = 1
  2027. InstDamage = 0
  2028. InstDamageType = 0
  2029. AreaDamage = 0
  2030. AreaDamageType = 0
  2031. AreaDamageRadius = 0
  2032. ProgDamage = 0.000000
  2033. ProgDamageType = 0
  2034. ProgDamageDuration = 5.000000
  2035. ProgDamageRadius = 0.000000
  2036. ProgDamageLifetime = 0.000000
  2037. FireRecoilMult = 1.000000
  2038. ImpactFXName = ""
  2039. UWImpactFXName = ""
  2040. FireFXName = ""
  2041. TracerFXName = ""
  2042. WeaponAniOverride = ""
  2043.  
  2044. /*
  2045. ** Ammo51 - Head_gun butt
  2046. */
  2047.  
  2048. [Ammo51]
  2049.  
  2050. Name = "Head_gun butt"
  2051. NameId = 4102
  2052. DescId = 0
  2053. Type = 0
  2054. Priority = 0
  2055. Icon = "Interface\Photos\Ammo\Bullet_Def"
  2056. MaxAmount = 1000
  2057. SelectionAmount = 1000
  2058. SpawnedAmount = 1000
  2059. InstDamage = 30
  2060. InstDamageType = 32
  2061. AreaDamage = 0
  2062. AreaDamageType = 0
  2063. AreaDamageRadius = 0
  2064. ProgDamage = 0.000000
  2065. ProgDamageType = 0
  2066. ProgDamageDuration = 0.000000
  2067. ProgDamageRadius = 0.000000
  2068. ProgDamageLifetime = 0.000000
  2069. FireRecoilMult = 1.000000
  2070. ImpactFXName = "head_gun_impact"
  2071. UWImpactFXName = "head_gun_impact"
  2072. FireFXName = "FireSoundOnly"
  2073. TracerFXName = ""
  2074. WeaponAniOverride = ""
  2075. CanBeDeflected = 1
  2076. DeflectSurfaceType = "Sword_Deflect"
  2077.  
  2078. /************************************************************************
  2079. **
  2080. ** WEAPON
  2081. **
  2082. ** Weapon definitions specify the properties making up a
  2083. ** weapon.
  2084. **
  2085. ** All weapon definitions should contain the following
  2086. ** properties:
  2087. **
  2088. ** Name (String)
  2089. **
  2090. ** User friendly name used in WeaponOrder above and in DEdit.
  2091. **
  2092. ** NameId (Integer)
  2093. **
  2094. ** Id that maps to the weapon Localizable name (stored in CRes.dll)
  2095. **
  2096. ** DescriptionId (Integer)
  2097. **
  2098. ** Id that maps to the weapon description (stored in CRes.dll)
  2099. **
  2100. ** IsAmmoNoPickupId (Integer)
  2101. **
  2102. ** Id that maps to the string that is displayed for IsAmmo = 1 type weapons
  2103. ** when the weapon can not be picked up (stored in CRes.dll)
  2104. **
  2105. ** ClientWeaponType (Integer)
  2106. **
  2107. ** Weapon type:
  2108. ** 0 - none (NEVER use this number)
  2109. ** 1 - vector (bullet type weapons)
  2110. ** 2 - projectile ( slow shooting weapons, like crossbows)
  2111. ** 3 - disc (TRON type- the disc)
  2112. **
  2113. ** AniType (Integer)
  2114. **
  2115. ** Classify the weapon into a style of animation when holding the weapon
  2116. **
  2117. ** Values :
  2118. **
  2119. ** 0 - rifle
  2120. ** 1 - pistol
  2121. ** 2 - melee
  2122. ** 3 - Throw
  2123. ** 4 - Rifle2
  2124. ** 5 - Rifle3
  2125. ** 6 - Holster
  2126. ** 7 - Place
  2127. ** 8 - Gadget
  2128. ** 9 - Throwing Stars
  2129. **
  2130. ** Icon (String)
  2131. **
  2132. ** Filename of the texture used for an icon associated with the weapon.
  2133. **
  2134. ** for Normal icons
  2135. ** ".dtx" is appended to the name.
  2136. ** for Unselected icons
  2137. ** "U.dtx" is appended to the name.
  2138. ** for Disabled icons
  2139. ** "D.dtx" is appended to the name.
  2140. ** for Silhouette icons
  2141. ** "X.dtx" is appended to the name.
  2142. **
  2143. ** Pos (Vector)
  2144. **
  2145. ** The player-view weapon model pos (offset from player model in
  2146. ** x, y, and z)
  2147. **
  2148. ** MuzzlePos (Vector)
  2149. **
  2150. ** The player-view weapon model muzzle pos (offset from the player
  2151. ** model in x, y, and z). This is used to determine where to place
  2152. ** muzzle fx.
  2153. **
  2154. ** BreachOffset (Vector)
  2155. **
  2156. ** The player-view weapon breach offset which is relative to the above
  2157. ** model muzzle pos. This is used to determine where shell casings will
  2158. ** be ejected from the player-view weapon.
  2159. **
  2160. ** MinPerturb (Integer)
  2161. **
  2162. ** The minimum amount of perturb on each vector or projectile fired by
  2163. ** the weapon. A value in range from MinPerturb to MaxPerturb
  2164. ** is added to the Up and Right components of the firing direction
  2165. ** vector based on the current accuracy of the player/ai firing the
  2166. ** weapon.
  2167. **
  2168. ** MaxPerturb (Integer)
  2169. **
  2170. ** The maximum amount of perturb on each vector or projectile fired by
  2171. ** the weapon. A value in range from MinPerturb to MaxPerturb
  2172. ** is added to the Up and Right components of the firing direction
  2173. ** vector based on the current accuracy of the player/ai firing the
  2174. ** weapon.
  2175. **
  2176. ** Range (Integer)
  2177. **
  2178. ** The range of the weapon.
  2179. **
  2180. ** Recoil (Vector)
  2181. **
  2182. ** The amount of weapon recoil.
  2183. **
  2184. ** VectorsPerRound (Integer)
  2185. **
  2186. ** The number of vectors (rays cast) per round.
  2187. **
  2188. ** PVModel (String)
  2189. **
  2190. ** Name of the player-view weapon model.
  2191. **
  2192. ** PVSkin0-N (String)
  2193. **
  2194. ** Name of the player-view weapon skin(s) (NOTE: You can specify "Hands" if
  2195. ** you want to use the player-view hands texture associated with the
  2196. ** current player model style).
  2197. ** There can be any number of skins: PVSkin0, PVSkin1, ..., PVSkinN
  2198. **
  2199. ** PVRenderStyle0-N (String)
  2200. **
  2201. ** Name of the render style file ltb(s).
  2202. ** There can be any number of render styles: PVRenderStyle0, PVRenderStyle1, ..., PVRenderStyleN
  2203. **
  2204. ** PVMuzzleFXName (String) (OPTIONAL)
  2205. **
  2206. ** Specifies the optional player-view muzzle fx for this weapon.
  2207. ** The value of this property MUST correspond to a name specified
  2208. ** in the MuzzleFX definitions in the Attributes\fx.txt file.
  2209. **
  2210. ** PVAttachFXName (String) (OPTIONAL)
  2211. **
  2212. ** Specifies the optional player-view fx attachment for this weapon.
  2213. ** The value of this property MUST correspond to an effect created
  2214. ** with FXEd.
  2215. **
  2216. ** HHModel (String)
  2217. **
  2218. ** Name of the hand-held (and powerup) weapon model.
  2219. **
  2220. ** HHSkin0-N (String)
  2221. **
  2222. ** Name of the hand-held (and powerup) weapon skin(s).
  2223. ** There can be any number of skins: HHSkin0, HHSkin1, ..., HHSkinN
  2224. **
  2225. ** HHRenderStyle0-N (String)
  2226. **
  2227. ** Name of the render style file ltb(s).
  2228. ** There can be any number of render styles: HHRenderStyle0, HHRenderStyle1, ..., HHRenderStyleN
  2229. **
  2230. ** HHModelScale (Vector)
  2231. **
  2232. ** The scale of the hand-held (and powerup) weapon model.
  2233. **
  2234. ** HHMuzzleFXName (String) (OPTIONAL)
  2235. **
  2236. ** Specifies the optional hand-held muzzle fx for this weapon.
  2237. ** The value of this property MUST correspond to a name specified
  2238. ** in the MuzzleFX definitions in the Attributes\fx.txt file.
  2239. **
  2240. ** FireSnd(String)
  2241. **
  2242. ** Name of the sound that is played when the weapon is fired.
  2243. **
  2244. ** AltFireSnd(String)
  2245. **
  2246. ** Name of the sound that is played when the weapon is alt-fired.
  2247. **
  2248. ** SilencedFireSnd(String)
  2249. **
  2250. ** Name of the sound that is played when the weapon is fired with
  2251. ** a silencer.
  2252. **
  2253. ** DryFireSnd(String)
  2254. **
  2255. ** Name of the sound that is played when the weapon is dry fired.
  2256. **
  2257. ** ReloadSnd1 (String)
  2258. **
  2259. ** Name of the sound that is played when the weapon is reloaded.
  2260. ** (mapped to SOUND_KEY 1)
  2261. **
  2262. ** ReloadSnd2 (String)
  2263. **
  2264. ** Optionally the name of a sound that is played when the weapon
  2265. ** is reloaded (mapped to SOUND_KEY 2).
  2266. **
  2267. ** ReloadSnd3 (String)
  2268. **
  2269. ** Optionally the name of a sound that is played when the weapon
  2270. ** is reloaded (mapped to SOUND_KEY 3).
  2271. **
  2272. ** SelectSnd (String)
  2273. **
  2274. ** Name of the sound that is played when the weapon is selected.
  2275. ** (mapped to SOUND_KEY 4)
  2276. **
  2277. ** DeselectSnd (String)
  2278. **
  2279. ** Name of the sound that is played when the weapon is deselected.
  2280. ** (mapped to SOUND_KEY 5)
  2281. **
  2282. ** MiscSound1 - MiscSound5 (string)
  2283. **
  2284. ** Optional miscellaneous sounds to play during weapon animations.
  2285. ** (mapped to SOUND_KEY 10 - SOUND_KEY 14)
  2286. **
  2287. ** FireSndRadius (Integer)
  2288. **
  2289. ** The radius of volume fallof that fire sounds are played at
  2290. **
  2291. ** AIFireSndRadius (Integer)
  2292. **
  2293. ** The radius of volume that fire sounds make, w.r.t to AI's senses
  2294. **
  2295. ** EnvironmentMap (Integer)
  2296. **
  2297. ** Specifies whether or not the weapon uses environment mapping.
  2298. **
  2299. ** InfiniteAmmo (Integer)
  2300. **
  2301. ** Specifies whether or not the weapon has unlimited ammo.
  2302. ** (1 = true, 0 = false)
  2303. **
  2304. ** ShotsPerClip (Integer)
  2305. **
  2306. ** The number of rounds the weapon can fire before it must be reloaded.
  2307. **
  2308. ** FireRecoilPitch (Float)
  2309. **
  2310. ** Specifies the amount the weapon should pitch (in degrees) when
  2311. ** fired.
  2312. **
  2313. ** FireRecoilDecay (Float)
  2314. **
  2315. ** Specifies the time (in seconds) it should take for the weapon's
  2316. ** pitch to get back to normal after recoiling from firing.
  2317. **
  2318. ** AmmoName# (String)
  2319. **
  2320. ** Specifies the type of ammo available for this weapon. The value
  2321. ** of this property MUST correspond to the name specified in the
  2322. ** AMMO definitions above. If the weapon uses multiple ammo types,
  2323. ** you may specify multiple AmmoName properties. For example:
  2324. **
  2325. ** AmmoName0 = "9mm fmj"
  2326. ** AmmoName1 = "9mm dum dum"
  2327. **
  2328. ** Note: The first (or only) ammo type specified is considered the
  2329. ** "default" ammo type. Every weapon MUST have at least one
  2330. ** ammo type specified.
  2331. **
  2332. ** ModName# (String) (OPTIONAL)
  2333. **
  2334. ** Specifies the optional mods available for this weapon. The value
  2335. ** of this property MUST correspond to the name specified in the
  2336. ** MOD definitions below. If the weapon uses multiple mods,
  2337. ** you may specify multiple ModName properties. For example:
  2338. **
  2339. ** ModName0 = "9mm fmj"
  2340. ** ModName1 = "9mm dum dum"
  2341. **
  2342. ** PVFXName# (String) (OPTIONAL)
  2343. **
  2344. ** Specifies the optional player-view fx available for this weapon.
  2345. ** The value of this property MUST correspond to a name specified
  2346. ** in the PVFX definitions in the Attributes\fx.txt file. If the weapon
  2347. ** uses multiple pv fx, you may specify multiple PVFXName properties.
  2348. ** For example:
  2349. **
  2350. ** PVFXName0 = "LighterFlameFX"
  2351. ** PVFXName1 = "LighterLightFX"
  2352. **
  2353. ** AIWeaponType (Integer)
  2354. **
  2355. ** Classify the weapon for use by AI
  2356. **
  2357. ** Values :
  2358. **
  2359. ** 0 - None
  2360. ** 1 - Ranged
  2361. ** 2 - Melee
  2362. ** 3 - Thrown
  2363. **
  2364. ** AIMinBurstInterval (Float in seconds)
  2365. ** AIMaxBurstInterval (Float in seconds)
  2366. **
  2367. ** Specifies the range of time an AI will wait in between firing a burst
  2368. ** from a weapon. IE, the AI will shoot somewhere between Min/AIMaxBurstShots,
  2369. ** then wait Min/AIMaxBurstInterval seconds, then shoot again.
  2370. **
  2371. ** AIMinBurstShots (Integer)
  2372. ** AIMaxBurstShots (Integer)
  2373. **
  2374. ** Specifies the range of shots an AI will fire when it is firing a burst
  2375. ** from a weapon. IE, the AI will shoot somewhere between Min/AIMaxBurstShots,
  2376. ** then wait Min/AIMaxBurstInterval seconds, then shoot again.
  2377. **
  2378. ** AIAnimatesReloads
  2379. **
  2380. ** Specifies whether or not an AI animates reloading this weapon.
  2381. ** (1 = true, 0 = false)
  2382. **
  2383. ** LooksDangerous (Integer)
  2384. **
  2385. ** Specifies whether or not the weapon/gadget looks dangerous to AIs.
  2386. ** (1 = true, 0 = false)
  2387. **
  2388. ** FireDelay (Integer)
  2389. **
  2390. ** Specifies the minimum delay in milliseconds between fire keys
  2391. **
  2392. ** HideWhenEmpty (Integer)
  2393. **
  2394. ** Specifies whether or not the weapon/gadget should be hidden when out of ammo
  2395. ** (also implies that the deselect animation shouldn't be played when auto-switching
  2396. ** from this weapon when it runs out of ammo)
  2397. ** (1 = true, 0 = false)
  2398. **
  2399. ** IsAmmo (Integer)
  2400. **
  2401. ** Specifies whether or not the weapon/gadget should be treated as ammo. In other
  2402. ** words is the weapon placed/thrown (e.g., grenade, bear trap, etc.). If set to
  2403. ** true the weapon's pick-up message won't be displayed when the weapon is picked up
  2404. ** unless the weapon can't be picked up. If the weapon can't be picked up the
  2405. ** IsAmmoNoPickupId string is displayed. This should be used for "thrown" weapons
  2406. ** so the player doesn't see both the weapon pickup message AND the ammo pick up message.
  2407. ** (1 = true, 0 = false)
  2408. **
  2409. ** HolsterAttachment (String) (OPTIONAL)
  2410. **
  2411. ** Specifies node and model to attch when weapon is holstered.
  2412. **
  2413. ** For example:
  2414. **
  2415. ** HolsterAttachment = "BACK AK47_holster"
  2416. **
  2417. ** HiddenPiece0-N (String) (OPTIONAL)
  2418. **
  2419. ** Names of Gadget model pieces to hide/show when the gadget is fired. There can
  2420. ** be any number of pieces to hide/show. NOTE: this only works for Gadget type
  2421. ** weapons (Gadget above)
  2422. */
  2423.  
  2424.  
  2425. /*
  2426. ** Tazer
  2427. */
  2428.  
  2429. [Weapon0]
  2430.  
  2431. Name = "Tazer"
  2432. NameId = 4000
  2433. DescriptionId = 4050
  2434. ClientWeaponType = 1
  2435. AniType = 8
  2436. Icon = "Interface\Photos\Weapons\Tazer"
  2437. Pos = <-0.165000, -0.187500, 0.515000>
  2438. MuzzlePos = <1.000000, -1.100000, 13.800000>
  2439. BreachOffset = <0.000000, 0.000000, 0.000000>
  2440. MinPerturb = 0
  2441. MaxPerturb = 10
  2442. Range = 100
  2443. Recoil = <0.000000, 0.000000, 0.000000>
  2444. VectorsPerRound = 1
  2445. PVModel = "Guns\Models_PV\tazer.ltb"
  2446. PVSkin0 = "Hands"
  2447. PVSkin1 = "Guns\Skins_PV\tazer.dtx"
  2448. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  2449. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2450. PVMuzzleFXName = "Tazer_PV_Muzz"
  2451. PVAttachFXName0 = "Test_PVTazerFX"
  2452. PVAttachFXName1 = "tazergreen"
  2453. PVAttachFXName2 = "tazerred"
  2454. HHModel = "Guns\Models_HH\tazer.ltb"
  2455. HHSkin0 = "Guns\Skins_pv\tazer.dtx"
  2456. HHModelScale = <1.000000, 1.000000, 1.000000>
  2457. HHMuzzleFXName = "Tazer_HH_Muzz"
  2458. SilencedFireSnd = ""
  2459. AltFireSnd = "Guns\Snd\Tazer\altfire.wav"
  2460. FireSnd = "Guns\Snd\Tazer\fire.wav"
  2461. DryFireSnd = "Guns\Snd\Tazer\dryfire.wav"
  2462. ReloadSnd1 = "Guns\Snd\Tazer\reload1.wav"
  2463. SelectSnd = "Guns\Snd\Tazer\select.wav"
  2464. DeselectSnd = "Guns\Snd\Tazer\deselect.wav"
  2465. FireSndRadius = 1280
  2466. AIFireSndRadius = 128
  2467. EnvironmentMap = 0
  2468. InfiniteAmmo = 1
  2469. ShotsPerClip = 1
  2470. FireRecoilPitch = 2.000000
  2471. FireRecoilDecay = 0.200000
  2472. AmmoName0 = "Tazer"
  2473. AIWeaponType = 0
  2474. AIMinBurstInterval = 0.500000
  2475. AIMaxBurstInterval = 1.500000
  2476. AIMinBurstShots = 1
  2477. AIMaxBurstShots = 5
  2478. AIAnimatesReloads = 1
  2479. LooksDangerous = 0
  2480. FireDelay = 2400
  2481. HideWhenEmpty = 0
  2482.  
  2483.  
  2484. /*
  2485. ** Katana
  2486. */
  2487.  
  2488. [Weapon1]
  2489.  
  2490. Name = "Katana"
  2491. NameId = 4001
  2492. DescriptionId = 4051
  2493. ClientWeaponType = 1
  2494. AniType = 2
  2495. Icon = "Interface\Photos\Weapons\Katana"
  2496. Pos = <0.065000, -0.780000, -0.060000>
  2497. MuzzlePos = <1.000000, 0.520000, 53.440907>
  2498. BreachOffset = <0.000000, 0.000000, 0.000000>
  2499. MinPerturb = 0
  2500. MaxPerturb = 10
  2501. Range = 128
  2502. Recoil = <0.000000, 0.000000, 0.000000>
  2503. VectorsPerRound = 1
  2504. PVModel = "Guns\Models_PV\Katana.ltb"
  2505. PVSkin0 = "Hands"
  2506. PVSkin1 = "Guns\Skins_PV\Katana.dtx"
  2507. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  2508. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2509. PVMuzzleFXName = ""
  2510. HHModel = "Guns\Models_HH\katana.ltb"
  2511. HHSkin0 = "Guns\Skins_PV\Katana.dtx"
  2512. HHModelScale = <1.000000, 1.000000, 1.000000>
  2513. HHMuzzleFXName = ""
  2514. PVAttachFXName0 = "SwordTrail"
  2515. SilencedFireSnd = ""
  2516. FireSnd = "KatanaFire"
  2517. SelectSnd = "Guns\Snd\Katana\select.wav"
  2518. DeselectSnd = "Guns\Snd\Katana\deselect.wav"
  2519. FireSndRadius = 1280
  2520. AIFireSndRadius = 128
  2521. EnvironmentMap = 0
  2522. InfiniteAmmo = 1
  2523. ShotsPerClip = 1
  2524. FireRecoilPitch = 0.000000
  2525. FireRecoilDecay = 0.000000
  2526. AmmoName0 = "Katana Slash"
  2527. AIWeaponType = 2
  2528. AIMinBurstInterval = 0.000000
  2529. AIMaxBurstInterval = 0.000000
  2530. AIMinBurstShots = 0
  2531. AIMaxBurstShots = 0
  2532. AIAnimatesReloads = 0
  2533. LooksDangerous = 1
  2534. FireDelay = 450
  2535. HideWhenEmpty = 0
  2536. HolsterAttachment = "BACK katana_holster"
  2537. CanBeDeflected = 1
  2538.  
  2539. /*
  2540. ** Tulwar
  2541. */
  2542.  
  2543. [Weapon2]
  2544.  
  2545. Name = "Tulwar"
  2546. NameId = 4002
  2547. DescriptionId = 4052
  2548. ClientWeaponType = 1
  2549. AniType = 2
  2550. Icon = "Interface\Photos\Weapons\Tulwar"
  2551. Pos = <0.000000, -1.000000, 0.300000>
  2552. MuzzlePos = <1.000000, 0.520000, 53.440907>
  2553. BreachOffset = <0.000000, 0.000000, 0.000000>
  2554. MinPerturb = 0
  2555. MaxPerturb = 10
  2556. Range = 128
  2557. Recoil = <0.000000, 0.000000, 0.000000>
  2558. VectorsPerRound = 1
  2559. PVModel = "Guns\Models_PV\Tulwar.ltb"
  2560. PVSkin0 = "Hands"
  2561. PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
  2562. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  2563. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2564. PVMuzzleFXName = ""
  2565. HHModel = "Guns\Models_HH\Tulwar.ltb"
  2566. HHSkin0 = "Guns\Skins_PV\Tulwar.dtx"
  2567. HHModelScale = <1.000000, 1.000000, 1.000000>
  2568. HHMuzzleFXName = ""
  2569. PVAttachFXName0 = "SwordTrail"
  2570. SilencedFireSnd = ""
  2571. FireSnd = "TulwarFire"
  2572. SelectSnd = "Guns\Snd\Tulwar\select.wav"
  2573. DeselectSnd = "Guns\Snd\Tulwar\deselect.wav"
  2574. FireSndRadius = 1280
  2575. AIFireSndRadius = 128
  2576. EnvironmentMap = 0
  2577. InfiniteAmmo = 1
  2578. ShotsPerClip = 1
  2579. FireRecoilPitch = 0.000000
  2580. FireRecoilDecay = 0.000000
  2581. AmmoName0 = "Tulwar Slash"
  2582. AIWeaponType = 2
  2583. AIMinBurstInterval = 0.000000
  2584. AIMaxBurstInterval = 0.000000
  2585. AIMinBurstShots = 0
  2586. AIMaxBurstShots = 0
  2587. AIAnimatesReloads = 1
  2588. LooksDangerous = 1
  2589. FireDelay = 300
  2590. HideWhenEmpty = 0
  2591. HolsterAttachment = "NOSE tulwar_holster"
  2592. CanBeDeflected = 1
  2593.  
  2594.  
  2595. /*
  2596. ** Shuriken
  2597. */
  2598.  
  2599. [Weapon3]
  2600.  
  2601. Name = "Shuriken"
  2602. NameId = 4003
  2603. DescriptionId = 4053
  2604. ClientWeaponType = 2
  2605. AniType = 9
  2606. Icon = "Interface\Photos\Weapons\Shuriken"
  2607. Pos = <0.525000, -0.422502, 0.175000>
  2608. MuzzlePos = <0.000000, 0.000000, 13.800000>
  2609. BreachOffset = <0.000000, 0.000000, 0.000000>
  2610. MinPerturb = 5
  2611. MaxPerturb = 50
  2612. Range = 100000
  2613. Recoil = <0.000000, 0.000000, 0.000000>
  2614. VectorsPerRound = 1
  2615. PVModel = "Guns\Models_PV\shuriken.ltb"
  2616. PVSkin0 = "Hands"
  2617. PVSkin1 = "Guns\Skins_PV\shuriken.dtx"
  2618. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  2619. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2620. PVMuzzleFXName = ""
  2621. HHModel = "Guns\models_hh\shuriken.ltb"
  2622. HHSkin0 = "Guns\Skins_PV\shuriken.dtx"
  2623. HHModelScale = <1.000000, 1.000000, 1.000000>
  2624. HHMuzzleFXName = ""
  2625. FireSnd = "Guns\Snd\Shuriken\fire.wav"
  2626. SelectSnd = "Guns\Snd\Shuriken\select.wav"
  2627. DeselectSnd = "Guns\Snd\Shuriken\deselect.wav"
  2628. FireSndRadius = 1280
  2629. AIFireSndRadius = 8
  2630. EnvironmentMap = 0
  2631. InfiniteAmmo = 0
  2632. ShotsPerClip = 3
  2633. FireRecoilPitch = 2.000000
  2634. FireRecoilDecay = 0.200000
  2635. AmmoName0 = "Reg Shuriken"
  2636. AIWeaponType = 1
  2637. AIMinBurstInterval = 0.000000
  2638. AIMaxBurstInterval = 0.000000
  2639. AIMinBurstShots = 0
  2640. AIMaxBurstShots = 0
  2641. AIAnimatesReloads = 0
  2642. LooksDangerous = 1
  2643. FireDelay = 90
  2644. HideWhenEmpty = 1
  2645. IsAmmo = 1
  2646. IsAmmoNoPickupId = 4032
  2647.  
  2648. /*
  2649. ** Grenade
  2650. */
  2651.  
  2652. [Weapon4]
  2653.  
  2654. Name = "Grenade"
  2655. NameId = 4004
  2656. DescriptionId = 4054
  2657. ClientWeaponType = 2
  2658. AniType = 3
  2659. Icon = "Interface\Photos\Weapons\Grenade"
  2660. Pos = <-0.190000, -0.549999, 0.135000>
  2661. MuzzlePos = <1.939999, -2.179999, 10.359921>
  2662. BreachOffset = <0.000000, 0.000000, 0.000000>
  2663. MinPerturb = 20
  2664. MaxPerturb = 50
  2665. Range = 100000
  2666. Recoil = <0.000000, 0.000000, 0.000000>
  2667. VectorsPerRound = 1
  2668. PVModel = "Guns\Models_PV\grenade.ltb"
  2669. PVSkin0 = "Hands"
  2670. PVSkin1 = "Guns\Skins_PV\grenade.dtx"
  2671. PVSkin2 = "TexFX\RenderStyles\shine3.dtx"
  2672. PVSkin3 = "TexFX\RenderStyles\clouds2.dtx"
  2673. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2674. PVMuzzleFXName = ""
  2675. HHModel = "Guns\Models_HH\grenade.ltb"
  2676. HHSkin0 = "Guns\Skins_pv\grenade.dtx"
  2677. HHModelScale = <1.000000, 1.000000, 1.000000>
  2678. HHMuzzleFXName = ""
  2679. SilencedFireSnd = ""
  2680. AltFireSnd = "Guns\Snd\grenade\altfire.wav"
  2681. FireSnd = ""
  2682. DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
  2683. ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
  2684. ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
  2685. ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
  2686. MiscSound1 = "Guns\Snd\grenade\fire.wav"
  2687. MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
  2688. SelectSnd = "Guns\Snd\grenade\select.wav"
  2689. DeselectSnd = "Guns\Snd\grenade\deselect.wav"
  2690. FireSndRadius = 1280
  2691. AIFireSndRadius = 128
  2692. EnvironmentMap = 0
  2693. InfiniteAmmo = 0
  2694. ShotsPerClip = 1
  2695. AmmoMultiplier = 1
  2696. FireRecoilPitch = 2.000000
  2697. FireRecoilDecay = 0.200000
  2698. AmmoName0 = "Timed Grenade"
  2699. AIWeaponType = 3
  2700. AIMinBurstInterval = 10.00000
  2701. AIMaxBurstInterval = 20.00000
  2702. AIMinBurstShots = 1
  2703. AIMaxBurstShots = 1
  2704. AIAnimatesReloads = 1
  2705. LooksDangerous = 1
  2706. FireDelay = 1100
  2707. HideWhenEmpty = 1
  2708. IsAmmo = 1
  2709. IsAmmoNoPickupId = 4033
  2710. HiddenPiece0 = "polySurface52"
  2711. HiddenPiece1 = "polySurface61"
  2712.  
  2713. /*
  2714. ** Angry Kitty
  2715. */
  2716.  
  2717. [Weapon5]
  2718.  
  2719. Name = "Angry Kitty"
  2720. NameId = 4005
  2721. DescriptionId = 4055
  2722. ClientWeaponType = 2
  2723. AniType = 7
  2724. Icon = "Interface\Photos\Weapons\Kitty"
  2725. Pos = <-0.160000, -1.239999, 0.700000>
  2726. MuzzlePos = <1.939999, -2.179999, 10.359921>
  2727. BreachOffset = <0.000000, 0.000000, 0.000000>
  2728. MinPerturb = 0
  2729. MaxPerturb = 10
  2730. Range = 100000
  2731. Recoil = <0.000000, 0.000000, 0.000000>
  2732. VectorsPerRound = 1
  2733. PVModel = "Guns\Models_PV\kitty.ltb"
  2734. PVSkin0 = "Hands"
  2735. PVSkin1 = "Guns\Skins_PV\kitty.dtx"
  2736. PVSkin2 = "Guns\Skins_PV\eye.dtx"
  2737. PVSkin3 = "TexFX\RenderStyles\shine2.dtx"
  2738. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2739. PVMuzzleFXName = ""
  2740. HHModel = "Guns\Models_HH\kitty.ltb"
  2741. HHSkin0 = "Guns\Skins_PV\kitty.dtx"
  2742. HHSkin1 = "Guns\Skins_PV\eye.dtx"
  2743. HHModelScale = <1.000000, 1.000000, 1.000000>
  2744. HHMuzzleFXName = ""
  2745. PVAttachFXName0 = "KittyL"
  2746. PVAttachFXName1 = "KittyR"
  2747. SilencedFireSnd = ""
  2748. AltFireSnd = ""
  2749. FireSnd = ""
  2750. DryFireSnd = ""
  2751. ReloadSnd1 = ""
  2752. MiscSound1 = "Guns\Snd\kitty\fire.wav"
  2753. MiscSound2 = "Guns\Snd\kitty\idle_1.wav"
  2754. MiscSound3 = "Guns\Snd\kitty\idle_2.wav"
  2755. SelectSnd = "Guns\Snd\kitty\select.wav"
  2756. DeselectSnd = "Guns\Snd\kitty\deselect.wav"
  2757. FireSndRadius = 1280
  2758. AIFireSndRadius = 128
  2759. EnvironmentMap = 0
  2760. InfiniteAmmo = 0
  2761. ShotsPerClip = 1
  2762. AmmoMultiplier = 1
  2763. FireRecoilPitch = 2.000000
  2764. FireRecoilDecay = 0.200000
  2765. AmmoName0 = "Angry Kitty"
  2766. AIWeaponType = 0
  2767. AIMinBurstInterval = 0.500000
  2768. AIMaxBurstInterval = 1.500000
  2769. AIMinBurstShots = 1
  2770. AIMaxBurstShots = 5
  2771. AIAnimatesReloads = 1
  2772. LooksDangerous = 0
  2773. FireDelay = 2400
  2774. HideWhenEmpty = 1
  2775. IsAmmo = 1
  2776. IsAmmoNoPickupId = 4034
  2777.  
  2778. /*
  2779. ** Beretta
  2780. */
  2781.  
  2782. [Weapon6]
  2783.  
  2784. Name = "Beretta"
  2785. NameId = 4006
  2786. DescriptionId = 4056
  2787. ClientWeaponType = 1
  2788. AniType = 1
  2789. Icon = "Interface\Photos\Weapons\Beretta"
  2790. Pos = <-0.572500, 0.062500, -0.220000>
  2791. MuzzlePos = <1.434990, -1.515000, 8.474898>
  2792. BreachOffset = <0.050000, 0.000000, -1.580012>
  2793. MinPerturb = 20
  2794. MaxPerturb = 50
  2795. Range = 100000
  2796. Recoil = <0.000000, 0.000000, 0.000000>
  2797. VectorsPerRound = 1
  2798. PVModel = "Guns\Models_PV\beretta.ltb"
  2799. PVSkin0 = "Hands"
  2800. PVSkin1 = "Guns\Skins_PV\beretta.dtx"
  2801. PVSkin2 = "TexFX\RenderStyles\shinyspot.dtx"
  2802. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2803. PVMuzzleFXName = "Beretta_PV_Muzz"
  2804. HHModel = "Guns\Models_HH\beretta.ltb"
  2805. HHSkin0 = "Guns\Skins_pv\beretta.dtx"
  2806. HHModelScale = <1.000000, 1.000000, 1.000000>
  2807. HHMuzzleFXName = ""
  2808. SilencedFireSnd = "Guns\Snd\beretta\silenced.wav"
  2809. AltFireSnd = "Guns\Snd\beretta\altfire.wav"
  2810. FireSnd = "Guns\Snd\beretta\fire.wav"
  2811. DryFireSnd = "Guns\Snd\beretta\dryfire.wav"
  2812. ReloadSnd1 = "Guns\Snd\beretta\reload1.wav"
  2813. ReloadSnd2 = "Guns\Snd\beretta\reload2.wav"
  2814. ReloadSnd3 = "Guns\Snd\beretta\reload3.wav"
  2815. SelectSnd = "Guns\Snd\beretta\select.wav"
  2816. DeselectSnd = "Guns\Snd\beretta\deselect.wav"
  2817. FireSndRadius = 3000
  2818. AIFireSndRadius = 2000
  2819. EnvironmentMap = 0
  2820. InfiniteAmmo = 0
  2821. ShotsPerClip = 9
  2822. FireRecoilPitch = 2.000000
  2823. FireRecoilDecay = 0.200000
  2824. ModName0 = "Beretta Silencer"
  2825. AmmoName0 = ".32 fmj"
  2826. AmmoName1 = ".32 cyanide"
  2827. AIWeaponType = 1
  2828. AIMinBurstInterval = 0.500000
  2829. AIMaxBurstInterval = 1.500000
  2830. AIMinBurstShots = 1
  2831. AIMaxBurstShots = 5
  2832. AIAnimatesReloads = 1
  2833. LooksDangerous = 1
  2834. FireDelay = 200
  2835. HideWhenEmpty = 0
  2836.  
  2837.  
  2838. /*
  2839. ** Launcher
  2840. */
  2841.  
  2842. [Weapon7]
  2843.  
  2844. Name = "Utility Launcher"
  2845. NameId = 4007
  2846. DescriptionId = 4057
  2847. ClientWeaponType = 1
  2848. AniType = 1
  2849. Icon = "Interface\Photos\Weapons\Launcher"
  2850. Pos = <-0.690000, -0.375000, -0.220000>
  2851. MuzzlePos = <0.834992, 0.657498, 13.059983>
  2852. BreachOffset = <0.000000, 0.000000, 0.000000>
  2853. MinPerturb = 5
  2854. MaxPerturb = 50
  2855. Range = 100000
  2856. Recoil = <0.000000, 0.000000, 0.000000>
  2857. VectorsPerRound = 1
  2858. PVModel = "Guns\Models_PV\launcher.ltb"
  2859. PVSkin0 = "Hands"
  2860. PVSkin1 = "Guns\Skins_PV\launcher.dtx"
  2861. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  2862. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2863. PVMuzzleFXName = ""
  2864. HHModel = "Guns\Models_HH\launcher.ltb"
  2865. HHSkin0 = "Guns\Skins_pv\launcher.dtx"
  2866. HHModelScale = <1.000000, 1.000000, 1.000000>
  2867. HHMuzzleFXName = ""
  2868. SilencedFireSnd = ""
  2869. AltFireSnd = "Guns\Snd\UtilityLauncher\altfire.wav"
  2870. FireSnd = "Guns\Snd\UtilityLauncher\fire.wav"
  2871. DryFireSnd = "Guns\Snd\UtilityLauncher\dryfire.wav"
  2872. ReloadSnd1 = "Guns\Snd\UtilityLauncher\reload1.wav"
  2873. ReloadSnd2 = "Guns\Snd\UtilityLauncher\reload2.wav"
  2874. SelectSnd = "Guns\Snd\UtilityLauncher\select.wav"
  2875. DeselectSnd = "Guns\Snd\UtilityLauncher\deselect.wav"
  2876. FireSndRadius = 3000
  2877. AIFireSndRadius = 0
  2878. EnvironmentMap = 0
  2879. InfiniteAmmo = 0
  2880. ShotsPerClip = 1
  2881. FireRecoilPitch = 2.000000
  2882. FireRecoilDecay = 0.200000
  2883. ModName0 = "Launcher Scope"
  2884. AmmoName0 = "Tracking Device"
  2885. AmmoName1 = "Tranquilizer"
  2886. AmmoName2 = "Cam Disabler"
  2887. AmmoName3 = "Glue Bomb"
  2888. AmmoName4 = "Electrical"
  2889. AmmoName5 = "Serum"
  2890. AIWeaponType = 0
  2891. AIMinBurstInterval = 0.500000
  2892. AIMaxBurstInterval = 1.500000
  2893. AIMinBurstShots = 1
  2894. AIMaxBurstShots = 5
  2895. AIAnimatesReloads = 1
  2896. LooksDangerous = 1
  2897. FireDelay = 2000
  2898. HideWhenEmpty = 0
  2899.  
  2900.  
  2901. /*
  2902. ** Shotgun
  2903. */
  2904.  
  2905. [Weapon8]
  2906.  
  2907. Name = "Shotgun"
  2908. NameId = 4008
  2909. DescriptionId = 4058
  2910. ClientWeaponType = 1
  2911. AniType = 0
  2912. Icon = "Interface\Photos\Weapons\Shotgun"
  2913. Pos = <-0.075000, -0.632500, 0.930000>
  2914. MuzzlePos = <0.750000, -0.657496, 4.954798>
  2915. BreachOffset = <0.140000, 0.000000, -2.735015>
  2916. MinPerturb = 35
  2917. MaxPerturb = 100
  2918. Range = 100000
  2919. Recoil = <0.000000, 0.000000, 0.000000>
  2920. VectorsPerRound = 5
  2921. PVModel = "Guns\Models_PV\shotgun.ltb"
  2922. PVSkin0 = "Hands"
  2923. PVSkin1 = "Guns\Skins_PV\shotgun.dtx"
  2924. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  2925. PVRenderStyle0 = "RS\pv_envmap.ltb"
  2926. PVMuzzleFXName = "Shotgun_PV_Muzz"
  2927. HHModel = "Guns\Models_HH\shotgun.ltb"
  2928. HHSkin0 = "Guns\skins_pv\shotgun.dtx"
  2929. HHModelScale = <1.000000, 1.000000, 1.000000>
  2930. HHMuzzleFXName = ""
  2931. SilencedFireSnd = ""
  2932. AltFireSnd = "Guns\Snd\shotgun\altfire.wav"
  2933. FireSnd = "Guns\Snd\shotgun\fire.wav"
  2934. DryFireSnd = "Guns\Snd\shotgun\dryfire.wav"
  2935. ReloadSnd1 = "Guns\Snd\shotgun\reload1.wav"
  2936. ReloadSnd2 = "Guns\Snd\shotgun\reload2.wav"
  2937. SelectSnd = "Guns\Snd\shotgun\select.wav"
  2938. DeselectSnd = "Guns\Snd\shotgun\deselect.wav"
  2939. FireSndRadius = 3000
  2940. AIFireSndRadius = 2000
  2941. EnvironmentMap = 0
  2942. InfiniteAmmo = 0
  2943. ShotsPerClip = 8
  2944. AmmoMultiplier = 1
  2945. FireRecoilPitch = 2.000000
  2946. FireRecoilDecay = 0.200000
  2947. AmmoName0 = "12-ga shot"
  2948. AmmoName1 = "12-ga explosive"
  2949. AIWeaponType = 1
  2950. AIMinBurstInterval = 0.500000
  2951. AIMaxBurstInterval = 1.500000
  2952. AIMinBurstShots = 1
  2953. AIMaxBurstShots = 5
  2954. AIAnimatesReloads = 1
  2955. LooksDangerous = 1
  2956. FireDelay = 450
  2957. HideWhenEmpty = 0
  2958.  
  2959.  
  2960. /*
  2961. ** Sterling
  2962. */
  2963.  
  2964. [Weapon9]
  2965.  
  2966. Name = "Sterling"
  2967. NameId = 4009
  2968. DescriptionId = 4059
  2969. ClientWeaponType = 1
  2970. AniType = 0
  2971. Icon = "Interface\Photos\Weapons\Sterling"
  2972. Pos = <-0.225000, 0.147500, 0.040000>
  2973. MuzzlePos = <1.120000, -2.179999, 7.979867>
  2974. BreachOffset = <1.084999, -1.975021, -3.767539>
  2975. MinPerturb = 30
  2976. MaxPerturb = 60
  2977. Range = 100000
  2978. Recoil = <0.000000, 0.000000, 0.000000>
  2979. VectorsPerRound = 1
  2980. PVModel = "Guns\Models_PV\sterling.ltb"
  2981. PVSkin0 = "Hands"
  2982. PVSkin1 = "Guns\Skins_PV\sterling.dtx"
  2983. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  2984. PVRenderStyle0 = "RS\pv_envmap_alpharef250.ltb"
  2985. PVRenderStyle1 = "RS\default.ltb"
  2986. PVMuzzleFXName = "Sterling_PV_Muzz"
  2987. HHModel = "Guns\Models_HH\sterling.ltb"
  2988. HHSkin0 = "Guns\skins_pv\sterling.dtx"
  2989. HHModelScale = <1.000000, 1.000000, 1.000000>
  2990. HHMuzzleFXName = "Sterling_HH_Muzz"
  2991. SilencedFireSnd = "Guns\Snd\Sterling\silenced.wav"
  2992. AltFireSnd = "Guns\Snd\Sterling\altfire.wav"
  2993. FireSnd = ""
  2994. DryFireSnd = "Guns\Snd\Sterling\dryfire.wav"
  2995. ReloadSnd1 = "Guns\Snd\Sterling\reload1.wav"
  2996. ReloadSnd2 = "Guns\Snd\Sterling\reload2.wav"
  2997. ReloadSnd3 = "Guns\Snd\Sterling\reload3.wav"
  2998. MiscSound1 = "Guns\Snd\Sterling\fire.wav"
  2999. MiscSound2 = "Guns\Snd\Sterling\fireloop.wav"
  3000. SelectSnd = "Guns\Snd\Sterling\select.wav"
  3001. DeselectSnd = "Guns\Snd\Sterling\deselect.wav"
  3002. FireSndRadius = 3000
  3003. AIFireSndRadius = 2000
  3004. EnvironmentMap = 0
  3005. InfiniteAmmo = 0
  3006. ShotsPerClip = 30
  3007. FireRecoilPitch = 2.000000
  3008. FireRecoilDecay = 0.200000
  3009. ModName0 = ""
  3010. AmmoName0 = "9mm fmj"
  3011. AIWeaponType = 1
  3012. AIMinBurstInterval = 0.500000
  3013. AIMaxBurstInterval = 1.500000
  3014. AIMinBurstShots = 3
  3015. AIMaxBurstShots = 9
  3016. AIAnimatesReloads = 1
  3017. LooksDangerous = 1
  3018. FireDelay = 90
  3019. HideWhenEmpty = 0
  3020.  
  3021. HolsterAttachment = "BACK sterling_holster"
  3022.  
  3023.  
  3024. /*
  3025. ** TommyGun
  3026. */
  3027.  
  3028. [Weapon10]
  3029.  
  3030. Name = "Tommygun"
  3031. NameId = 4010
  3032. DescriptionId = 4060
  3033. ClientWeaponType = 1
  3034. AniType = 0
  3035. Icon = "Interface\Photos\Weapons\TommyGun"
  3036. Pos = <0.000000, 0.305000, -0.540000>
  3037. MuzzlePos = <0.445000, -1.772487, 8.484879>
  3038. BreachOffset = <0.480000, -1.362507, -6.345098>
  3039. MinPerturb = 30
  3040. MaxPerturb = 60
  3041. Range = 100000
  3042. Recoil = <0.000000, 0.000000, 0.000000>
  3043. VectorsPerRound = 1
  3044. PVModel = "Guns\Models_PV\tommygun.ltb"
  3045. PVSkin0 = "Hands"
  3046. PVSkin1 = "Guns\Skins_PV\tommygun.dtx"
  3047. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  3048. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3049. PVMuzzleFXName = "Tommygun_PV_Muzz"
  3050. HHModel = "Guns\Models_HH\tommygun.ltb"
  3051. HHSkin0 = "Guns\Skins_PV\tommygun.dtx"
  3052. HHModelScale = <1.000000, 1.000000, 1.000000>
  3053. HHMuzzleFXName = "Tommygun_HH_Muzz"
  3054. SilencedFireSnd = ""
  3055. AltFireSnd = "Guns\Snd\Tommygun\altfire.wav"
  3056. FireSnd = ""
  3057. DryFireSnd = "Guns\Snd\Tommygun\dryfire.wav"
  3058. ReloadSnd1 = "Guns\Snd\Tommygun\reload1.wav"
  3059. ReloadSnd2 = "Guns\Snd\Tommygun\reload2.wav"
  3060. ReloadSnd3 = "Guns\Snd\Tommygun\reload3.wav"
  3061. MiscSound1 = "Guns\Snd\Tommygun\fire.wav"
  3062. MiscSound2 = "Guns\Snd\Tommygun\fireloop.wav"
  3063. SelectSnd = "Guns\Snd\Tommygun\select.wav"
  3064. DeselectSnd = "Guns\Snd\Tommygun\deselect.wav"
  3065. FireSndRadius = 3000
  3066. AIFireSndRadius = 2000
  3067. EnvironmentMap = 0
  3068. InfiniteAmmo = 0
  3069. ShotsPerClip = 50
  3070. FireRecoilPitch = 2.000000
  3071. FireRecoilDecay = 0.200000
  3072. AmmoName0 = ".45 fmj"
  3073. AIWeaponType = 1
  3074. AIMinBurstInterval = 0.500000
  3075. AIMaxBurstInterval = 1.500000
  3076. AIMinBurstShots = 3
  3077. AIMaxBurstShots = 9
  3078. AIAnimatesReloads = 1
  3079. LooksDangerous = 1
  3080. FireDelay = 90
  3081. HideWhenEmpty = 0
  3082. HolsterAttachment = "BACK tommygun_holster"
  3083.  
  3084.  
  3085. /*
  3086. ** AK-47
  3087. */
  3088.  
  3089. [Weapon11]
  3090.  
  3091. Name = "AK-47"
  3092. NameId = 4011
  3093. DescriptionId = 4061
  3094. ClientWeaponType = 1
  3095. AniType = 0
  3096. Icon = "Interface\Photos\Weapons\AK47"
  3097. Pos = <0.075000, -0.542500, 0.775000>
  3098. MuzzlePos = <0.535000, -1.290000, 7.309852>
  3099. BreachOffset = <0.799999, -1.310013, -4.320051>
  3100. MinPerturb = 30
  3101. MaxPerturb = 60
  3102. Range = 100000
  3103. Recoil = <0.000000, 0.000000, 0.000000>
  3104. VectorsPerRound = 1
  3105. PVModel = "Guns\Models_PV\ak47.ltb"
  3106. PVSkin0 = "Hands"
  3107. PVSkin1 = "Guns\Skins_PV\ak47.dtx"
  3108. PVSkin2 = "TexFX\RenderStyles\chrome.dtx"
  3109. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3110. PVMuzzleFXName = "AK-47_PV_Muzz"
  3111. HHModel = "Guns\Models_HH\ak47.ltb"
  3112. HHSkin0 = "Guns\Skins_PV\ak47.dtx"
  3113. //HHRenderStyle0 = "RS\default.ltb"
  3114. HHModelScale = <1.000000, 1.000000, 1.000000>
  3115. HHMuzzleFXName = "AK-47_HH_Muzz"
  3116. SilencedFireSnd = ""
  3117. AltFireSnd = "Guns\Snd\ak47\altfire.wav"
  3118. FireSnd = ""
  3119. DryFireSnd = "Guns\Snd\ak47\dryfire.wav"
  3120. ReloadSnd1 = "Guns\Snd\ak47\reload1.wav"
  3121. ReloadSnd2 = "Guns\Snd\ak47\reload2.wav"
  3122. MiscSound1 = "Guns\Snd\ak47\fire.wav"
  3123. MiscSound2 = "Guns\Snd\ak47\fireloop.wav"
  3124. SelectSnd = "Guns\Snd\ak47\select.wav"
  3125. DeselectSnd = "Guns\Snd\ak47\deselect.wav"
  3126. FireSndRadius = 3000
  3127. AIFireSndRadius = 2000
  3128. EnvironmentMap = 0
  3129. InfiniteAmmo = 0
  3130. ShotsPerClip = 30
  3131. AmmoMultiplier = 1
  3132. FireRecoilPitch = 2.000000
  3133. FireRecoilDecay = 0.200000
  3134. ModName0 = ""
  3135. AmmoName0 = "7.62x39 fmj"
  3136. AmmoName1 = "7.62x39 phos"
  3137. AIWeaponType = 1
  3138. AIMinBurstInterval = 0.500000
  3139. AIMaxBurstInterval = 1.500000
  3140. AIMinBurstShots = 3
  3141. AIMaxBurstShots = 6
  3142. AIAnimatesReloads = 1
  3143. LooksDangerous = 1
  3144. FireDelay = 90
  3145. HideWhenEmpty = 0
  3146. HolsterAttachment = "BACK AK47_holster"
  3147.  
  3148. /*
  3149. ** Sniper Rifle
  3150. */
  3151.  
  3152. [Weapon12]
  3153.  
  3154. Name = "Sniper Rifle"
  3155. NameId = 4012
  3156. DescriptionId = 4062
  3157. ClientWeaponType = 1
  3158. AniType = 0
  3159. Icon = "Interface\Photos\Weapons\Sniper"
  3160. Pos = <0.080000, -0.602500, 0.665000>
  3161. MuzzlePos = <0.395000, -0.794996, 4.859796>
  3162. BreachOffset = <-0.045000, 1.202480, -3.765039>
  3163. MinPerturb = 5
  3164. MaxPerturb = 60
  3165. Range = 100000
  3166. Recoil = <0.000000, 0.000000, 0.000000>
  3167. VectorsPerRound = 1
  3168. PVModel = "Guns\Models_PV\sniper.ltb"
  3169. PVSkin0 = "Hands"
  3170. PVSkin1 = "Guns\Skins_PV\sniper.dtx"
  3171. PVSkin2 = "TexFX\RenderStyles\clouds.dtx"
  3172. PVSkin3 = "Guns\Skins_PV\lens2.dtx"
  3173. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3174. PVRenderStyle1 = "RS\pv_glass.ltb"
  3175. PVMuzzleFXName = "Basic_PV_Muzz"
  3176. HHModel = "Guns\Models_HH\sniper.ltb"
  3177. HHSkin0 = "Guns\skins_pv\sniper.dtx"
  3178. HHModelScale = <1.000000, 1.000000, 1.000000>
  3179. HHMuzzleFXName = "Sniper_HH_Muzz"
  3180. SilencedFireSnd = "Guns\Snd\sniper\silenced.wav"
  3181. AltFireSnd = "Guns\Snd\sniper\altfire.wav"
  3182. FireSnd = "Guns\Snd\sniper\fire.wav"
  3183. DryFireSnd = "Guns\Snd\sniper\dryfire.wav"
  3184. ReloadSnd1 = "Guns\Snd\sniper\reload1.wav"
  3185. ReloadSnd2 = "Guns\Snd\sniper\reload2.wav"
  3186. SelectSnd = "Guns\Snd\sniper\select.wav"
  3187. DeselectSnd = "Guns\Snd\sniper\deselect.wav"
  3188. FireSndRadius = 3000
  3189. AIFireSndRadius = 2000
  3190. EnvironmentMap = 0
  3191. InfiniteAmmo = 0
  3192. ShotsPerClip = 5
  3193. AmmoMultiplier = 1
  3194. FireRecoilPitch = 2.000000
  3195. FireRecoilDecay = 0.200000
  3196. ModName0 = "Sniper Scope"
  3197. ModName1 = "Sniper Silencer"
  3198. AmmoName0 = ".308 fmj"
  3199. AIWeaponType = 1
  3200. AIMinBurstInterval = 2.000000
  3201. AIMaxBurstInterval = 4.000000
  3202. AIMinBurstShots = 1
  3203. AIMaxBurstShots = 1
  3204. AIAnimatesReloads = 1
  3205. LooksDangerous = 1
  3206. FireDelay = 1400
  3207. HideWhenEmpty = 0
  3208.  
  3209.  
  3210. /*
  3211. ** Crossbow
  3212. */
  3213.  
  3214. [Weapon13]
  3215.  
  3216. Name = "Crossbow"
  3217. NameId = 4013
  3218. DescriptionId = 4063
  3219. ClientWeaponType = 2
  3220. AniType = 0
  3221. Icon = "Interface\Photos\Weapons\Crossbow"
  3222. Pos = <0.375000, -0.660000, 0.500000>
  3223. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3224. BreachOffset = <0.000000, 0.000000, 0.000000>
  3225. MinPerturb = 5
  3226. MaxPerturb = 60
  3227. Range = 100000
  3228. Recoil = <0.000000, 0.000000, 0.000000>
  3229. VectorsPerRound = 1
  3230. PVModel = "Guns\Models_PV\crossbow.ltb"
  3231. PVSkin0 = "Hands"
  3232. PVSkin1 = "Guns\Skins_PV\crossbow.dtx"
  3233. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  3234. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3235. PVMuzzleFXName = ""
  3236. HHModel = "Guns\Models_HH\crossbow.ltb"
  3237. HHSkin0 = "Guns\Skins_PV\crossbow.dtx"
  3238. HHModelScale = <1.000000, 1.000000, 1.000000>
  3239. HHMuzzleFXName = ""
  3240. SilencedFireSnd = ""
  3241. AltFireSnd = "Guns\Snd\Crossbow\altfire.wav"
  3242. FireSnd = "Guns\Snd\Crossbow\fire.wav"
  3243. DryFireSnd = "Guns\Snd\Crossbow\dryfire.wav"
  3244. ReloadSnd1 = "Guns\Snd\Crossbow\reload1.wav"
  3245. SelectSnd = "Guns\Snd\Crossbow\select.wav"
  3246. DeselectSnd = "Guns\Snd\Crossbow\deselect.wav"
  3247. FireSndRadius = 1280
  3248. AIFireSndRadius = 128
  3249. EnvironmentMap = 0
  3250. InfiniteAmmo = 0
  3251. ShotsPerClip = 1
  3252. FireRecoilPitch = 2.000000
  3253. FireRecoilDecay = 0.200000
  3254. ModName0 = "Crossbow Scope"
  3255. AmmoName0 = "Bolt"
  3256. AmmoName1 = "Fire Bolt"
  3257. AmmoName2 = "Poison Bolt"
  3258. AmmoName3 = "Explosive Bolt"
  3259. AIWeaponType = 1
  3260. AIMinBurstInterval = 0.500000
  3261. AIMaxBurstInterval = 1.500000
  3262. AIMinBurstShots = 1
  3263. AIMaxBurstShots = 5
  3264. AIAnimatesReloads = 1
  3265. LooksDangerous = 1
  3266. FireDelay = 1800
  3267. HideWhenEmpty = 1
  3268. HiddenPiece0 = "polySurface94"
  3269.  
  3270.  
  3271. /*
  3272. ** Purse micromissile launcher
  3273. */
  3274.  
  3275. [Weapon14]
  3276.  
  3277. Name = "Purse"
  3278. NameId = 4014
  3279. DescriptionId = 4064
  3280. ClientWeaponType = 2
  3281. AniType = 0
  3282. Icon = "Interface\Photos\Weapons\Purse"
  3283. Pos = <-0.040000, -1.415005, -0.795000>
  3284. MuzzlePos = <1.939999, -2.179999, 10.359921>
  3285. BreachOffset = <0.000000, 0.000000, 0.000000>
  3286. MinPerturb = 30
  3287. MaxPerturb = 60
  3288. Range = 100000
  3289. Recoil = <0.000000, 0.000000, 0.000000>
  3290. VectorsPerRound = 1
  3291. PVModel = "Guns\Models_PV\purse.ltb"
  3292. PVSkin0 = "Hands"
  3293. PVSkin1 = "Guns\Skins_PV\purse.dtx"
  3294. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  3295. PVSkin3 = "Guns\Skins_PV\rocketlens.dtx"
  3296. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3297. PVRenderStyle1 = "RS\pv_glass.ltb"
  3298. PVMuzzleFXName = "Basic_PV_Muzz"
  3299. PVAttachFXName0 = "purseblue"
  3300. PVAttachFXName1 = "pursered"
  3301. HHModel = "Guns\Models_HH\purse.ltb"
  3302. HHSkin0 = "Guns\skins_pv\purse.dtx"
  3303. HHModelScale = <1.000000, 1.000000, 1.000000>
  3304. HHMuzzleFXName = ""
  3305. SilencedFireSnd = ""
  3306. AltFireSnd = ""
  3307. FireSnd = ""
  3308. DryFireSnd = "Guns\Snd\purse\dryfire.wav"
  3309. ReloadSnd1 = "Guns\Snd\purse\reload1.wav"
  3310. MiscSound1 = "Guns\Snd\purse\fire.wav"
  3311. SelectSnd = "Guns\Snd\purse\select.wav"
  3312. DeselectSnd = "Guns\Snd\purse\deselect.wav"
  3313. FireSndRadius = 3000
  3314. AIFireSndRadius = 2000
  3315. EnvironmentMap = 0
  3316. InfiniteAmmo = 0
  3317. ShotsPerClip = 1
  3318. AmmoMultiplier = 1
  3319. FireRecoilPitch = 2.000000
  3320. FireRecoilDecay = 0.200000
  3321. AmmoName0 = "Micromissile"
  3322. AIWeaponType = 0
  3323. AIMinBurstInterval = 0.500000
  3324. AIMaxBurstInterval = 1.500000
  3325. AIMinBurstShots = 1
  3326. AIMaxBurstShots = 5
  3327. AIAnimatesReloads = 1
  3328. LooksDangerous = 0
  3329. FireDelay = 1000
  3330. HideWhenEmpty = 0
  3331.  
  3332.  
  3333. /*
  3334. ** Camera
  3335. */
  3336.  
  3337. [Weapon15]
  3338.  
  3339. Name = "Camera"
  3340. NameId = 4015
  3341. DescriptionId = 4065
  3342. ClientWeaponType = 1
  3343. AniType = 8
  3344. Icon = "Interface\Photos\Weapons\Camera"
  3345. Pos = <0.120000, -0.940002, 0.820000>
  3346. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3347. BreachOffset = <0.000000, 0.000000, 0.000000>
  3348. MinPerturb = 0
  3349. MaxPerturb = 10
  3350. Range = 100000
  3351. Recoil = <0.000000, 0.000000, 0.000000>
  3352. VectorsPerRound = 1
  3353. PVModel = "Guns\Models_PV\camera.ltb"
  3354. PVSkin0 = "Hands"
  3355. PVSkin1 = "Guns\Skins_PV\camera.dtx"
  3356. PVSkin2 = "TexFX\RenderStyles\chrome.dtx"
  3357. PVSkin3 = "Guns\Skins_PV\camlens.dtx"
  3358. PVSkin4 = "TexFX\RenderStyles\clouds2.dtx"
  3359. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3360. PVRenderStyle1 = "RS\pv_glass.ltb"
  3361. PVMuzzleFXName = ""
  3362. PVAttachFXName0 = "cameralight"
  3363. HHModel = "Guns\Models_HH\camera.ltb"
  3364. HHSkin0 = "Guns\skins_pv\camera.dtx"
  3365. HHModelScale = <1.000000, 1.000000, 1.000000>
  3366. HHMuzzleFXName = ""
  3367. SilencedFireSnd = ""
  3368. AltFireSnd = "Guns\Snd\Camera\altfire.wav"
  3369. FireSnd = "Guns\Snd\Camera\fire.wav"
  3370. DryFireSnd = "Guns\Snd\Camera\dryfire.wav"
  3371. ReloadSnd1 = "Guns\Snd\Camera\reload.wav"
  3372. SelectSnd = "Guns\Snd\Camera\select.wav"
  3373. DeselectSnd = "Guns\Snd\Camera\deselect.wav"
  3374. FireSndRadius = 1280
  3375. AIFireSndRadius = 128
  3376. EnvironmentMap = 0
  3377. InfiniteAmmo = 1
  3378. ShotsPerClip = 1
  3379. AmmoMultiplier = 1
  3380. FireRecoilPitch = 0.000000
  3381. FireRecoilDecay = 0.000000
  3382. AmmoName0 = "Camera"
  3383. ModName0 = "Camera Scope"
  3384. AIWeaponType = 0
  3385. AIMinBurstInterval = 0.500000
  3386. AIMaxBurstInterval = 1.500000
  3387. AIMinBurstShots = 1
  3388. AIMaxBurstShots = 5
  3389. AIAnimatesReloads = 1
  3390. LooksDangerous = 0
  3391. FireDelay = 1100
  3392. HideWhenEmpty = 0
  3393.  
  3394.  
  3395. /*
  3396. ** Timebomb
  3397. */
  3398.  
  3399. [Weapon16]
  3400.  
  3401. Name = "Timebomb"
  3402. NameId = 4016
  3403. DescriptionId = 4066
  3404. ClientWeaponType = 1
  3405. AniType = 7
  3406. Icon = "Interface\Photos\Weapons\TimeBomb"
  3407. Pos = <0.100000, -1.475002, 0.160000>
  3408. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3409. BreachOffset = <0.000000, 0.000000, 0.000000>
  3410. MinPerturb = 0
  3411. MaxPerturb = 10
  3412. Range = 100
  3413. Recoil = <0.000000, 0.000000, 0.000000>
  3414. VectorsPerRound = 1
  3415. PVModel = "Guns\Models_PV\timebomb.ltb"
  3416. PVSkin0 = "Hands"
  3417. PVSkin1 = "Guns\Skins_PV\timebomb.dtx"
  3418. PVSkin2 = "TexFX\RenderStyles\clouds.dtx"
  3419. PVSkin3 = "Guns\Skins_PV\bomblens.dtx"
  3420. PVSkin4 = "TexFX\RenderStyles\clouds.dtx"
  3421. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3422. PVRenderStyle1 = "RS\pv_glass.ltb"
  3423. PVMuzzleFXName = ""
  3424. PVAttachFXName0 = "TimebombGreen"
  3425. PVAttachFXName1 = "TimebombRed"
  3426. PVAttachFXName2 = "TimebombYellow1"
  3427. PVAttachFXName3 = "TimebombYellow2"
  3428. PVAttachFXName4 = "TimebombYellow3"
  3429. HHModel = "Guns\Models_HH\timebomb.ltb"
  3430. HHSkin0 = "Guns\skins_pv\timebomb.dtx"
  3431. HHModelScale = <1.000000, 1.000000, 1.000000>
  3432. HHMuzzleFXName = ""
  3433. SilencedFireSnd = ""
  3434. AltFireSnd = "Guns\Snd\timebomb\altfire.wav"
  3435. FireSnd = "Guns\Snd\timebomb\stick.wav"
  3436. DryFireSnd = "Guns\Snd\timebomb\dryfire.wav"
  3437. ReloadSnd1 = "Guns\Snd\timebomb\fire.wav"
  3438. SelectSnd = "Guns\Snd\timebomb\select.wav"
  3439. DeselectSnd = "Guns\Snd\timebomb\deselect.wav"
  3440. FireSndRadius = 1280
  3441. AIFireSndRadius = 8
  3442. EnvironmentMap = 0
  3443. InfiniteAmmo = 0
  3444. ShotsPerClip = 1
  3445. FireRecoilPitch = 2.000000
  3446. FireRecoilDecay = 0.200000
  3447. AmmoName0 = "Time Bomb"
  3448. AIWeaponType = 0
  3449. AIMinBurstInterval = 0.500000
  3450. AIMaxBurstInterval = 1.500000
  3451. AIMinBurstShots = 1
  3452. AIMaxBurstShots = 5
  3453. AIAnimatesReloads = 1
  3454. LooksDangerous = 1
  3455. FireDelay = 4000
  3456. HideWhenEmpty = 1
  3457. IsAmmo = 1
  3458. IsAmmoNoPickupId = 4035
  3459. HiddenPiece0 = "pCylinder19"
  3460. HiddenPiece1 = "polySurface32"
  3461. HiddenPiece2 = "pCylinder20"
  3462. HiddenPiece3 = "polySurface34"
  3463.  
  3464. /*
  3465. ** Compact Codebreaker
  3466. */
  3467.  
  3468. [Weapon17]
  3469.  
  3470. Name = "Compact Codebreaker"
  3471. NameId = 4017
  3472. DescriptionId = 4067
  3473. ClientWeaponType = 1
  3474. AniType = 8
  3475. Icon = "Interface\Photos\Weapons\Compact"
  3476. Pos = <-0.300000, -1.375002, 0.125000>
  3477. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3478. BreachOffset = <0.000000, 0.000000, 0.000000>
  3479. MinPerturb = 0
  3480. MaxPerturb = 10
  3481. Range = 100
  3482. Recoil = <0.000000, 0.000000, 0.000000>
  3483. VectorsPerRound = 1
  3484. PVModel = "Guns\Models_PV\codebreaker.ltb"
  3485. PVSkin0 = "Hands"
  3486. PVSkin1 = "Guns\Skins_PV\codebreaker.dtx"
  3487. PVSkin2 = "TexFX\RenderStyles\gold.dtx"
  3488. PVSkin3 = "TexFX\RenderStyles\mirror.dtx"
  3489. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3490. PVMuzzleFXName = ""
  3491. HHModel = "Guns\Models_HH\codebreaker.ltb"
  3492. HHSkin0 = "Guns\skins_pv\codebreaker.dtx"
  3493. HHModelScale = <1.000000, 1.000000, 1.000000>
  3494. HHMuzzleFXName = ""
  3495. SilencedFireSnd = ""
  3496. AltFireSnd = "Guns\Snd\Codebreaker\altfire.wav"
  3497. FireSnd = ""
  3498. DryFireSnd = "Guns\Snd\Codebreaker\dryfire.wav"
  3499. ReloadSnd1 = "Guns\Snd\Codebreaker\reload1.wav"
  3500. MiscSound1 = "Guns\Snd\Codebreaker\firestart.wav"
  3501. MiscSound2 = "Guns\Snd\Codebreaker\notarget.wav"
  3502. MiscSound3 = "Guns\Snd\Codebreaker\firestop.wav"
  3503. SelectSnd = "Guns\Snd\Codebreaker\select.wav"
  3504. DeselectSnd = "Guns\Snd\Codebreaker\deselect.wav"
  3505. FireSndRadius = 1280
  3506. AIFireSndRadius = 128
  3507. EnvironmentMap = 0
  3508. InfiniteAmmo = 1
  3509. ShotsPerClip = 1
  3510. FireRecoilPitch = 0.000000
  3511. FireRecoilDecay = 0.000000
  3512. AmmoName0 = "Code Breaker Gadget"
  3513. AIWeaponType = 0
  3514. AIMinBurstInterval = 0.500000
  3515. AIMaxBurstInterval = 1.500000
  3516. AIMinBurstShots = 1
  3517. AIMaxBurstShots = 5
  3518. AIAnimatesReloads = 1
  3519. LooksDangerous = 0
  3520. FireDelay = 575
  3521. HideWhenEmpty = 0
  3522.  
  3523.  
  3524. /*
  3525. ** Welder
  3526. */
  3527.  
  3528. [Weapon18]
  3529.  
  3530. Name = "Welder"
  3531. NameId = 4018
  3532. DescriptionId = 4068
  3533. ClientWeaponType = 1
  3534. AniType = 8
  3535. Icon = "Interface\Photos\Weapons\Welder"
  3536. Pos = <-0.165000, -1.890007, 0.495000>
  3537. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3538. BreachOffset = <0.000000, 0.000000, 0.000000>
  3539. MinPerturb = 0
  3540. MaxPerturb = 10
  3541. Range = 100
  3542. Recoil = <0.000000, 0.000000, 0.000000>
  3543. VectorsPerRound = 1
  3544. PVModel = "Guns\Models_PV\welder.ltb"
  3545. PVSkin0 = "Hands"
  3546. PVSkin1 = "Guns\Skins_PV\welder.dtx"
  3547. PVSkin2 = "TexFX\RenderStyles\clouds.dtx"
  3548. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3549. PVMuzzleFXName = "Welder_PV_Muzz"
  3550. UseUWMuzzleFX = 1
  3551. HHModel = "Guns\Models_HH\welder.ltb"
  3552. HHSkin0 = "Guns\skins_pv\welder.dtx"
  3553. HHModelScale = <1.000000, 1.000000, 1.000000>
  3554. HHMuzzleFXName = "Welder_HH_Muzz"
  3555. SilencedFireSnd = ""
  3556. AltFireSnd = "Guns\Snd\welder\altfire.wav"
  3557. FireSnd = ""
  3558. DryFireSnd = "Guns\Snd\welder\dryfire.wav"
  3559. ReloadSnd1 = "Guns\Snd\welder\reload1.wav"
  3560. MiscSound1 = "Guns\Snd\welder\firestart.wav"
  3561. MiscSound2 = "Guns\Snd\welder\fireloop.wav"
  3562. MiscSound3 = "Guns\Snd\welder\firestop.wav"
  3563. SelectSnd = "Guns\Snd\welder\select.wav"
  3564. DeselectSnd = "Guns\Snd\welder\deselect.wav"
  3565. FireSndRadius = 1280
  3566. AIFireSndRadius = 128
  3567. EnvironmentMap = 0
  3568. InfiniteAmmo = 1
  3569. ShotsPerClip = 1
  3570. FireRecoilPitch = 0.000000
  3571. FireRecoilDecay = 0.000000
  3572. AmmoName0 = "Welder"
  3573. AIWeaponType = 0
  3574. AIMinBurstInterval = 0.500000
  3575. AIMaxBurstInterval = 1.500000
  3576. AIMinBurstShots = 1
  3577. AIMaxBurstShots = 5
  3578. AIAnimatesReloads = 1
  3579. LooksDangerous = 0
  3580. FireDelay = 575
  3581. HideWhenEmpty = 0
  3582.  
  3583.  
  3584. /*
  3585. ** Lockpick
  3586. */
  3587.  
  3588. [Weapon19]
  3589.  
  3590. Name = "Lockpick"
  3591. NameId = 4019
  3592. DescriptionId = 4069
  3593. ClientWeaponType = 1
  3594. AniType = 8
  3595. Icon = "Interface\Photos\Weapons\Clippers"
  3596. Pos = <0.060000, -0.665002, 0.140000>
  3597. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3598. BreachOffset = <0.000000, 0.000000, 0.000000>
  3599. MinPerturb = 0
  3600. MaxPerturb = 10
  3601. Range = 100
  3602. Recoil = <0.000000, 0.000000, 0.000000>
  3603. VectorsPerRound = 1
  3604. PVModel = "Guns\Models_PV\lockpick.ltb"
  3605. PVSkin0 = "Hands"
  3606. PVSkin1 = "Guns\Skins_PV\lockpick.dtx"
  3607. PVSkin2 = "TexFX\RenderStyles\chrome2.dtx"
  3608. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3609. PVMuzzleFXName = ""
  3610. HHModel = "Guns\Models_HH\lockpick.ltb"
  3611. HHSkin0 = "Guns\skins_pv\lockpick.dtx"
  3612. HHModelScale = <1.000000, 1.000000, 1.000000>
  3613. HHMuzzleFXName = ""
  3614. SilencedFireSnd = ""
  3615. AltFireSnd = "Guns\Snd\lockpick\altfire.wav"
  3616. FireSnd = ""
  3617. DryFireSnd = "Guns\Snd\lockpick\dryfire.wav"
  3618. ReloadSnd1 = "Guns\Snd\lockpick\reload1.wav"
  3619. SelectSnd = "Guns\Snd\lockpick\select.wav"
  3620. DeselectSnd = "Guns\Snd\lockpick\deselect.wav"
  3621. FireSndRadius = 1280
  3622. AIFireSndRadius = 128
  3623. EnvironmentMap = 0
  3624. InfiniteAmmo = 1
  3625. ShotsPerClip = 1
  3626. FireRecoilPitch = 0.000000
  3627. FireRecoilDecay = 0.000000
  3628. AmmoName0 = "Lockpick"
  3629. AIWeaponType = 0
  3630. AIMinBurstInterval = 0.500000
  3631. AIMaxBurstInterval = 1.500000
  3632. AIMinBurstShots = 1
  3633. AIMaxBurstShots = 5
  3634. AIAnimatesReloads = 1
  3635. LooksDangerous = 0
  3636. FireDelay = 575
  3637. HideWhenEmpty = 0
  3638.  
  3639.  
  3640. /*
  3641. ** Eavesdropping bug
  3642. */
  3643.  
  3644. [Weapon20]
  3645.  
  3646. Name = "Eavesdropping Bug"
  3647. NameId = 4020
  3648. DescriptionId = 4070
  3649. ClientWeaponType = 1
  3650. AniType = 8
  3651. Icon = "Interface\Photos\Weapons\Bug"
  3652. Pos = <0.070000, -1.037501, 0.060000>
  3653. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3654. BreachOffset = <0.000000, 0.000000, 0.000000>
  3655. MinPerturb = 0
  3656. MaxPerturb = 10
  3657. Range = 100
  3658. Recoil = <0.000000, 0.000000, 0.000000>
  3659. VectorsPerRound = 1
  3660. PVModel = "Guns\Models_PV\bug.ltb"
  3661. PVSkin0 = "Hands"
  3662. PVSkin1 = "Guns\Skins_PV\bug.dtx"
  3663. PVSkin2 = "TexFX\RenderStyles\shimmer.dtx"
  3664. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3665. PVMuzzleFXName = ""
  3666. HHModel = "Guns\Models_HH\bug.ltb"
  3667. HHSkin0 = "Guns\Skins_PV\bug.dtx"
  3668. HHModelScale = <1.000000, 1.000000, 1.000000>
  3669. HHMuzzleFXName = ""
  3670. SilencedFireSnd = ""
  3671. AltFireSnd = "Guns\Snd\bug\altfire.wav"
  3672. FireSnd = "Guns\Snd\bug\fire.wav"
  3673. DryFireSnd = "Guns\Snd\bug\dryfire.wav"
  3674. ReloadSnd1 = "Guns\Snd\bug\reload1.wav"
  3675. SelectSnd = "Guns\Snd\bug\select.wav"
  3676. DeselectSnd = "Guns\Snd\bug\deselect.wav"
  3677. FireSndRadius = 1280
  3678. AIFireSndRadius = 128
  3679. EnvironmentMap = 0
  3680. InfiniteAmmo = 0
  3681. ShotsPerClip = 1
  3682. FireRecoilPitch = 0.000000
  3683. FireRecoilDecay = 0.000000
  3684. AmmoName0 = "Bug"
  3685. AIWeaponType = 0
  3686. AIMinBurstInterval = 0.500000
  3687. AIMaxBurstInterval = 1.500000
  3688. AIMinBurstShots = 1
  3689. AIMaxBurstShots = 5
  3690. AIAnimatesReloads = 1
  3691. LooksDangerous = 0
  3692. FireDelay = 1000
  3693. HideWhenEmpty = 1
  3694. HiddenPiece0 = "polySurface19"
  3695. HiddenPiece1 = "polySurface20"
  3696. HiddenPiece2 = "polySurface21"
  3697. HiddenPiece3 = "polySurface22"
  3698. HiddenPiece4 = "polySurface23"
  3699. IsAmmo = 1
  3700. IsAmmoNoPickupId = 4043
  3701.  
  3702. /*
  3703. ** Perfume
  3704. */
  3705.  
  3706. [Weapon21]
  3707.  
  3708. Name = "Perfume"
  3709. NameId = 4021
  3710. DescriptionId = 4071
  3711. ClientWeaponType = 1
  3712. AniType = 8
  3713. Icon = "Interface\Photos\Weapons\Perfume"
  3714. Pos = <-0.540000, -1.615001, 0.680000>
  3715. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3716. BreachOffset = <0.000000, 0.000000, 0.000000>
  3717. MinPerturb = 0
  3718. MaxPerturb = 10
  3719. Range = 100
  3720. Recoil = <0.000000, 0.000000, 0.000000>
  3721. VectorsPerRound = 1
  3722. PVModel = "Guns\Models_PV\perfume.ltb"
  3723. PVSkin0 = "Hands"
  3724. PVSkin1 = "Guns\Skins_PV\perfume.dtx"
  3725. PVSkin2 = "TexFX\RenderStyles\clouds.dtx"
  3726. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3727. PVMuzzleFXName = ""
  3728. HHModel = "Guns\Models_HH\perfume.ltb"
  3729. HHSkin0 = "Guns\skins_pv\perfume.dtx"
  3730. HHModelScale = <1.000000, 1.000000, 1.000000>
  3731. HHMuzzleFXName = ""
  3732. SilencedFireSnd = ""
  3733. AltFireSnd = "Guns\Snd\Perfume\altfire.wav"
  3734. FireSnd = "Guns\Snd\Perfume\fire.wav"
  3735. DryFireSnd = "Guns\Snd\Perfume\dryfire.wav"
  3736. ReloadSnd1 = "Guns\Snd\Perfume\reload1.wav"
  3737. ReloadSnd2 = "Guns\Snd\Perfume\reload2.wav"
  3738. SelectSnd = "Guns\Snd\Perfume\select.wav"
  3739. DeselectSnd = "Guns\Snd\Perfume\deselect.wav"
  3740. FireSndRadius = 1280
  3741. AIFireSndRadius = 128
  3742. EnvironmentMap = 0
  3743. InfiniteAmmo = 0
  3744. ShotsPerClip = 1
  3745. FireRecoilPitch = 0.000000
  3746. FireRecoilDecay = 0.000000
  3747. AmmoName0 = "Body Remover"
  3748. AIWeaponType = 0
  3749. AIMinBurstInterval = 0.500000
  3750. AIMaxBurstInterval = 1.500000
  3751. AIMinBurstShots = 1
  3752. AIMaxBurstShots = 5
  3753. AIAnimatesReloads = 1
  3754. LooksDangerous = 0
  3755. FireDelay = 575
  3756. HideWhenEmpty = 0
  3757.  
  3758.  
  3759. /*
  3760. ** Coin
  3761. */
  3762.  
  3763. [Weapon22]
  3764.  
  3765. Name = "Coin"
  3766. NameId = 4022
  3767. DescriptionId = 4072
  3768. ClientWeaponType = 2
  3769. AniType = 8
  3770. Icon = "Interface\Photos\Weapons\Coin"
  3771. Pos = <-0.060000, -0.960002, -0.360000>
  3772. MuzzlePos = <1.000000, -1.100000, 13.800000>
  3773. BreachOffset = <0.000000, 0.000000, 0.000000>
  3774. MinPerturb = 20
  3775. MaxPerturb = 40
  3776. Range = 100000
  3777. Recoil = <0.000000, 0.000000, 0.000000>
  3778. VectorsPerRound = 1
  3779. PVModel = "Guns\Models_PV\coin.ltb"
  3780. PVSkin0 = "Hands"
  3781. PVSkin1 = "Guns\Skins_PV\coin.dtx"
  3782. PVSkin2 = "TexFX\RenderStyles\chrome2.dtx"
  3783. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3784. PVMuzzleFXName = ""
  3785. HHModel = "Guns\models_hh\coin.ltb"
  3786. HHSkin0 = "Guns\Skins_PV\coin.dtx"
  3787. HHModelScale = <1.000000, 1.000000, 1.000000>
  3788. HHMuzzleFXName = ""
  3789. SilencedFireSnd = ""
  3790. AltFireSnd = "Guns\Snd\coin\altfire.wav"
  3791. FireSnd = "Guns\Snd\coin\fire.wav"
  3792. DryFireSnd = "Guns\Snd\coin\dryfire.wav"
  3793. ReloadSnd1 = "Guns\Snd\coin\reload1.wav"
  3794. SelectSnd = "Guns\Snd\coin\select.wav"
  3795. DeselectSnd = "Guns\Snd\coin\deselect.wav"
  3796. FireSndRadius = 128
  3797. AIFireSndRadius = 0
  3798. EnvironmentMap = 0
  3799. InfiniteAmmo = 0
  3800. ShotsPerClip = 1
  3801. FireRecoilPitch = 0.000000
  3802. FireRecoilDecay = 0.000000
  3803. AmmoName0 = "Coin"
  3804. AIWeaponType = 0
  3805. AIMinBurstInterval = 0.500000
  3806. AIMaxBurstInterval = 1.500000
  3807. AIMinBurstShots = 1
  3808. AIMaxBurstShots = 5
  3809. AIAnimatesReloads = 1
  3810. LooksDangerous = 0
  3811. FireDelay = 700
  3812. HideWhenEmpty = 1
  3813. IsAmmo = 1
  3814. IsAmmoNoPickupId = 4036
  3815. HiddenPiece0 = "pCylinder1"
  3816.  
  3817. /*
  3818. ** Beartrap
  3819. */
  3820.  
  3821. [Weapon23]
  3822.  
  3823. Name = "BearTrap"
  3824. NameId = 4023
  3825. DescriptionId = 4073
  3826. ClientWeaponType = 1
  3827. AniType = 7
  3828. Icon = "Interface\Photos\Weapons\BearTrap"
  3829. Pos = <-0.020000, -1.499999, 1.100000>
  3830. MuzzlePos = <1.939999, -2.179999, 10.359921>
  3831. BreachOffset = <0.000000, 0.000000, 0.000000>
  3832. MinPerturb = 0
  3833. MaxPerturb = 10
  3834. Range = 100
  3835. Recoil = <0.000000, 0.000000, 0.000000>
  3836. VectorsPerRound = 1
  3837. PVModel = "Guns\Models_PV\beartrap.ltb"
  3838. PVSkin0 = "Hands"
  3839. PVSkin1 = "Guns\Skins_PV\beartrap.dtx"
  3840. PVSkin2 = "TexFX\RenderStyles\shine4.dtx"
  3841. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3842. PVMuzzleFXName = ""
  3843. HHModel = "Guns\Models_HH\BearTrap.ltb"
  3844. HHSkin0 = "Guns\Skins_PV\beartrap.dtx"
  3845. HHModelScale = <1.000000, 1.000000, 1.000000>
  3846. HHMuzzleFXName = ""
  3847. SilencedFireSnd = ""
  3848. AltFireSnd = "Guns\Snd\beartrap\altfire.wav"
  3849. FireSnd = ""
  3850. DryFireSnd = "Guns\Snd\beartrap\dryfire.wav"
  3851. ReloadSnd1 = "Guns\Snd\beartrap\reload1.wav"
  3852. SelectSnd = "Guns\Snd\beartrap\select.wav"
  3853. DeselectSnd = "Guns\Snd\beartrap\deselect.wav"
  3854. MiscSound1 = "Guns\Snd\beartrap\fire.wav"
  3855. FireSndRadius = 1280
  3856. AIFireSndRadius = 128
  3857. EnvironmentMap = 0
  3858. InfiniteAmmo = 0
  3859. ShotsPerClip = 30
  3860. AmmoMultiplier = 1
  3861. FireRecoilPitch = 2.000000
  3862. FireRecoilDecay = 0.200000
  3863. AmmoName0 = "Bear Trap"
  3864. AIWeaponType = 0
  3865. AIMinBurstInterval = 0.500000
  3866. AIMaxBurstInterval = 1.500000
  3867. AIMinBurstShots = 1
  3868. AIMaxBurstShots = 5
  3869. AIAnimatesReloads = 1
  3870. LooksDangerous = 1
  3871. FireDelay = 3000
  3872. HideWhenEmpty = 1
  3873. IsAmmo = 1
  3874. IsAmmoNoPickupId = 4037
  3875.  
  3876. /*
  3877. ** Keychain
  3878. */
  3879.  
  3880. [Weapon24]
  3881.  
  3882.  
  3883. Name = "Keychain"
  3884. NameId = 4024
  3885. DescriptionId = 4074
  3886. ClientWeaponType = 1
  3887. AniType = 8
  3888. Icon = "Interface\Photos\Weapons\Keychain"
  3889. Pos = <0.140000, -0.500001, -0.200000>
  3890. MuzzlePos = <1.939999, -2.179999, 10.359921>
  3891. BreachOffset = <0.000000, 0.000000, 0.000000>
  3892. MinPerturb = 0
  3893. MaxPerturb = 10
  3894. Range = 100000
  3895. Recoil = <0.000000, 0.000000, 0.000000>
  3896. VectorsPerRound = 1
  3897. PVModel = "Guns\Models_PV\keychain.ltb"
  3898. PVSkin0 = "Hands"
  3899. PVSkin1 = "Guns\Skins_PV\keychain.dtx"
  3900. PVSkin2 = "TexFx\RenderStyles\chrome2.dtx"
  3901. PVRenderStyle0 = "RS\pv_envmap.ltb"
  3902. PVRenderStyle1 = "RS\pv_keychain.ltb"
  3903. PVMuzzleFXName = ""
  3904. PVAttachFXName0 = "Keychain_glow"
  3905. HHModel = "Guns\Models_HH\keychain.ltb"
  3906. HHSkin0 = "Guns\skins_pv\keychain.dtx"
  3907. HHModelScale = <1.000000, 1.000000, 1.000000>
  3908. HHMuzzleFXName = ""
  3909. SilencedFireSnd = ""
  3910. AltFireSnd = ""
  3911. FireSnd = ""
  3912. DryFireSnd = ""
  3913. ReloadSnd1 = ""
  3914. SelectSnd = "Guns\Snd\keychain\select.wav"
  3915. DeselectSnd = "Guns\Snd\keychain\deselect.wav"
  3916. FireSndRadius = 1280
  3917. AIFireSndRadius = 0
  3918. EnvironmentMap = 0
  3919. InfiniteAmmo = 1
  3920. ShotsPerClip = 1
  3921. AmmoMultiplier = 1
  3922. FireRecoilPitch = 2.000000
  3923. FireRecoilDecay = 0.200000
  3924. AmmoName0 = "Keychain" // Not use, but needs some type of ammo
  3925. AIWeaponType = 0
  3926. AIMinBurstInterval = 0.500000
  3927. AIMaxBurstInterval = 1.500000
  3928. AIMinBurstShots = 1
  3929. AIMaxBurstShots = 5
  3930. AIAnimatesReloads = 1
  3931. LooksDangerous = 0
  3932. FireDelay = 100
  3933. HideWhenEmpty = 0
  3934.  
  3935.  
  3936. /*
  3937. ** BillyClub
  3938. */
  3939.  
  3940. [Weapon25]
  3941.  
  3942. Name = "BillyClub"
  3943. NameId = 4025
  3944. DescriptionId = 4075
  3945. ClientWeaponType = 1
  3946. AniType = 2
  3947. Icon = "Interface\Photos\Weapons\sniper"
  3948. Pos = <-0.100000, -1.180000, 0.500000>
  3949. MuzzlePos = <1.000000, 0.520000, 53.440907>
  3950. BreachOffset = <0.000000, 0.000000, 0.000000>
  3951. MinPerturb = 0
  3952. MaxPerturb = 10
  3953. Range = 128
  3954. Recoil = <0.000000, 0.000000, 0.000000>
  3955. VectorsPerRound = 1
  3956. PVModel = "Guns\Models_PV\Tulwar.ltb"
  3957. PVSkin0 = "Hands"
  3958. PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
  3959. PVRenderStyle0 = "RS\default.ltb"
  3960. PVMuzzleFXName = ""
  3961. HHModel = "Guns\Models_HH\billyclub.ltb"
  3962. HHSkin0 = "guns\skins_hh\club.dtx"
  3963. HHModelScale = <1.000000, 1.000000, 1.000000>
  3964. HHMuzzleFXName = ""
  3965. SilencedFireSnd = ""
  3966. FireSnd = ""
  3967. SelectSnd = ""
  3968. DeselectSnd = ""
  3969. FireSndRadius = 1280
  3970. AIFireSndRadius = 128
  3971. EnvironmentMap = 0
  3972. InfiniteAmmo = 1
  3973. ShotsPerClip = 1
  3974. FireRecoilPitch = 0.000000
  3975. FireRecoilDecay = 0.000000
  3976. AmmoName0 = "Head_gun butt"
  3977. AIWeaponType = 2
  3978. AIMinBurstInterval = 0.000000
  3979. AIMaxBurstInterval = 0.000000
  3980. AIMinBurstShots = 0
  3981. AIMaxBurstShots = 0
  3982. AIAnimatesReloads = 1
  3983. LooksDangerous = 1
  3984. FireDelay = 575
  3985. HideWhenEmpty = 0
  3986. HolsterAttachment = "NOSE club_holster"
  3987.  
  3988.  
  3989. /*
  3990. ** SSCannon
  3991. */
  3992.  
  3993. [Weapon26]
  3994.  
  3995. Name = "SSCannon"
  3996. NameId = 4025
  3997. DescriptionId = 4075
  3998. AniType = 0
  3999. Icon = "Interface\Photos\Weapons\sniper"
  4000. Pos = <-0.100000, -1.180000, 0.500000>
  4001. MuzzlePos = <1.000000, 0.520000, 53.440907>
  4002. BreachOffset = <0.000000, 0.000000, 0.000000>
  4003. MinPerturb = 0
  4004. MaxPerturb = 10
  4005. Range = 3000
  4006. Recoil = <0.000000, 0.000000, 0.000000>
  4007. VectorsPerRound = 1
  4008. PVModel = "Guns\Models_PV\Tulwar.ltb"
  4009. PVSkin0 = "Hands"
  4010. PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
  4011. PVRenderStyle0 = "RS\default.ltb"
  4012. PVMuzzleFXName = ""
  4013. HHModel = "Guns\Models_HH\OnlySocket.ltb"
  4014. HHSkin0 = "guns\skins_hh\club.dtx"
  4015. HHModelScale = <1.000000, 1.000000, 1.000000>
  4016. HHMuzzleFXName = "SS_Cannon_HH_Muzz"
  4017. SilencedFireSnd = ""
  4018. FireSnd = "Guns\Snd\sscannon\fire.wav"
  4019. SelectSnd = "Guns\Snd\sscannon\select.wav"
  4020. DeselectSnd = "Guns\Snd\sscannon\deselect.wav"
  4021. FireSndRadius = 3000
  4022. AIFireSndRadius = 2000
  4023. EnvironmentMap = 0
  4024. InfiniteAmmo = 1
  4025. ShotsPerClip = 1
  4026. FireRecoilPitch = 0.000000
  4027. FireRecoilDecay = 0.000000
  4028. AmmoName0 = "SSCannon"
  4029. AIWeaponType = 1
  4030. AIMinBurstInterval = 0.00000
  4031. AIMaxBurstInterval = 0.00000
  4032. AIMinBurstShots = 1
  4033. AIMaxBurstShots = 1
  4034. AIAnimatesReloads = 1
  4035. LooksDangerous = 1
  4036. FireDelay = 575
  4037. HideWhenEmpty = 0
  4038.  
  4039.  
  4040. /*
  4041. ** SSLaser
  4042. */
  4043.  
  4044. [Weapon27]
  4045.  
  4046. Name = "SSLaser"
  4047. NameId = 4025
  4048. DescriptionId = 4075
  4049. AniType = 0
  4050. Icon = ""
  4051. Pos = <-0.100000, -1.180000, 0.500000>
  4052. MuzzlePos = <1.000000, 0.520000, 53.440907>
  4053. BreachOffset = <0.000000, 0.000000, 0.000000>
  4054. MinPerturb = 0
  4055. MaxPerturb = 10
  4056. Range = 3000
  4057. Recoil = <0.000000, 0.000000, 0.000000>
  4058. VectorsPerRound = 1
  4059. PVModel = ""
  4060. PVSkin0 = ""
  4061. PVSkin1 = ""
  4062. PVRenderStyle0 = ""
  4063. PVMuzzleFXName = ""
  4064. HHModel = "Guns\Models_HH\OnlySocket.ltb"
  4065. HHSkin0 = "guns\skins_hh\club.dtx"
  4066. HHModelScale = <1.000000, 1.000000, 1.000000>
  4067. HHMuzzleFXName = "SSLaser_HH_Muzz"
  4068. SilencedFireSnd = ""
  4069. FireSnd = "sslaser"
  4070. SelectSnd = "Guns\Snd\sslaser\select.wav"
  4071. DeselectSnd = "Guns\Snd\sslaser\deselect.wav"
  4072. FireSndRadius = 3000
  4073. AIFireSndRadius = 2000
  4074. EnvironmentMap = 0
  4075. InfiniteAmmo = 1
  4076. ShotsPerClip = 1
  4077. FireRecoilPitch = 0.000000
  4078. FireRecoilDecay = 0.000000
  4079. AmmoName0 = "SSLaserAmmo"
  4080. AIWeaponType = 1
  4081. AIMinBurstInterval = 0.00000
  4082. AIMaxBurstInterval = 0.00000
  4083. AIMinBurstShots = 1
  4084. AIMaxBurstShots = 1
  4085. AIAnimatesReloads = 1
  4086. LooksDangerous = 1
  4087. FireDelay = 575
  4088. HideWhenEmpty = 0
  4089.  
  4090.  
  4091. /*
  4092. ** Robot laser weapon
  4093. */
  4094.  
  4095. [Weapon28]
  4096.  
  4097. Name = "RobotLaser"
  4098. NameId = 4025
  4099. DescriptionId = 4075
  4100. AniType = 0
  4101. Icon = "Interface\Photos\Weapons\sniper"
  4102. Pos = <-0.100000, -1.180000, 0.500000>
  4103. MuzzlePos = <1.000000, 0.520000, 53.440907>
  4104. BreachOffset = <0.000000, 0.000000, 0.000000>
  4105. MinPerturb = 0
  4106. MaxPerturb = 10
  4107. Range = 3000
  4108. Recoil = <0.000000, 0.000000, 0.000000>
  4109. VectorsPerRound = 1
  4110. PVModel = ""
  4111. PVSkin0 = ""
  4112. PVSkin1 = ""
  4113. PVRenderStyle0 = ""
  4114. PVMuzzleFXName = ""
  4115. HHModel = "Guns\Models_HH\RobotLaser.ltb"
  4116. HHSkin0 = ""
  4117. HHModelScale = <1.000000, 1.000000, 1.000000>
  4118. HHMuzzleFXName = "RobotLaser_HH_Muzz"
  4119. SilencedFireSnd = ""
  4120. FireSnd = "robotlaser"
  4121. SelectSnd = "Guns\Snd\laser\select.wav"
  4122. DeselectSnd = "Guns\Snd\laser\deselect.wav"
  4123. FireSndRadius = 3000
  4124. AIFireSndRadius = 2000
  4125. EnvironmentMap = 0
  4126. InfiniteAmmo = 1
  4127. ShotsPerClip = 1
  4128. FireRecoilPitch = 0.000000
  4129. FireRecoilDecay = 0.000000
  4130. AmmoName0 = "RobotLaserAmmo"
  4131. AIWeaponType = 1
  4132. AIMinBurstInterval = 1.00000
  4133. AIMaxBurstInterval = 2.00000
  4134. AIMinBurstShots = 1
  4135. AIMaxBurstShots = 1
  4136. AIAnimatesReloads = 1
  4137. LooksDangerous = 1
  4138. FireDelay = 575
  4139. HideWhenEmpty = 0
  4140.  
  4141.  
  4142.  
  4143. /*
  4144. ** Throwing knives
  4145. */
  4146.  
  4147. [Weapon29]
  4148.  
  4149. Name = "ThrowingKnife"
  4150. NameId = 4003
  4151. DescriptionId = 4053
  4152. ClientWeaponType = 2
  4153. AniType = 0
  4154. Icon = "Interface\Photos\Weapons\sniper"
  4155. Pos = <0.440000, -0.480002, 0.240000>
  4156. MuzzlePos = <0.000000, 0.000000, 13.800000>
  4157. BreachOffset = <0.000000, 0.000000, 0.000000>
  4158. MinPerturb = 0
  4159. MaxPerturb = 10
  4160. Range = 100000
  4161. Recoil = <0.000000, 0.000000, 0.000000>
  4162. VectorsPerRound = 1
  4163. PVModel = "Guns\Models_PV\shuriken.ltb"
  4164. PVSkin0 = "Hands"
  4165. PVSkin1 = "Guns\Skins_PV\shuriken.dtx"
  4166. PVRenderStyle0 = "RS\envmap.ltb"
  4167. PVMuzzleFXName = ""
  4168. HHModel = "Guns\Models_hh\OnlySocket.ltb"
  4169. HHSkin0 = ""
  4170. HHModelScale = <1.000000, 1.000000, 1.000000>
  4171. HHMuzzleFXName = ""
  4172. FireSnd = "Guns\Snd\Shuriken\fire.wav"
  4173. SelectSnd = "Guns\Snd\Shuriken\select.wav"
  4174. DeselectSnd = "Guns\Snd\Shuriken\deselect.wav"
  4175. FireSndRadius = 1280
  4176. AIFireSndRadius = 8
  4177. EnvironmentMap = 0
  4178. InfiniteAmmo = 0
  4179. ShotsPerClip = 1
  4180. FireRecoilPitch = 2.000000
  4181. FireRecoilDecay = 0.200000
  4182. AmmoName0 = "Knife"
  4183. AIWeaponType = 1
  4184. AIMinBurstInterval = 0.500000
  4185. AIMaxBurstInterval = 0.500000
  4186. AIMinBurstShots = 1
  4187. AIMaxBurstShots = 1
  4188. AIAnimatesReloads = 1
  4189. LooksDangerous = 1
  4190. FireDelay = 0
  4191. HideWhenEmpty = 1
  4192.  
  4193.  
  4194.  
  4195. [Weapon30]
  4196.  
  4197. Name = "Holster"
  4198. NameId = 4026
  4199. DescriptionId = 4076
  4200. ClientWeaponType = 1
  4201. AniType = 6
  4202. Icon = "Interface\Photos\Weapons\Holster"
  4203. Pos = <-0.225000, -0.327500, 0.320000>
  4204. MuzzlePos = <0.000000, 0.000000, 0.000000>
  4205. BreachOffset = <0.000000, 0.000000, 0.000000>
  4206. MinPerturb = 0
  4207. MaxPerturb = 10
  4208. Range = 100000
  4209. Recoil = <0.000000, 0.000000, 0.000000>
  4210. VectorsPerRound = 0
  4211. PVModel = ""
  4212. PVSkin0 = ""
  4213. PVSkin1 = ""
  4214. PVRenderStyle0 = ""
  4215. PVMuzzleFXName = ""
  4216. HHModel = ""
  4217. HHSkin0 = ""
  4218. HHModelScale = <1.000000, 1.000000, 1.000000>
  4219. HHMuzzleFXName = ""
  4220. FireSnd = ""
  4221. SelectSnd = ""
  4222. DeselectSnd = ""
  4223. FireSndRadius = 0
  4224. AIFireSndRadius = 0
  4225. EnvironmentMap = 0
  4226. InfiniteAmmo = 1
  4227. ShotsPerClip = 0
  4228. FireRecoilPitch = 0.000000
  4229. FireRecoilDecay = 0.000000
  4230. AmmoName0 = "Holster"
  4231. AIWeaponType = 0
  4232. AIMinBurstInterval = 0.000000
  4233. AIMaxBurstInterval = 0.000000
  4234. AIMinBurstShots = 0
  4235. AIMaxBurstShots = 0
  4236. AIAnimatesReloads = 0
  4237. LooksDangerous = 0
  4238. FireDelay = 0
  4239. HideWhenEmpty = 0
  4240.  
  4241.  
  4242. /*
  4243. ** Banana
  4244. */
  4245.  
  4246. [Weapon31]
  4247.  
  4248. Name = "Banana"
  4249. NameId = 4025
  4250. DescriptionId = 4075
  4251. ClientWeaponType = 2
  4252. AniType = 3
  4253. Icon = "Interface\Photos\Weapons\Banana"
  4254. Pos = <-0.084999, -1.410029, 0.664999>
  4255. MuzzlePos = <0.000000, 0.000000, 13.800000>
  4256. BreachOffset = <0.000000, 0.000000, 0.000000>
  4257. MinPerturb = 20
  4258. MaxPerturb = 40
  4259. Range = 100000
  4260. Recoil = <0.000000, 0.000000, 0.000000>
  4261. VectorsPerRound = 1
  4262. PVModel = "Guns\Models_PV\banana.ltb"
  4263. PVSkin0 = "Hands"
  4264. PVSkin1 = "Guns\Skins_PV\banana.dtx"
  4265. PVSkin2 = "TexFX\RenderStyles\bananashine.dtx"
  4266. PVRenderStyle0 = "RS\pv_envmap.ltb"
  4267. PVMuzzleFXName = ""
  4268. HHModel = "Guns\models_hh\banana.ltb"
  4269. HHSkin0 = "Guns\skins_pv\banana.dtx"
  4270. HHModelScale = <1.000000, 1.000000, 1.000000>
  4271. HHMuzzleFXName = ""
  4272. FireSnd = "Guns\Snd\banana\fire.wav"
  4273. SelectSnd = "Guns\Snd\banana\select.wav"
  4274. DeselectSnd = "Guns\Snd\banana\deselect.wav"
  4275. FireSndRadius = 1280
  4276. AIFireSndRadius = 0
  4277. EnvironmentMap = 0
  4278. InfiniteAmmo = 0
  4279. ShotsPerClip = 1
  4280. FireRecoilPitch = 2.000000
  4281. FireRecoilDecay = 0.200000
  4282. AmmoName0 = "Banana"
  4283. AIWeaponType = 0
  4284. AIMinBurstInterval = 0.500000
  4285. AIMaxBurstInterval = 0.500000
  4286. AIMinBurstShots = 1
  4287. AIMaxBurstShots = 1
  4288. AIAnimatesReloads = 1
  4289. LooksDangerous = 0
  4290. FireDelay = 900
  4291. HideWhenEmpty = 1
  4292. IsAmmo = 1
  4293. IsAmmoNoPickupId = 4038
  4294. HiddenPiece0 = "polySurface1"
  4295.  
  4296. /*
  4297. ** Stun Grenade
  4298. */
  4299.  
  4300. [Weapon32]
  4301.  
  4302. Name = "StunGrenade"
  4303. NameId = 4027
  4304. DescriptionId = 4077
  4305. ClientWeaponType = 2
  4306. AniType = 3
  4307. Icon = "Interface\Photos\Weapons\GrenStun"
  4308. Pos = <-0.190000, -0.549999, 0.135000>
  4309. MuzzlePos = <1.939999, -2.179999, 10.359921>
  4310. BreachOffset = <0.000000, 0.000000, 0.000000>
  4311. MinPerturb = 20
  4312. MaxPerturb = 40
  4313. Range = 100000
  4314. Recoil = <0.000000, 0.000000, 0.000000>
  4315. VectorsPerRound = 1
  4316. PVModel = "Guns\Models_PV\stun.ltb"
  4317. PVSkin0 = "Hands"
  4318. PVSkin1 = "Guns\Skins_PV\stun.dtx"
  4319. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  4320. PVRenderStyle0 = "RS\pv_envmap.ltb"
  4321. PVMuzzleFXName = ""
  4322. HHModel = "Guns\models_hh\stun.ltb"
  4323. HHSkin0 = "Guns\Skins_pv\stun.dtx"
  4324. HHModelScale = <1.000000, 1.000000, 1.000000>
  4325. HHMuzzleFXName = ""
  4326. SilencedFireSnd = ""
  4327. AltFireSnd = "Guns\Snd\grenade\altfire.wav"
  4328. FireSnd = ""
  4329. DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
  4330. ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
  4331. ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
  4332. ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
  4333. MiscSound1 = "Guns\Snd\grenade\fire.wav"
  4334. MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
  4335. SelectSnd = "Guns\Snd\grenade\select.wav"
  4336. DeselectSnd = "Guns\Snd\grenade\deselect.wav"
  4337. FireSndRadius = 1280
  4338. AIFireSndRadius = 128
  4339. EnvironmentMap = 0
  4340. InfiniteAmmo = 0
  4341. ShotsPerClip = 1
  4342. AmmoMultiplier = 1
  4343. FireRecoilPitch = 2.000000
  4344. FireRecoilDecay = 0.200000
  4345. AmmoName0 = "Stun Grenade"
  4346. AIWeaponType = 3
  4347. AIMinBurstInterval = 10.00000
  4348. AIMaxBurstInterval = 20.00000
  4349. AIMinBurstShots = 1
  4350. AIMaxBurstShots = 1
  4351. AIAnimatesReloads = 1
  4352. LooksDangerous = 0
  4353. FireDelay = 1200
  4354. HideWhenEmpty = 1
  4355. IsAmmo = 1
  4356. IsAmmoNoPickupId = 4039
  4357. HiddenPiece0 = "polySurface43"
  4358.  
  4359.  
  4360. /*
  4361. ** Sleep Grenade
  4362. */
  4363.  
  4364. [Weapon33]
  4365.  
  4366. Name = "SleepGrenade"
  4367. NameId = 4028
  4368. DescriptionId = 4078
  4369. ClientWeaponType = 2
  4370. AniType = 3
  4371. Icon = "Interface\Photos\Weapons\GrenSleep"
  4372. Pos = <-0.190000, -0.549999, 0.135000>
  4373. MuzzlePos = <1.939999, -2.179999, 10.359921>
  4374. BreachOffset = <0.000000, 0.000000, 0.000000>
  4375. MinPerturb = 20
  4376. MaxPerturb = 40
  4377. Range = 100000
  4378. Recoil = <0.000000, 0.000000, 0.000000>
  4379. VectorsPerRound = 1
  4380. PVModel = "Guns\Models_PV\sleep.ltb"
  4381. PVSkin0 = "Hands"
  4382. PVSkin1 = "Guns\Skins_PV\sleep.dtx"
  4383. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  4384. PVRenderStyle0 = "RS\pv_envmap.ltb"
  4385. PVMuzzleFXName = ""
  4386. HHModel = "Guns\models_hh\sleep.ltb"
  4387. HHSkin0 = "Guns\Skins_pv\sleep.dtx"
  4388. HHModelScale = <1.000000, 1.000000, 1.000000>
  4389. HHMuzzleFXName = ""
  4390. SilencedFireSnd = ""
  4391. AltFireSnd = "Guns\Snd\grenade\altfire.wav"
  4392. FireSnd = ""
  4393. DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
  4394. ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
  4395. ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
  4396. ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
  4397. MiscSound1 = "Guns\Snd\grenade\fire.wav"
  4398. MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
  4399. SelectSnd = "Guns\Snd\grenade\select.wav"
  4400. DeselectSnd = "Guns\Snd\grenade\deselect.wav"
  4401. FireSndRadius = 1280
  4402. AIFireSndRadius = 128
  4403. EnvironmentMap = 0
  4404. InfiniteAmmo = 0
  4405. ShotsPerClip = 1
  4406. AmmoMultiplier = 1
  4407. FireRecoilPitch = 2.000000
  4408. FireRecoilDecay = 0.200000
  4409. AmmoName0 = "Sleep Grenade"
  4410. AIWeaponType = 3
  4411. AIMinBurstInterval = 10.00000
  4412. AIMaxBurstInterval = 20.00000
  4413. AIMinBurstShots = 1
  4414. AIMaxBurstShots = 1
  4415. AIAnimatesReloads = 1
  4416. LooksDangerous = 0
  4417. FireDelay = 1300
  4418. HideWhenEmpty = 1
  4419. IsAmmo = 1
  4420. IsAmmoNoPickupId = 4040
  4421. HiddenPiece0 = "polySurface33"
  4422.  
  4423.  
  4424. /*
  4425. ** Acid Grenade
  4426. */
  4427.  
  4428. [Weapon34]
  4429.  
  4430. Name = "AcidGrenade"
  4431. NameId = 4029
  4432. DescriptionId = 4079
  4433. ClientWeaponType = 2
  4434. AniType = 3
  4435. Icon = "Interface\Photos\Weapons\GrenAcid"
  4436. Pos = <-0.190000, -0.549999, 0.135000>
  4437. MuzzlePos = <1.939999, -2.179999, 10.359921>
  4438. BreachOffset = <0.000000, 0.000000, 0.000000>
  4439. MinPerturb = 20
  4440. MaxPerturb = 40
  4441. Range = 100000
  4442. Recoil = <0.000000, 0.000000, 0.000000>
  4443. VectorsPerRound = 1
  4444. PVModel = "Guns\Models_PV\acid.ltb"
  4445. PVSkin0 = "Hands"
  4446. PVSkin1 = "Guns\Skins_PV\acid.dtx"
  4447. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  4448. PVRenderStyle0 = "RS\pv_envmap.ltb"
  4449. PVMuzzleFXName = ""
  4450. HHModel = "Guns\models_hh\acid.ltb"
  4451. HHSkin0 = "Guns\Skins_pv\acid.dtx"
  4452. HHModelScale = <1.000000, 1.000000, 1.000000>
  4453. HHMuzzleFXName = ""
  4454. SilencedFireSnd = ""
  4455. AltFireSnd = "Guns\Snd\grenade\altfire.wav"
  4456. FireSnd = ""
  4457. DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
  4458. ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
  4459. ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
  4460. ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
  4461. MiscSound1 = "Guns\Snd\grenade\fire.wav"
  4462. MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
  4463. SelectSnd = "Guns\Snd\grenade\select.wav"
  4464. DeselectSnd = "Guns\Snd\grenade\deselect.wav"
  4465. FireSndRadius = 1280
  4466. AIFireSndRadius = 128
  4467. EnvironmentMap = 0
  4468. InfiniteAmmo = 0
  4469. ShotsPerClip = 1
  4470. AmmoMultiplier = 1
  4471. FireRecoilPitch = 2.000000
  4472. FireRecoilDecay = 0.200000
  4473. AmmoName0 = "Acid Grenade"
  4474. AIWeaponType = 3
  4475. AIMinBurstInterval = 10.00000
  4476. AIMaxBurstInterval = 20.00000
  4477. AIMinBurstShots = 1
  4478. AIMaxBurstShots = 1
  4479. AIAnimatesReloads = 1
  4480. LooksDangerous = 0
  4481. FireDelay = 1200
  4482. HideWhenEmpty = 1
  4483. IsAmmo = 1
  4484. IsAmmoNoPickupId = 4041
  4485. HiddenPiece0 = "polySurface28"
  4486.  
  4487.  
  4488. /*
  4489. ** Laughing Gas Grenade
  4490. */
  4491.  
  4492. [Weapon35]
  4493.  
  4494. Name = "LaughingGrenade"
  4495. NameId = 4030
  4496. DescriptionId = 4080
  4497. ClientWeaponType = 2
  4498. AniType = 3
  4499. Icon = "Interface\Photos\Weapons\GrenLaugh"
  4500. Pos = <-0.190000, -0.549999, 0.135000>
  4501. MuzzlePos = <1.939999, -2.179999, 10.359921>
  4502. BreachOffset = <0.000000, 0.000000, 0.000000>
  4503. MinPerturb = 20
  4504. MaxPerturb = 40
  4505. Range = 100000
  4506. Recoil = <0.000000, 0.000000, 0.000000>
  4507. VectorsPerRound = 1
  4508. PVModel = "Guns\Models_PV\sleep.ltb"
  4509. PVSkin0 = "Hands"
  4510. PVSkin1 = "Guns\Skins_PV\laugh.dtx"
  4511. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  4512. PVRenderStyle0 = "RS\pv_envmap.ltb"
  4513. PVMuzzleFXName = ""
  4514. HHModel = "Guns\models_hh\sleep.ltb"
  4515. HHSkin0 = "Guns\Skins_pv\laugh.dtx"
  4516. HHModelScale = <1.000000, 1.000000, 1.000000>
  4517. HHMuzzleFXName = ""
  4518. SilencedFireSnd = ""
  4519. AltFireSnd = "Guns\Snd\grenade\altfire.wav"
  4520. FireSnd = ""
  4521. DryFireSnd = "Guns\Snd\grenade\dryfire.wav"
  4522. ReloadSnd1 = "Guns\Snd\grenade\reload1.wav"
  4523. ReloadSnd2 = "Guns\Snd\grenade\idle_1.wav"
  4524. ReloadSnd3 = "Guns\Snd\grenade\idle_2.wav"
  4525. MiscSound1 = "Guns\Snd\grenade\fire.wav"
  4526. MiscSound2 = "Guns\Snd\grenade\firetoss.wav"
  4527. SelectSnd = "Guns\Snd\grenade\select.wav"
  4528. DeselectSnd = "Guns\Snd\grenade\deselect.wav"
  4529. FireSndRadius = 1280
  4530. AIFireSndRadius = 128
  4531. EnvironmentMap = 0
  4532. InfiniteAmmo = 0
  4533. ShotsPerClip = 1
  4534. AmmoMultiplier = 1
  4535. FireRecoilPitch = 2.000000
  4536. FireRecoilDecay = 0.200000
  4537. AmmoName0 = "Laughing Gas"
  4538. AIWeaponType = 3
  4539. AIMinBurstInterval = 10.00000
  4540. AIMaxBurstInterval = 20.00000
  4541. AIMinBurstShots = 1
  4542. AIMaxBurstShots = 1
  4543. AIAnimatesReloads = 1
  4544. LooksDangerous = 0
  4545. FireDelay = 100
  4546. HideWhenEmpty = 1
  4547. IsAmmo = 1
  4548. IsAmmoNoPickupId = 4042
  4549. HiddenPiece0 = "polySurface33"
  4550.  
  4551. /*
  4552. ** Volkov's wheelchair rocket launcher
  4553. */
  4554.  
  4555. [Weapon36]
  4556.  
  4557. Name = "VolkovRocket"
  4558. NameId = 4014
  4559. DescriptionId = 4064
  4560. ClientWeaponType = 2
  4561. AniType = 0
  4562. Icon = "Interface\Photos\Weapons\Purse"
  4563. Pos = <-0.040000, -1.415005, -0.795000>
  4564. MuzzlePos = <1.939999, -2.179999, 10.359921>
  4565. BreachOffset = <0.000000, 0.000000, 0.000000>
  4566. MinPerturb = 0
  4567. MaxPerturb = 10
  4568. Range = 100000
  4569. Recoil = <0.000000, 0.000000, 0.000000>
  4570. VectorsPerRound = 1
  4571. PVModel = "Guns\Models_PV\purse.ltb"
  4572. PVSkin0 = "Hands"
  4573. PVSkin1 = "Guns\Skins_PV\purse.dtx"
  4574. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  4575. PVSkin3 = "Guns\Skins_PV\rocketlens.dtx"
  4576. PVRenderStyle0 = "RS\default.ltb"
  4577. PVRenderStyle1 = "RS\pv_envmap.ltb"
  4578. PVRenderStyle2 = "RS\pv_glass.ltb"
  4579. PVMuzzleFXName = "Basic_PV_Muzz"
  4580. PVAttachFXName0 = "purseblue"
  4581. PVAttachFXName1 = "pursered"
  4582. HHModel = "Guns\Models_HH\OnlySocket.ltb"
  4583. HHSkin0 = ""
  4584. HHModelScale = <1.000000, 1.000000, 1.000000>
  4585. HHMuzzleFXName = ""
  4586. SilencedFireSnd = ""
  4587. AltFireSnd = ""
  4588. FireSnd = ""
  4589. DryFireSnd = "Guns\Snd\purse\dryfire.wav"
  4590. ReloadSnd1 = "Guns\Snd\purse\reload1.wav"
  4591. MiscSound1 = "Guns\Snd\purse\fire.wav"
  4592. SelectSnd = "Guns\Snd\purse\select.wav"
  4593. DeselectSnd = "Guns\Snd\purse\deselect.wav"
  4594. FireSndRadius = 3000
  4595. AIFireSndRadius = 2000
  4596. EnvironmentMap = 0
  4597. InfiniteAmmo = 0
  4598. ShotsPerClip = 30
  4599. AmmoMultiplier = 1
  4600. FireRecoilPitch = 2.000000
  4601. FireRecoilDecay = 0.200000
  4602. AmmoName0 = "Rocket"
  4603. AIWeaponType = 1
  4604. AIMinBurstInterval = 0.500000
  4605. AIMaxBurstInterval = 1.500000
  4606. AIMinBurstShots = 1
  4607. AIMaxBurstShots = 2
  4608. AIAnimatesReloads = 0
  4609. LooksDangerous = 0
  4610. FireDelay = 100
  4611. HideWhenEmpty = 0
  4612.  
  4613.  
  4614. /*
  4615. ** HeadButt
  4616. */
  4617.  
  4618. [Weapon37]
  4619.  
  4620. Name = "HeadButt"
  4621. NameId = 4025
  4622. DescriptionId = 4075
  4623. ClientWeaponType = 1
  4624. AniType = 2
  4625. Icon = "Interface\Photos\Weapons\sniper"
  4626. Pos = <-0.100000, -1.180000, 0.500000>
  4627. MuzzlePos = <1.000000, 0.520000, 53.440907>
  4628. BreachOffset = <0.000000, 0.000000, 0.000000>
  4629. MinPerturb = 0
  4630. MaxPerturb = 10
  4631. Range = 128
  4632. Recoil = <0.000000, 0.000000, 0.000000>
  4633. VectorsPerRound = 1
  4634. PVModel = "Guns\Models_PV\Tulwar.ltb"
  4635. PVSkin0 = "Hands"
  4636. PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
  4637. PVRenderStyle0 = "RS\default.ltb"
  4638. PVMuzzleFXName = ""
  4639. HHModel = "Guns\Models_HH\onlysocket.ltb"
  4640. HHSkin0 = ""
  4641. HHModelScale = <1.000000, 1.000000, 1.000000>
  4642. HHMuzzleFXName = ""
  4643. SilencedFireSnd = ""
  4644. FireSnd = ""
  4645. SelectSnd = ""
  4646. DeselectSnd = ""
  4647. FireSndRadius = 1280
  4648. AIFireSndRadius = 128
  4649. EnvironmentMap = 0
  4650. InfiniteAmmo = 1
  4651. ShotsPerClip = 1
  4652. FireRecoilPitch = 0.000000
  4653. FireRecoilDecay = 0.000000
  4654. AmmoName0 = "Head_gun butt"
  4655. AIWeaponType = 2
  4656. AIMinBurstInterval = 0.000000
  4657. AIMaxBurstInterval = 0.000000
  4658. AIMinBurstShots = 0
  4659. AIMaxBurstShots = 0
  4660. AIAnimatesReloads = 1
  4661. LooksDangerous = 0
  4662. FireDelay = 575
  4663. HideWhenEmpty = 0
  4664. //HolsterAttachment = "NOSE club_holster"
  4665.  
  4666.  
  4667. /*
  4668. ** RifleButt
  4669. */
  4670.  
  4671. [Weapon38]
  4672.  
  4673. Name = "RifleButt"
  4674. NameId = 4025
  4675. DescriptionId = 4075
  4676. ClientWeaponType = 1
  4677. AniType = 2
  4678. Icon = "Interface\Photos\Weapons\sniper"
  4679. Pos = <-0.100000, -1.180000, 0.500000>
  4680. MuzzlePos = <1.000000, 0.520000, 53.440907>
  4681. BreachOffset = <0.000000, 0.000000, 0.000000>
  4682. MinPerturb = 0
  4683. MaxPerturb = 10
  4684. Range = 128
  4685. Recoil = <0.000000, 0.000000, 0.000000>
  4686. VectorsPerRound = 1
  4687. PVModel = "Guns\Models_PV\Tulwar.ltb"
  4688. PVSkin0 = "Hands"
  4689. PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
  4690. PVRenderStyle0 = "RS\default.ltb"
  4691. PVMuzzleFXName = ""
  4692. HHModel = "Guns\Models_HH\onlysocket.ltb"
  4693. HHSkin0 = ""
  4694. HHModelScale = <1.000000, 1.000000, 1.000000>
  4695. HHMuzzleFXName = ""
  4696. SilencedFireSnd = ""
  4697. FireSnd = ""
  4698. SelectSnd = ""
  4699. DeselectSnd = ""
  4700. FireSndRadius = 1280
  4701. AIFireSndRadius = 128
  4702. EnvironmentMap = 0
  4703. InfiniteAmmo = 1
  4704. ShotsPerClip = 1
  4705. FireRecoilPitch = 0.000000
  4706. FireRecoilDecay = 0.000000
  4707. AmmoName0 = "Head_gun butt"
  4708. AIWeaponType = 2
  4709. AIMinBurstInterval = 0.000000
  4710. AIMaxBurstInterval = 0.000000
  4711. AIMinBurstShots = 0
  4712. AIMaxBurstShots = 0
  4713. AIAnimatesReloads = 1
  4714. LooksDangerous = 0
  4715. FireDelay = 575
  4716. HideWhenEmpty = 0
  4717. //HolsterAttachment = "NOSE club_holster"
  4718.  
  4719. /*
  4720. ** ManCrate
  4721. */
  4722.  
  4723. [Weapon39]
  4724.  
  4725. Name = "ManCrate"
  4726. NameId = 4002
  4727. DescriptionId = 4052
  4728. ClientWeaponType = 1
  4729. AniType = 2
  4730. Icon = "Interface\Photos\Weapons\Tulwar"
  4731. Pos = <0.000000, -1.000000, 0.300000>
  4732. MuzzlePos = <1.000000, 0.520000, 53.440907>
  4733. BreachOffset = <0.000000, 0.000000, 0.000000>
  4734. MinPerturb = 0
  4735. MaxPerturb = 10
  4736. Range = 128
  4737. Recoil = <0.000000, 0.000000, 0.000000>
  4738. VectorsPerRound = 1
  4739. PVModel = "Guns\Models_PV\Tulwar.ltb"
  4740. PVSkin0 = "Hands"
  4741. PVSkin1 = "Guns\Skins_PV\Tulwar.dtx"
  4742. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  4743. PVRenderStyle0 = "RS\pv_envmap.ltb"
  4744. PVMuzzleFXName = ""
  4745. HHModel = "Guns\Models_HH\onlysocket.ltb"
  4746. HHSkin0 = ""
  4747. HHModelScale = <1.000000, 1.000000, 1.000000>
  4748. HHMuzzleFXName = ""
  4749. PVAttachFXName0 = ""
  4750. SilencedFireSnd = ""
  4751. FireSnd = ""
  4752. SelectSnd = ""
  4753. DeselectSnd = ""
  4754. FireSndRadius = 1280
  4755. AIFireSndRadius = 640
  4756. EnvironmentMap = 0
  4757. InfiniteAmmo = 1
  4758. ShotsPerClip = 1
  4759. FireRecoilPitch = 0.000000
  4760. FireRecoilDecay = 0.000000
  4761. AmmoName0 = "ManBite"
  4762. AIWeaponType = 2
  4763. AIMinBurstInterval = 0.000000
  4764. AIMaxBurstInterval = 0.000000
  4765. AIMinBurstShots = 0
  4766. AIMaxBurstShots = 0
  4767. AIAnimatesReloads = 1
  4768. LooksDangerous = 0
  4769. FireDelay = 575
  4770. HideWhenEmpty = 0
  4771. CanBeDeflected = 0
  4772.  
  4773. /*
  4774. ** Sterling silenced
  4775. */
  4776.  
  4777. [Weapon40]
  4778.  
  4779. Name = "SilencedSterling"
  4780. NameId = 4031
  4781. DescriptionId = 4081
  4782. ClientWeaponType = 1
  4783. AniType = 0
  4784. Icon = "Interface\Photos\Weapons\Sterling2"
  4785. Pos = <-0.225000, 0.147500, 0.040000>
  4786. MuzzlePos = <0.845000, -1.629995, 7.964867>
  4787. BreachOffset = <1.084999, -1.975021, -3.767539>
  4788. MinPerturb = 30
  4789. MaxPerturb = 60
  4790. Range = 100000
  4791. Recoil = <0.000000, 0.000000, 0.000000>
  4792. VectorsPerRound = 1
  4793. PVModel = "Guns\Models_PV\sterling2.ltb"
  4794. PVSkin0 = "Hands"
  4795. PVSkin1 = "Guns\Skins_PV\sterling2.dtx"
  4796. PVSkin2 = "TexFX\RenderStyles\clouds2.dtx"
  4797. PVRenderStyle0 = "RS\pv_envmap.ltb"
  4798. PVRenderStyle1 = "RS\default.ltb"
  4799. PVMuzzleFXName = "Basic_PV_Muzz"
  4800. HHModel = "Guns\Models_HH\sterling2.ltb"
  4801. HHSkin0 = "Guns\skins_pv\sterling2.dtx"
  4802. HHModelScale = <1.000000, 1.000000, 1.000000>
  4803. HHMuzzleFXName = ""
  4804. SilencedFireSnd = "Guns\Snd\Sterling\silenced.wav"
  4805. AltFireSnd = "Guns\Snd\Sterling\altfire.wav"
  4806. FireSnd = ""
  4807. DryFireSnd = "Guns\Snd\Sterling\dryfire.wav"
  4808. ReloadSnd1 = "Guns\Snd\Sterling\reload1.wav"
  4809. ReloadSnd2 = "Guns\Snd\Sterling\reload2.wav"
  4810. ReloadSnd3 = "Guns\Snd\Sterling\reload3.wav"
  4811. MiscSound1 = "Guns\Snd\Sil_Sterling\sil_fire.wav"
  4812. MiscSound2 = "Guns\Snd\Sil_Sterling\sil_loop.wav"
  4813. SelectSnd = "Guns\Snd\Sterling\select.wav"
  4814. DeselectSnd = "Guns\Snd\Sterling\deselect.wav"
  4815. FireSndRadius = 1280
  4816. AIFireSndRadius = 256
  4817. EnvironmentMap = 0
  4818. InfiniteAmmo = 0
  4819. ShotsPerClip = 30
  4820. FireRecoilPitch = 2.000000
  4821. FireRecoilDecay = 0.200000
  4822. ModName0 = ""
  4823. AmmoName0 = "9mm fmj"
  4824. AIWeaponType = 1
  4825. AIMinBurstInterval = 0.500000
  4826. AIMaxBurstInterval = 1.500000
  4827. AIMinBurstShots = 1
  4828. AIMaxBurstShots = 5
  4829. AIAnimatesReloads = 1
  4830. LooksDangerous = 1
  4831. FireDelay = 90
  4832. HideWhenEmpty = 0
  4833. HolsterAttachment = "BACK sterling_holster"
  4834.  
  4835. /*
  4836. ** TommyGun
  4837. */
  4838.  
  4839. [Weapon41]
  4840.  
  4841. Name = "TommygunInfinite"
  4842. NameId = 4010
  4843. DescriptionId = 4060
  4844. ClientWeaponType = 1
  4845. AniType = 0
  4846. Icon = "Interface\Photos\Weapons\TommyGun"
  4847. Pos = <0.000000, 0.305000, -0.540000>
  4848. MuzzlePos = <0.555000, -1.569984, 8.374876>
  4849. BreachOffset = <0.480000, -1.362507, -6.345098>
  4850. MinPerturb = 30
  4851. MaxPerturb = 60
  4852. Range = 100000
  4853. Recoil = <0.000000, 0.000000, 0.000000>
  4854. VectorsPerRound = 1
  4855. PVModel = "Guns\Models_PV\tommygun.ltb"
  4856. PVSkin0 = "Hands"
  4857. PVSkin1 = "Guns\Skins_PV\tommygun.dtx"
  4858. PVSkin2 = "TexFX\RenderStyles\shine.dtx"
  4859. PVRenderStyle0 = "RS\pv_envmap.ltb"
  4860. PVMuzzleFXName = "Tommygun_PV_Muzz"
  4861. HHModel = "Guns\Models_HH\tommygun.ltb"
  4862. HHSkin0 = "Guns\Skins_PV\tommygun.dtx"
  4863. HHModelScale = <1.000000, 1.000000, 1.000000>
  4864. HHMuzzleFXName = "Tommygun_HH_Muzz"
  4865. SilencedFireSnd = ""
  4866. AltFireSnd = "Guns\Snd\Tommygun\altfire.wav"
  4867. FireSnd = ""
  4868. DryFireSnd = "Guns\Snd\Tommygun\dryfire.wav"
  4869. ReloadSnd1 = "Guns\Snd\Tommygun\reload1.wav"
  4870. ReloadSnd2 = "Guns\Snd\Tommygun\reload2.wav"
  4871. ReloadSnd3 = "Guns\Snd\Tommygun\reload3.wav"
  4872. MiscSound1 = "Guns\Snd\Tommygun\fire.wav"
  4873. MiscSound2 = "Guns\Snd\Tommygun\fireloop.wav"
  4874. SelectSnd = "Guns\Snd\Tommygun\select.wav"
  4875. DeselectSnd = "Guns\Snd\Tommygun\deselect.wav"
  4876. FireSndRadius = 3000
  4877. AIFireSndRadius = 2000
  4878. EnvironmentMap = 0
  4879. InfiniteAmmo = 1
  4880. ShotsPerClip = 50
  4881. FireRecoilPitch = 2.000000
  4882. FireRecoilDecay = 0.200000
  4883. AmmoName0 = ".45 fmj"
  4884. AIWeaponType = 1
  4885. AIMinBurstInterval = 0.500000
  4886. AIMaxBurstInterval = 1.500000
  4887. AIMinBurstShots = 1
  4888. AIMaxBurstShots = 5
  4889. AIAnimatesReloads = 1
  4890. LooksDangerous = 1
  4891. FireDelay = 90
  4892. HideWhenEmpty = 0
  4893. HolsterAttachment = "BACK tommygun_holster"
  4894.  
  4895.  
  4896.  
  4897. /************************************************************************
  4898. **
  4899. ** MOD
  4900. **
  4901. ** Mod definitions specify the properties making up a
  4902. ** weapon modification.
  4903. **
  4904. ** All modification definitions should contain the following
  4905. ** properties:
  4906. **
  4907. ** Name (String)
  4908. **
  4909. ** User friendly name used in DEdit.
  4910. **
  4911. ** Socket (String)
  4912. **
  4913. ** Name of the model socket to attach the mod model to.
  4914. **
  4915. ** NameId (Integer)
  4916. **
  4917. ** Id that maps to the gear name (stored in CRes.dll)
  4918. **
  4919. ** DescriptionId (Integer)
  4920. **
  4921. ** Id that maps to the weapon description (stored in CRes.dll)
  4922. **
  4923. ** Icon (String)
  4924. **
  4925. ** Name of the interface icon associated with the ammo type.
  4926. **
  4927. ** Type (Integer)
  4928. **
  4929. ** Specifies the type of mod. Valid values are:
  4930. **
  4931. ** 0 - Silencer
  4932. ** 1 - Scope
  4933. **
  4934. ** AttachModel (String)
  4935. **
  4936. ** Name of the model attachment associated with the mod.
  4937. **
  4938. ** AttachSkin0-N (String)
  4939. **
  4940. ** Name of the skin(s) associated with the mod attachment model.
  4941. ** There can be any number of skins: AttachSkin0, AttachSkin1, ..., AttachSkinN
  4942. **
  4943. ** AttachRenderStyle0-N (String)
  4944. **
  4945. ** Name of the render style file ltb(s).
  4946. ** There can be any number of render styles: AttachRenderStyle0, AttachRenderStyle1, ..., AttachRenderStyleN
  4947. **
  4948. ** AttachScale (Vector)
  4949. **
  4950. ** Scale of the mod attachment model.
  4951. **
  4952. ** ZoomLevel (Integer)
  4953. **
  4954. ** Level the weapon can zoom to (Valid levels are 1, 2, and 3.
  4955. ** 0 = can't zoom). Ignored for non-scope mods.
  4956. **
  4957. ** NightVision (Integer)
  4958. **
  4959. ** Does the mod provide night vision (1 = true, 0 = false).
  4960. ** Ignored for non-scope mods.
  4961. **
  4962. ** Integrated (Integer)
  4963. **
  4964. ** Is the mod built into the weapon (1 = true, 0 = false).
  4965. **
  4966. ** Priority (Integer)
  4967. **
  4968. ** This is used for weapons that have more than one mod of the same
  4969. ** type (e.g., two scopes). This field indicates which should be used
  4970. ** if the weapon has both mods (the highest priority is used). NOTE:
  4971. ** this is a number between 0 and 255, that should default to 0.
  4972. **
  4973. ** ZoomInSound (String)
  4974. **
  4975. ** Name of the sound that is played when the weapon is zoomed in.
  4976. **
  4977. ** ZoomOutSound (String)
  4978. **
  4979. ** Name of the sound that is played when the weapon is zoomed out.
  4980. **
  4981. ** PickUpSound (String)
  4982. **
  4983. ** Name of the sound that is played when the mod is picked up (either
  4984. ** absolute path to sound or name of soundbutes sound)
  4985. **
  4986. ** RespawnSound (String)
  4987. **
  4988. ** Name of the sound that is played when the mod respawns in multiplayer
  4989. ** (either absolute path to sound or name of the soundbutes.txt sound)
  4990. **
  4991. ** PowerupModel (String)
  4992. **
  4993. ** Name of the powerup model associated with the mod.
  4994. **
  4995. ** PowerupSkin0-N (String)
  4996. **
  4997. ** Name of the powerup skin(s) associated with the mod.
  4998. ** There can be any number of skins: PowerupSkin0, PowerupSkin1, ..., PowerupSkinN
  4999. **
  5000. ** PowerupRenderStyle0-N (String)
  5001. **
  5002. ** Name of the render style file ltb(s).
  5003. ** There can be any number of render styles: PowerupRenderStyle0, PowerupRenderStyle1, ..., PowerupRenderStyleN
  5004. **
  5005. ** PowerupModelScale (Float)
  5006. **
  5007. ** The scaling factor used with the powerup model.
  5008. ** (same model as attach model)
  5009. **
  5010. ** TintColor (Vector)
  5011. **
  5012. ** Color to tint the screen when gear is picked up (r, g, b)
  5013. **
  5014. ** TintTime (Float)
  5015. **
  5016. ** Duration in seconds of screen tint when gear is picked up
  5017. **
  5018. ** AISilencedFireSndRadius (Integer)
  5019. **
  5020. ** The radius of volume that silenced fire sounds make, w.r.t to AI's senses
  5021. ** NOTE: this value only works with Type = 0 mods.
  5022. */
  5023.  
  5024. /*
  5025. ** beretta Silencer
  5026. */
  5027.  
  5028. [Mod0]
  5029. Name = "Beretta Silencer"
  5030. Socket = "Silencer"
  5031. NameId = 4250
  5032. DescriptionId = 4250
  5033. Icon = "Interface\Photos\Mods\silencer.dtx"
  5034. Type = 0
  5035. AttachModel = "Guns\Models_pv\silencer.ltb"
  5036. AttachSkin0 = "Guns\Skins_pv\silencer.dtx"
  5037. AttachSkin1 = "TexFX\RenderStyles\clouds.dtx"
  5038. AttachRenderStyle0 = "RS\pv_envmap.ltb"
  5039. AttachScale = <1.000000, 1.000000, 1.000000>
  5040. ZoomLevel = 0
  5041. NightVision = 0
  5042. Integrated = 0
  5043. Priority = 0
  5044. ZoomInSound = ""
  5045. ZoomOutSound = ""
  5046. PickUpSound = "ModItemPickupSound" // see soundbutes.txt
  5047. RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
  5048. PowerupModel = "Guns\Models_pv\silencer.ltb"
  5049. PowerupSkin0 = "Guns\Skins_pv\silencer.dtx"
  5050. PowerupModelScale = 18.000000
  5051. TintColor = <0.250000, 0.250000, 0.400000>
  5052. TintTime = 2.000000
  5053. AISilencedFireSndRadius = 128
  5054.  
  5055. [Mod1]
  5056. Name = "Camera Scope"
  5057. Socket = "Scope"
  5058. NameId = 4251
  5059. DescriptionId = 4251
  5060. Icon = ""
  5061. Type = 1
  5062. AttachModel = ""
  5063. AttachSkin0 = ""
  5064. AttachScale = <1.000000, 1.000000, 1.000000>
  5065. ZoomLevel = 1
  5066. NightVision = 0
  5067. Integrated = 1
  5068. Priority = 0
  5069. ZoomInSound = "guns\snd\Camera\camerazoom.wav"
  5070. ZoomOutSound = "guns\snd\Camera\camerazoom.wav"
  5071. PickUpSound = "ModItemPickupSound" // see soundbutes.txt
  5072. RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
  5073. PowerupModel = ""
  5074. PowerupSkin0 = ""
  5075. PowerupModelScale = 18.000000
  5076. TintColor = <0.250000, 0.250000, 0.400000>
  5077. TintTime = 2.000000
  5078.  
  5079. /*
  5080. ** Sniper Silencer
  5081. */
  5082.  
  5083. [Mod2]
  5084. Name = "Sniper Silencer"
  5085. Socket = "Silencer"
  5086. NameId = 4252
  5087. DescriptionId = 4250
  5088. Icon = "Interface\Photos\Mods\silencer.dtx"
  5089. Type = 0
  5090. AttachModel = "Guns\Models_pv\ssilencer.ltb"
  5091. AttachSkin0 = "Guns\Skins_pv\silencer.dtx"
  5092. AttachSkin1 = "TexFX\RenderStyles\clouds.dtx"
  5093. AttachRenderStyle0 = "RS\pv_envmap.ltb"
  5094. AttachScale = <1.000000, 1.000000, 1.000000>
  5095. ZoomLevel = 0
  5096. NightVision = 0
  5097. Integrated = 0
  5098. Priority = 0
  5099. ZoomInSound = ""
  5100. ZoomOutSound = ""
  5101. PickUpSound = "ModItemPickupSound" // see soundbutes.txt
  5102. RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
  5103. PowerupModel = "Guns\Models_pv\silencer.ltb"
  5104. PowerupSkin0 = "Guns\Skins_pv\silencer.dtx"
  5105. PowerupModelScale = 18.000000
  5106. TintColor = <0.250000, 0.250000, 0.400000>
  5107. TintTime = 2.000000
  5108. AISilencedFireSndRadius = 256
  5109.  
  5110. /*
  5111. ** Sterling Silencer
  5112. */
  5113.  
  5114. [Mod3]
  5115. Name = "Sterling Silencer"
  5116. Socket = "Silencer"
  5117. NameId = 4253
  5118. DescriptionId = 4250
  5119. Icon = "Interface\Photos\Mods\silencer.dtx"
  5120. Type = 0
  5121. AttachModel = "Guns\Models_pv\silencer.ltb"
  5122. AttachSkin0 = "Guns\Skins_pv\silencer.dtx"
  5123. AttachSkin1 = "TexFX\RenderStyles\clouds.dtx"
  5124. AttachRenderStyle0 = "RS\pv_envmap.ltb"
  5125. AttachScale = <1.000000, 1.000000, 1.000000>
  5126. ZoomLevel = 0
  5127. NightVision = 0
  5128. Integrated = 0
  5129. Priority = 0
  5130. ZoomInSound = ""
  5131. ZoomOutSound = ""
  5132. PickUpSound = "ModItemPickupSound" // see soundbutes.txt
  5133. RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
  5134. PowerupModel = "Guns\Models_pv\silencer.ltb"
  5135. PowerupSkin0 = "Guns\Skins_pv\silencer.dtx"
  5136. PowerupModelScale = 18.000000
  5137. TintColor = <0.250000, 0.250000, 0.400000>
  5138. TintTime = 2.000000
  5139. AISilencedFireSndRadius = 256
  5140.  
  5141. /*
  5142. ** Sniper Rifle Scope
  5143. */
  5144.  
  5145. [Mod4]
  5146. Name = "Sniper Scope"
  5147. Socket = "Scope"
  5148. NameId = 4254
  5149. DescriptionId = 4251
  5150. Icon = ""
  5151. Type = 1
  5152. AttachModel = ""
  5153. AttachSkin0 = ""
  5154. AttachScale = <1.000000, 1.000000, 1.000000>
  5155. ZoomLevel = 2
  5156. NightVision = 0
  5157. Integrated = 1
  5158. Priority = 0
  5159. ZoomInSound = "guns\snd\sniper\sniperzoom.wav"
  5160. ZoomOutSound = "guns\snd\sniper\sniperzoom.wav"
  5161. PickUpSound = "ModItemPickupSound" // see soundbutes.txt
  5162. RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
  5163. PowerupModel = ""
  5164. PowerupSkin0 = ""
  5165. PowerupModelScale = 18.000000
  5166. TintColor = <0.250000, 0.250000, 0.400000>
  5167. TintTime = 2.000000
  5168.  
  5169. /*
  5170. ** Utility Launcher Scope
  5171. */
  5172.  
  5173. [Mod5]
  5174. Name = "Launcher Scope"
  5175. Socket = "scope"
  5176. NameId = 4255
  5177. DescriptionId = 4251
  5178. Icon = ""
  5179. Type = 1
  5180. AttachModel = "guns\models_pv\scope.ltb"
  5181. AttachSkin0 = "guns\skins_pv\scope.dtx"
  5182. AttachSkin1 = "guns\skins_pv\lens2.dtx"
  5183. AttachSkin2 = "TexFX\RenderStyles\clouds.dtx"
  5184. AttachRenderStyle0 = "RS\pv_envmap.ltb"
  5185. AttachRenderStyle1 = "RS\pv_glass.ltb"
  5186. AttachScale = <1.000000, 1.000000, 1.000000>
  5187. ZoomLevel = 1
  5188. NightVision = 0
  5189. Integrated = 0
  5190. Priority = 0
  5191. ZoomInSound = "guns\snd\sniper\sniperzoom.wav"
  5192. ZoomOutSound = "guns\snd\sniper\sniperzoom.wav"
  5193. PickUpSound = "ModItemPickupSound" // see soundbutes.txt
  5194. RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
  5195. PowerupModel = ""
  5196. PowerupSkin0 = ""
  5197. PowerupModelScale = 18.000000
  5198. TintColor = <0.250000, 0.250000, 0.400000>
  5199. TintTime = 2.000000
  5200.  
  5201. /*
  5202. ** Crossbow scope
  5203. */
  5204.  
  5205. [Mod6]
  5206. Name = "Crossbow Scope"
  5207. Socket = "Scope"
  5208. NameId = 4256
  5209. DescriptionId = 4251
  5210. Icon = ""
  5211. Type = 1
  5212. AttachModel = "guns\models_pv\scope.ltb"
  5213. AttachSkin0 = "guns\skins_pv\scope.dtx"
  5214. AttachSkin1 = "guns\skins_pv\lens2.dtx"
  5215. AttachSkin2 = "TexFX\RenderStyles\clouds.dtx"
  5216. AttachRenderStyle0 = "RS\pv_envmap.ltb"
  5217. AttachRenderStyle1 = "RS\pv_glass.ltb"
  5218. AttachScale = <1.000000, 1.000000, 1.000000>
  5219. ZoomLevel = 1
  5220. NightVision = 0
  5221. Integrated = 0
  5222. Priority = 0
  5223. ZoomInSound = "guns\snd\sniper\sniperzoom.wav"
  5224. ZoomOutSound = "guns\snd\sniper\sniperzoom.wav"
  5225. PickUpSound = "ModItemPickupSound" // see soundbutes.txt
  5226. RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
  5227. PowerupModel = "guns\models_pv\scope.ltb"
  5228. PowerupSkin0 = "guns\skins_pv\scope.dtx"
  5229. PowerupSkin1 = "guns\skins_pv\lens2.dtx"
  5230. PowerupModelScale = 10.000000
  5231. TintColor = <0.250000, 0.250000, 0.400000>
  5232. TintTime = 2.000000
  5233.  
  5234. /*
  5235. ** Cufftest
  5236. */
  5237.  
  5238. [Mod7]
  5239. Name = "Cuff"
  5240. Socket = "cuff"
  5241. NameId = 4256
  5242. DescriptionId = 4251
  5243. Icon = ""
  5244. Type = 1
  5245. AttachModel = "guns\models_pv\cuff.ltb"
  5246. AttachSkin0 = "guns\skins_pv\cuff.dtx"
  5247. AttachSkin1 = "Chars\skins\CateWFins.dtx"
  5248. AttachRenderStyle0 = "RS\default.ltb"
  5249. AttachRenderStyle1 = "RS\FurShell.ltb"
  5250. AttachRenderStyle2 = "RS\FurFins.ltb"
  5251. AttachScale = <1.000000, 1.000000, 1.000000>
  5252. ZoomLevel = 0
  5253. NightVision = 0
  5254. Integrated = 0
  5255. Priority = 0
  5256. ZoomInSound = ""
  5257. ZoomOutSound = ""
  5258. PickUpSound = "ModItemPickupSound" // see soundbutes.txt
  5259. RespawnSound = "ModItemRespawnSound" // see soundbutes.txt
  5260. PowerupModel = ""
  5261. PowerupSkin0 = ""
  5262. PowerupModelScale = 18.000000
  5263. TintColor = <0.250000, 0.250000, 0.400000>
  5264. TintTime = 2.000000
  5265.  
  5266.  
  5267.  
  5268.  
  5269. /************************************************************************
  5270. **
  5271. ** GEAR
  5272. **
  5273. ** Gear definitions specify the properties making up miscellaneous
  5274. ** equipment..
  5275. **
  5276. ** All gear definitions should contain the following
  5277. ** properties:
  5278. **
  5279. ** Name (String)
  5280. **
  5281. ** User friendly name used in DEdit.
  5282. **
  5283. ** NameId (Integer)
  5284. **
  5285. ** Id that maps to the gear name (stored in CRes.dll)
  5286. **
  5287. ** DescriptionId (Integer)
  5288. **
  5289. ** Id that maps to the gear description (stored in CRes.dll)
  5290. **
  5291. ** Model (String)
  5292. **
  5293. ** Name of the model associated with the gear type.
  5294. **
  5295. ** Skin0-N (String)
  5296. **
  5297. ** Name of the skin file dtx(s) associated with the gear type model.
  5298. ** There can be any number of skins: Skin0, Skin1, ..., SkinN
  5299. **
  5300. ** RenderStyle0-N (String)
  5301. **
  5302. ** Name of the render style file ltb(s).
  5303. ** There can be any number of render styles: RenderStyle0, RenderStyle1, ..., RenderStyleN
  5304. **
  5305. ** Icon (String)
  5306. **
  5307. ** Name of the interface icon associated with the gear.
  5308. **
  5309. ** ProtectionType (Integer)
  5310. **
  5311. ** Specifies the type of damage this type of gear protects against.
  5312. ** (See valid DamageTypes above).
  5313. **
  5314. ** Protection (Float)
  5315. **
  5316. ** Specifies the percent of damage this type of gear prevents.
  5317. ** 0.0 = no protection, 1.0 = full protection
  5318. **
  5319. ** Armor (Float)
  5320. **
  5321. ** Specifies the amount of armor this type of gear provides.
  5322. **
  5323. ** Health (Float)
  5324. **
  5325. ** Specifies the amount of health this type of gear provides.
  5326. **
  5327. ** Stealth (Float)
  5328. **
  5329. ** Specifies the how much the gear reduces the volume of walking sounds
  5330. ** 0.0 = no reduction, 1.0 = completely eliminated
  5331. **
  5332. ** Selectable (Integer)
  5333. **
  5334. ** Specifies if this type of gear is ever available during mission
  5335. ** outfitting. 1 = may be available, 0 = never available
  5336. **
  5337. ** Exclusive (Integer)
  5338. **
  5339. ** Specifies if only one unit of this gear may be picked up.
  5340. ** 1 = only one may be picked up, 0 = multiples may be picked up
  5341. **
  5342. ** TintColor (Vector)
  5343. **
  5344. ** Color to tint the screen when gear is picked up (r, g, b)
  5345. **
  5346. ** TintTime (Float)
  5347. **
  5348. ** Duration in seconds of screen tint when gear is picked up
  5349. **
  5350. ** PickUpSound (String)
  5351. **
  5352. ** Name of the sound that is played when the mod is picked up (either
  5353. ** the absolute path to the sound or the name of the soundbutes.txt sound)
  5354. **
  5355. ** RespawnSound (String)
  5356. **
  5357. ** Name of the sound that is played when the mod respawns in multiplayer
  5358. ** (either the absolute path to the sound or the name of the soundbutes.txt
  5359. ** sound)
  5360. **
  5361. ** InterfaceSkin0-N (String)
  5362. **
  5363. ** Name of the skin file dtx(s) associated with the gear type interface model.
  5364. ** There can be any number of skins: InterfaceSkin0, InterfaceSkin1, ..., InterfaceSkinN
  5365. **
  5366. ** InterfaceRenderStyle0-N (String)
  5367. **
  5368. ** Name of the render style file ltb(s).
  5369. ** There can be any number of render styles: InterfaceRenderStyle0, InterfaceRenderStyle1, ..., InterfaceRenderStyleN
  5370. **
  5371. */
  5372.  
  5373. /*
  5374. ** Body Armor
  5375. */
  5376. [Gear0]
  5377. Name = "Body Armor"
  5378. NameId = 4200
  5379. DescriptionId = 4250
  5380. Model = "Props\Models\PUArmor.ltb"
  5381. Skin0 = "Props\Skins\PUArmor.dtx"
  5382. Icon = "Interface\Photos\Weapons\ArmorX.dtx"
  5383. ProtectionType = -1 // No protection
  5384. Protection = 1.000000
  5385. Armor = 50.000000
  5386. Health = 0.000000
  5387. Stealth = 0.000000
  5388. Selectable = 0
  5389. Exclusive = 0
  5390. TintColor = <0.250000, 0.250000, 0.400000>
  5391. TintTime = 2.000000
  5392. PickUpSound = "snd\powerups\pu_armor.wav"
  5393. RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
  5394.  
  5395. [Gear1]
  5396. Name = "Body Armor Small"
  5397. NameId = 4201
  5398. DescriptionId = 4251
  5399. Model = "Props\Models\PUArmor.ltb"
  5400. Skin0 = "Props\Skins\PUArmorSm.dtx"
  5401. Icon = "Interface\Photos\Weapons\ArmorX.dtx"
  5402. ProtectionType = -1 // No protection
  5403. Protection = 1.000000
  5404. Armor = 25.000000
  5405. Health = 0.000000
  5406. Stealth = 0.000000
  5407. Selectable = 0
  5408. Exclusive = 0
  5409. TintColor = <0.250000, 0.250000, 0.400000>
  5410. TintTime = 2.000000
  5411. PickUpSound = "snd\powerups\pu_armor_sm.wav"
  5412. RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
  5413.  
  5414. [Gear2]
  5415. Name = "First Aid"
  5416. NameId = 4202
  5417. DescriptionId = 4252
  5418. Model = "Props\Models\PUFirstAid.ltb"
  5419. Skin0 = "Props\Skins\PUFirstAid.dtx"
  5420. RenderStyle0 = "RS\transparent.ltb"
  5421. Icon = "Interface\Photos\Weapons\HealthX.dtx"
  5422. ProtectionType = -1 // No protection
  5423. Protection = 1.000000
  5424. Armor = 0.000000
  5425. Health = 50.000000
  5426. Stealth = 0.000000
  5427. Selectable = 0
  5428. Exclusive = 0
  5429. TintColor = <0.250000, 0.250000, 0.400000>
  5430. TintTime = 2.000000
  5431. PickUpSound = "snd\powerups\pu_firstaid.WAV"
  5432. RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
  5433.  
  5434. [Gear3]
  5435. Name = "First Aid Small"
  5436. NameId = 4203
  5437. DescriptionId = 4253
  5438. Model = "Props\Models\PuBandage.ltb"
  5439. Skin0 = "Props\Skins\PuBandage.dtx"
  5440. Icon = "Interface\Photos\Weapons\HealthX.dtx"
  5441. ProtectionType = -1 // No protection
  5442. Protection = 1.000000
  5443. Armor = 0.000000
  5444. Health = 25.000000
  5445. Stealth = 0.000000
  5446. Selectable = 0
  5447. Exclusive = 0
  5448. TintColor = <0.250000, 0.250000, 0.400000>
  5449. TintTime = 2.000000
  5450. PickUpSound = "snd\powerups\pu_bandaid.wav"
  5451. RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
  5452.  
  5453. [Gear4]
  5454. Name = "Body Armor Found"
  5455. NameId = 4204
  5456. DescriptionId = 4254
  5457. Model = "Props\Models\PUArmor.ltb"
  5458. Skin0 = "Props\Skins\PUArmor.dtx"
  5459. Icon = "Interface\Photos\Weapons\ArmorX.dtx"
  5460. ProtectionType = -1 // No protection
  5461. Protection = 1.000000
  5462. Armor = 10.000000
  5463. Health = 0.000000
  5464. Stealth = 0.000000
  5465. Selectable = 0
  5466. Exclusive = 0
  5467. TintColor = <0.250000, 0.250000, 0.400000>
  5468. TintTime = 2.000000
  5469. PickUpSound = "snd\powerups\pu_armor.wav"
  5470. RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
  5471.  
  5472. [Gear5]
  5473. Name = "First Aid Found"
  5474. NameId = 4205
  5475. DescriptionId = 4255
  5476. Model = "Props\Models\PUJar.ltb"
  5477. Skin0 = "Props\Skins\PUJar.dtx"
  5478. Icon = "Interface\Photos\Weapons\HealthX.dtx"
  5479. ProtectionType = -1 // No protection
  5480. Protection = 1.000000
  5481. Armor = 0.000000
  5482. Health = 10.000000
  5483. Stealth = 0.000000
  5484. Selectable = 0
  5485. Exclusive = 0
  5486. TintColor = <0.250000, 0.250000, 0.400000>
  5487. TintTime = 2.000000
  5488. PickUpSound = "snd\powerups\pu_firstaid.WAV"
  5489. RespawnSound = "BodyArmorRespawnSound" // see soundbutes.txt
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