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  1. //
  2. //
  3. // weapons.tbl
  4. //
  5. // file to specify weapon characteristics
  6. //
  7. // --------------------
  8. // Ordering of entries:
  9. // --------------------
  10. //
  11. // All primary weapons are listed in the first section, followed by secondary weapons in the next.
  12. //
  13. //
  14. // note: sounds use the following fields: filename, min_distance, volume_scale
  15. //
  16. //
  17. // $Name:               name of the weapon type
  18. // $Display Name:       interface display name of weapon
  19. // $V3D Filename:       disk filename for model used for projectile (can be "" to not render anything)
  20. // $Flags:              properties of the weapon.  The following are supported
  21. //                                "alt_fire"                    -- weapon has alt fire mode
  22. //                      "continuous_fire"            -- weapon fires continuously (fire sound loops)
  23. //                      "alt_continuous_fire"   -- weapon fires continuously in alt fire mode
  24. //                      "flickers"              -- weapon light flickers
  25. //                      "thruster"              -- light cast from rear of weapon 
  26. //                                "melee"                        -- weapon is melee
  27. //                               "remote_charge"         -- weapon is a remote charge
  28. //                                "player_wep"                -- weapon can be used by player
  29. //                                "alt_zoom"                    -- alt fire activates zoom
  30. //                                "underwater"            -- weapon works underwater
  31. //                                "from_eye"                    -- weapon fires from eye (otherwise fires from muzzle)
  32. //                                "gravity"                    -- weapon projectile has gravity applied
  33. //                                "fixed_muz_flash"            -- don't randomly rotate muzzle flash on first-person view
  34. //                                "alt_lock"                      -- alt fire requires a lock before can be fired
  35. //                          "silent"                -- weapon doesn't make noise when fired
  36. //                                "drill"                        -- weapon has ability to drill
  37. //                      "detonator"             -- weapon is a detonator, used for remote charges
  38. //                          "alt_custom_mode"       -- alt fire puts weapon into custom mode
  39. //                                "ps2_fp_full_clip"        -- uses full clip renderer when rendering this weapon's first person model
  40. //                      "no_world_collide"      -- weapon doesn't collide with world
  41. //
  42. // $Flags2:             more properties of the weapon.  The following are supported
  43. //                      "pierces_all"
  44. //                      "random_bmp_orient"
  45. //                      "cycle_alpha"
  46. //                      "no_fire_through"
  47. //                      "no_world_collide"
  48. //                      "undeviating"
  49. //                      "flame" -- specifies that the weapon is to behave like the flamethrower
  50. //                      "has_scanner" -- specifies that the weapon has a heat scanner (like the rail gun) for its alt fire function
  51. //                      "damage_self" -- specifies that the weapon can damage the player - for weapons with explosive charges.
  52. //                      "has_pilot_flame" -- specifies that the weapon has a pilot flame (like the flamethrower)
  53. //
  54. // $Cycle Position:        (required IF AND ONLY IF the "player_wep" flag is set)  This denotes where in the weapons cycle
  55. //                                this player weapon occurs.  0-based.  Must be less than 16.
  56. // $Pref Position:        (required IF AND ONLY IF the "player_wep" flag is set)  This denotes the preference for this weapon (0
  57. //                                is highest.  0-based.  Must be less than 16.
  58. // $Fine Aim Region Size:(required IF the "player_wep" flag is set, optional otherwise)  Size, in percentage of the screen, of the "fine aiming" window
  59. // $Fine Aim Region Size SS:(required IF the "player_wep" flag is set, optional otherwise)  Size, in percentage of the screen, of the "fine aiming" window -- SPLITSCREEN
  60. //
  61. // $Weapon Type:        (OPTIONAL)tells what category it should be placed in if it is a weapon used by player.  Can be the following:
  62. // $Weapon Icon:        (OPTIONAL)used if weapon type is defined in weapon switching
  63. //                "close combat"
  64. //                "semi-auto"
  65. //                "heavy"
  66. //                "explosive"
  67. // $Damage Type:            what type of damage the weapon does.  following are acceptable:
  68. //                "bash",                // you use this to beat on other things
  69. //                "bullet",            // standard round
  70. //                "armor piercing bullet"        // high powered round
  71. //                "explosive"               // boom
  72. //                "fire"                // fire. good.
  73. //                "energy"            // lasers and all dat
  74. //                          "electrical"            // from electrified materials
  75. //                          "acid"                         // hydrochloric, not the drug
  76. //                          "scalding"                     // steam, etc. damage
  77. //
  78. // $3rd Person V3D:                  (OPTIONAL) third person model for weapon
  79. // $3rd Person Muzzle Flash Glare    (OPTIONAL) muzzle flash glare name seen from third person
  80. // $3rd Person Muzzle Flash Radius:  (OPTIONAL) radius of third person muzzle flash bitmap
  81. // $1st Person Mesh:                 (OPTIONAL) weapon model seen from first person
  82. // $1st Person FOV:                  (OPTIONAL) FOV used when rendering the first person gun
  83. // $1st Person offset:               (OPTIONAL) used to tweak weapon position relative to eye pos
  84. // $1st Person offset SS:               (OPTIONAL) used to tweak weapon position relative to eye pos - SPLITSCREEN
  85. // $1st person muzzle flash bitmap:  (OPTIONAL) muzzle flash bitmap seen from first person
  86. // $1st person muzzle flash radius:  (OPTIONAL) radius of first person muzzle flash bitmap
  87. // $1st Person Alt Muzzle Flash Bitmap: (OPTIONAL) muzzle flash bitmap of the alternate fire seen from first person
  88. // $1st Person Alt Muzzle Flash Radius: (OPTIONAL) alternate fire radius of first person muzzle flash bitmap
  89. // $Spark VFX:                                 (OPTIONAL) the spark vfx for the riot stick
  90. //        +State:    "idle"
  91. //        +State:    "run"
  92. //    +State:    "loop_fire"
  93. //        +Action:   "fire"             "Foley Sound"
  94. //        +Action:   "alt_fire"         "Foley Sound"
  95. //        +Action:   "fire_fail"        "Foley Sound"
  96. //        +Action:   "idle_1"           "Foley Sound"
  97. //        +Action:   "idle_2"           "Foley Sound"
  98. //        +Action:   "idle_3"           "Foley Sound"
  99. //        +Action:   "reload"           "Foley Sound"
  100. //        +Action:   "draw"             "Foley Sound"
  101. //        +Action:   "holster"          "Foley Sound"
  102. //        +Action:   "jump"             "Foley Sound"
  103. //        +Action:   "custom_start"     "Foley Sound"
  104. //        +Action:   "custom_leave"     "Foley Sound"
  105. // $Bitmap Filename:
  106. // $Head Radius:
  107. //        +Length:                     (OPTIONAL)
  108. //        +Tail Radius:                (OPTIONAL)
  109. // $HUD Icon Filename:                  (OPTIONAL) icon used on the HUD to represent weapon
  110. // $HUD Reticle Filename:        (OPTIONAL) reticle bitmap
  111. // $HUD Zoomed Reticle Filename:    (OPTIONAL) zoomed reticle bitmap
  112. // $HUD Locked Reticle Filename:    (OPTIONAL) reticle bitmap indicating weapon has "locked-on"
  113. // $PS2 Selection Icon Filemame:    (OPTIONAL) weapon icon bitmap for ps2 weapon select interface
  114. // $Collision Radius:                Radius of weapon (in meters) for collision detection purposes
  115. // $Max Ammo:                       
  116. // $Ammo Type:
  117. // $AI attack range:                The range that an AI will attempt to stay within when attacking
  118. // $Clip Size:                      (OPTIONAL)
  119. // $Clip Reload Time:               (OPTIONAL)
  120. // $Clip Drain Time:                (OPTIONAL) For power weapons (i.e. riot stick)
  121. // $Mass:
  122. // $Velocity:
  123. // $Velocity Multi:                    (OPTIONAL) Defaults to $Velocity
  124. // $Fire Wait:
  125. // $Alt Fire Wait:                      (OPTIONAL)
  126. // $Num Projectiles:            (OPTIONAL) Number of projectiles released when weapon fires (default is 1)
  127. // $Spread Degrees:                     (OPTIONAL) default 0.0f degrees
  128. // $Spread Degrees Multi:                (OPTIONAL) default same as $Spread Degrees:
  129. // $AI Spread Degrees:                  (OPTIONAL) single, multi (multi ignored).  default 0.0f for both
  130. // $Alt Spread Degrees:                 (OPTIONAL) default 0.0f degrees
  131. // $Alt Spread Degrees Multi:              (OPTIONAL) default same as $Alt Spread Degrees
  132. // $AI Alt Spread Degrees:              (OPTIONAL) single, multi (multi ignored).  default 0.0f for both
  133. // $Start Sound:            (OPTIONAL) The sound of the (continuously-firing) weapon starting up
  134. // $Start Delay:            (OPTIONAL) The delay between when the entity wants to fire this weapon and when it starts firing
  135. // $Stop Sound:                (OPTIONAL) The sound of the (continuously-firing) weapon winding down
  136. // $Burst Mode:                         (OPTIONAL)
  137. //        +Burst Count:
  138. //        +Burst Delay:
  139. //        +Burst Launch Sound:
  140. //        +Burst Alt Fire:
  141. // $Damage:                        (REQUIRED) Single player damage
  142. // $Damage Multi:                (OPTIONAL) Multiplayer damage.  Defaults to same as single player damage
  143. // $Alt Damage:                    (OPTIONAL) Single player alt damage.  Defaults to same as regular single player damage.
  144. // $Alt Damage Multi:            (OPTIONAL) Multi alt damage.  Defaults to same as single player alt damage.
  145. // $AI Damage Scale:            (OPTIONAL) Factor that damage is scaled by if weapon is fired by AI
  146. // $Lifetime:
  147. // $Lifetime Multi:                    (OPTIONAL) Defaults to $Lifetime
  148. // $Homing:
  149. //        +Turn Time:        How quickly the weapon can turn; lower values turn quicker; 
  150. //                    keep this a positive number; values < 1 will create rediculously agile weapons
  151. //        +View Cone:        FOV of the scanner of the weapon (in Degrees)
  152. //        +Scanning Range:    How far ahead the weapon will scan when looking for a target
  153. //        +Wakeup Time:        (OPTIONAL) Number of seconds before the weapon "wakes up" and begins tracking; 0 if not specified
  154. // $Launch:                Foley sound played when weapon is fired
  155. // $Alt Launch:                         (OPTIONAL) Foley sound played when weapon is alternate fired
  156. // $Launch Fail:                        (OPTIONAL) Foley sound played when weapon tries to fire but cannot (usually because out of ammo)
  157. // $Fly Sound:                                
  158. // $Zoom Sound:                (OPTIONAL)
  159. // $Impact Delay:            (OPTIONAL) Delay in seconds before applying melee damage or creating a weapon
  160. // $Alt Impact Delay:            (OPTIONAL) Delay in seconds before applying melee damage or creating a weapon in alt fire mode
  161. // $Impact Sound:                       "material"  num_sounds
  162. //                    sound sound sound  (OPTIONAL)
  163. // $Near Miss Sound:                    (OPTIONAL) Foley sound for near-misses from this weapon
  164. // $Near Miss Underwater:        (OPTIONAL) Foley sound for near-misses from this weapon, underwater
  165. // $Geomod Sound:                       (OPTIONAL) Foley sound for weapon making a geomod
  166. // $Impact Vclips:
  167. // $Impact Vclips Radius:
  168. // $Trail emitter:                      (OPTIONAL)
  169. // $Damage Radius:                        (REQUIRED) 
  170. // $Damage Radius Multi:                (OPTIONAL) Defaults to $Damage Radius: value
  171. //        +Crater Radius:
  172. // $Sticky:
  173. //        +Stick Sound:
  174. //        +Embedded V3D Filename:
  175. // $Glow                                        Light cast by projectile
  176. //        +Inner Radius:
  177. //        +Outer Radius:
  178. //        +Color:
  179. // $Muzzle Flash Light:             (OPTIONAL) Light cast by muzzle flash
  180. //        +Inner Radius:
  181. //        +Outer Radius:
  182. //        +Color:
  183. // $Scorch Bitmap:            (OPTIONAL) scorch bitmap filename
  184. // $Scorch Size:            (OPTIONAL) scorch size, in meters (a vector)
  185. // $Glass Decal Bitmap:            (OPTIONAL) glass decal bitmap filename
  186. // $Glass Decal Size:            (OPTIONAL) glass decal size, in meters (a vector)
  187. // $Shells Ejected:            (OPTIONAL) the type of shells ejected and the manner in which they eject
  188. //        +V3D:                
  189. //        +Base Dir:            
  190. //        +Eject Velocity:    
  191. //        +Custom Sound Set:    
  192. // $Clips Ejected:            (OPTIONAL) the type of shells ejected and the manner in which they eject
  193. //        +V3D:                
  194. //        +Drop Pause Time:            
  195. //        +Custom Sound Set:    
  196. // $Camera Shake:            (OPTIONAL) amount of camera shake for this weapon
  197. //        +Distance:        Shake amount in meters
  198. //        +Time:            Camera shake duration
  199. // $Tracers                             (OPTIONAL) Whether the weapon fires tracers (default = false)
  200. //        +Tracer Frequency:    How many standard rounds are fired in-between tracers 
  201. //                    (i.e. a value of 3 would mean a tracer is fired every 3 rounds)
  202. //        +Tracer Effect:        Name of VFX/V3D to use for the tracer...
  203. // $Piercing:                           (OPTIONAL) Whether the weapon can pierce walls (default = false)
  204. //        +Piercing Power:        How much mass the weapon can pierce before being stopped; 
  205. //                    piercing an object subtracts an amount from this value, and when it reaches 0 the weapon can no longer pierce
  206. //        +Ricochet Angle:        (OPTIONAL) Angle (in degrees) at which the bullet will no longer penetrate, but ricochet instead (default = always penetrate)
  207. //        +Ricochet Bitmap:       (OPTIONAL) Bitmap to use for ricochet decal (default = use $Scorch Bitmap:)
  208. //        +Ricochet Size:         (OPTIONAL) ricochet size, in meters (a vector)
  209. //    $Corona (Glare) 1:        (OPTIONAL) glare name, specified in effects.tbl.  N is the number of the prop point (ie it would be 1 for the corona_1 point)
  210. //    $Corona (Glare) N:        you need to have as many of these as there are prop points
  211. // $Reload Zero Drain:            (OPTIONAL) If this is set, then "_" seconds into the weapon's reload, it's current ammo in the current clip goes to 0, forcing it to use a whole clip on the reload. (for riot stick and flamethrower initially)
  212. // $FP Packfile Name:            (OPTIONAL) for PLAYER WEAPONS
  213. //
  214. // ----------------------------------------------------------------------------------
  215.  
  216. #Primary Weapons
  217.  
  218. // ----------------------------------------------------------------------------------
  219.  
  220. $Name:                  "Remote Charge"
  221. $V3D Filename:          "rmt_explosive.v3d"
  222. $Flags:                 ("remote_charge" "alt_fire" "player_wep" "gravity" "underwater" "silent")
  223. $Flags2:                ("no_fire_through" "damage_self")
  224. $Cycle Position:            0
  225. $Pref Position:            13
  226. $Fine Aim Region Size:    0.65
  227. $Fine Aim Region Size SS:    0.65
  228. $Weapon Type:                "explosive"
  229. $Weapon Icon:                "ws_remotecharge.tga"
  230. $Damage Type:                "explosive"
  231. $3rd Person V3D:        "weapon_remote_charge.v3d"
  232. $1st Person Mesh:        "fp_rmt_chrg.v3d"
  233. $1st Person FOV:        70
  234. $1st Person offset:     <0.3,0.0,0.2>
  235. $1st Person offset SS:  <0.4,0.0,0.2>
  236. +State:                 "idle"         "fp_rmt_chrg_idle.mvf"
  237. +State:                 "run"          "fp_rmt_chrg_run.mvf"
  238. +Action:                "draw"         "fp_rmt_chrg_draw.mvf"       "Charge Draw"
  239. +Action:                "fire"         "fp_rmt_chrg_throw.mvf"      "Charge Throw"
  240. +Action:                "alt_fire"     "fp_rmt_chrg_place.mvf"      "Charge Throw"
  241. +Action:                "idle_1"       "fp_rmt_chrg_idlerub.mvf"    "Charge Idle Rub"
  242. +Action:                "idle_2"       "fp_rmt_chrg_idletoss.mvf"   "Charge Idle Tap"
  243. +Action:                "holster"      "fp_rmt_chrg_holster.mvf"    "Glock Holster"
  244. +Action:                "jump"         "fp_rmt_chrg_jump.mvf"       ""
  245. $Bitmap Filename:       ""
  246. $HUD Icon Filename:     ""
  247. $HUD Reticle Filename:    "reticle.tga"
  248. $PS2 Selection Icon Filemame:    "ws_remcharge.tga"
  249. $Collision Radius:      0.051
  250. $Max Ammo:                   20 21
  251. $Ammo Type:             "remote charge"
  252. $AI attack range:            10.0 10.0
  253. $Mass:                  0.2
  254. $Velocity:              10
  255. $Fire Wait:             0.75
  256. $Damage:                500
  257. $Damage Multi:            500
  258. $Lifetime:              20.0
  259. $Homing:                false
  260. $Launch:                "Remote Charge Launch"
  261. $Alt Launch:            "Remote Charge Alt Launch"
  262. $Fly Sound:             ""
  263. $Impact Delay:          0.35
  264. $Alt Impact Delay:      0.25
  265. $Impact Sound:          "default"    "Remote Charge Hit Default"
  266. $Geomod Sound:          "Weapon Geomod Small"
  267. $Impact Vclips:          ("charge_explode")
  268. $Impact Vclips Radius:   (2.0)
  269. $Damage Radius:            5.0
  270. $Damage Radius Multi:            8.0
  271.     +Crater Radius:      5.0
  272. $Sticky:                true
  273.     +Stick Sound:        "default"    "attach_02.wav"        5 0.8
  274.     +Embedded V3D Filename: ""
  275. $Glow:                  false
  276. $Scorch Bitmap:            "missileblastmk01_A.tga"
  277. $Scorch Size:                <10.0, 10.0, 10.0>
  278.  
  279.  
  280. // ----------------------------------------------------------------------------------
  281.  
  282. $Name:                  "Remote Charge Detonator"
  283. $V3D Filename:          ""
  284. $Flags:                 ("detonator" "alt_fire" "underwater" "silent")
  285. $Flags2:                ("no_fire_through")
  286. $Weapon Type:                "explosive"
  287. $Weapon Icon:                ""
  288. $Damage Type:                "explosive"
  289. $3rd Person V3D:        "weapon_remote_detonate.v3d"
  290. $1st Person Mesh:        "fp_rmt_det.v3d"
  291. $1st Person FOV:        70
  292. $1st Person offset:     <0.00,0.05,-0.2>
  293. $1st Person offset SS:  <0.10,0.05,-0.2>
  294. +State:                 "idle"       "fp_rmt_det_idle.mvf"
  295. +State:                 "run"        "fp_rmt_det_run.mvf"
  296. +Action:                "draw"       "fp_rmt_det_draw.mvf"         "detonator draw"
  297. +Action:                "fire"       "fp_rmt_det_fire.mvf"         "detonator fire"
  298. +Action:                "idle_1"     "fp_rmt_det_idlestretch.mvf"  "detonator idle stretch"
  299. +Action:                "idle_2"     "fp_rmt_det_idlecheck.mvf"    "detonator idle check"
  300. +Action:                "holster"    "fp_rmt_det_holster.mvf"      "glock holster"
  301. +Action:                "jump"       "fp_rmt_det_jump.mvf"         ""
  302. $Bitmap Filename:       ""
  303. $HUD Icon Filename:     ""
  304. $HUD Reticle Filename:    ""
  305. $Collision Radius:      0.051
  306. $Max Ammo:                   20 21
  307. $Ammo Type:             "remote charge"
  308. $AI attack range:            50.0 50.0
  309. $Mass:                  0.2
  310. $Velocity:              10
  311. $Fire Wait:             0.75
  312. $Damage:                200 
  313. $Damage Multi:            200
  314. $Lifetime:              20.0
  315. $Homing:                false
  316. $Launch:                ""
  317. $Launch Fail:           ""
  318. $Fly Sound:             ""
  319. $Impact Vclips:         ("")
  320. $Impact Vclips Radius:  (2.0)
  321. $Damage Radius:            5.0
  322.     +Crater Radius:      5.0
  323. $Sticky:                true
  324. $Glow:                  false
  325. $Scorch Bitmap:            "missileblastmk01_A.tga"
  326. $Scorch Size:                <10.0, 10.0, 10.0>
  327.  
  328. // ----------------------------------------------------------------------------------
  329.  
  330. $Name:                  "Riot Stick"
  331. $Display Name:          "Control Baton"
  332. $V3D Filename:          ""
  333. $Flags:                        ("melee" "alt_fire"  "alt_continuous_fire" "underwater" "player_wep" "from_eye")
  334. $Flags2:                ("no_fire_through")
  335. $Cycle Position:            1
  336. $Pref Position:            12
  337. $Fine Aim Region Size:    0.65
  338. $Fine Aim Region Size SS:    0.65
  339. $Weapon Type:                "close combat"
  340. $Weapon Icon:                "ws_riotstick.tga"
  341. $Damage Type:                "bash"
  342. $3rd Person V3D:        "weapon_riotstick.v3d"
  343. $1st Person Mesh:        "fp_riot.vcm"
  344. $1st Person FOV:        40
  345. $1st Person offset:     <-0.178,-0.418,0.072>
  346. $1st Person offset SS:  <-0.038,-0.418,0.072>
  347. $1st Person Muzzle Flash Bitmap:   "rstick_prepflare.vbm"
  348. $1st Person Muzzle Flash Radius:   0.4
  349. $1st Person Alt Muzzle Flash Bitmap:   "rstick_prepflare.vbm"
  350. $1st Person Alt Muzzle Flash Radius:   3.0
  351. $Spark VFX:                    "rstick_bolt.vfx"
  352. +State:                 "idle"             "fp_riot_idle.mvf"
  353. +State:                 "run"              "fp_riot_run.mvf"   
  354. +State:                 "loop_fire"        "fp_riot_attack_taserB.mvf"
  355. +Action:                "idle_1"           "fp_riot_idle_hit.mvf"      "Riot Idle Hit"
  356. +Action:                "idle_2"           "fp_riot_idle_toss.mvf"     "Riot Idle Toss"
  357. +Action:                "fire"             "fp_riot_attack.mvf"        "Riot Attack"
  358. +Action:                "reload"           "fp_riot_reload.mvf"        "Riot Reload"
  359. +Action:                "draw"             "fp_riot_draw.mvf"          "Riot Draw"
  360. +Action:                "holster"          "fp_riot_holster.mvf"       "Riot Holster"
  361. +Action:                "jump"             "fp_riot_jump.mvf"          ""
  362. $Bitmap Filename:       ""
  363. $HUD Icon Filename:     ""
  364. $HUD Reticle Filename:    ""
  365. $PS2 Selection Icon Filemame:    "ws_rstick.tga"
  366. $Collision Radius:      0.25
  367. $Max Ammo:                   900 900
  368. $Ammo Type:             "power cell"
  369. $AI attack range:            2.6 2.6
  370. $Clip Size:             100 100
  371. $Clip Reload Time:      2.7
  372. $Clip Drain Time:       2.5
  373. $Mass:                  5.0
  374. $Velocity:              1.5
  375. $Fire Wait:             1.0
  376. $Alt Fire Wait:         0.5
  377. $Damage:                60.0
  378. $Damage Multi:            60.0
  379. $Alt Damage:            120.0
  380. $Alt Damage Multi:        80.0
  381. $AI Damage Scale:        0.1 0.1
  382. $Lifetime:              1
  383. $Homing:                false
  384. $Launch:                ""
  385. $Alt Launch:            "Riot Attack Taser"
  386. $Fly Sound:                ""
  387. $Impact Delay:          0.15
  388. $Impact Delay:          0.6
  389. $Alt Impact Delay:        0.01
  390. $Impact Sound:          "default"    "Riot Impact Default"
  391. $Impact Sound:          "flesh"         "Riot Impact Flesh"
  392. $Impact Sound:          "metal"         "Riot Impact Metal"
  393. $Impact Sound:          "rock"         "Riot Impact Rock"
  394. $Impact Sound:          "water"         "Small Water Splash"
  395. $Impact Sound:            "glass"         "Gun Hit Glass"
  396. $Impact Vclips:         ("riotspark")
  397. $Impact Vclips Radius:  (0.3)
  398. $Damage Radius:         0.0
  399. $Sticky:                false
  400. $Glow:                  false
  401. $Scorch Bitmap:            "scrape.tga"
  402. $Scorch Size:            <0.3, 0.3, 0.3>
  403. $Glass Decal Bitmap:    "bullethole02glass_A.tga"
  404. $Glass Decal Size:        <0.3, 0.3, 0.3>
  405. $Reload Zero Drain:     1.3
  406.  
  407. // ----------------------------------------------------------------------------------
  408.  
  409. $Name:                  "12mm handgun"
  410. $V3D Filename:          ""
  411. $Flags:                 ("alt_custom_mode" "player_wep" "from_eye" "underwater" "semi_automatic" "autoaim")
  412. $Flags2:                ("undeviating")
  413. $Cycle Position:            2
  414. $Pref Position:            11
  415. $Fine Aim Region Size:    0.65
  416. $Fine Aim Region Size SS:    0.65
  417. $Weapon Type:                "semi-auto"
  418. $Weapon Icon:                "ws_pistol.tga"
  419. $Damage Type:                "bullet"
  420. $3rd Person V3D:          "weapon_ultorgun.v3d"
  421. $3rd Person Muzzle Flash Glare:   "Glock Muzzle Flash"
  422. $1st Person Mesh:        "fp_glock.v3d"
  423. $1st Person FOV:        65
  424. $1st Person offset:     <-0.110,-0.140,-0.342>
  425. $1st Person offset SS:  <-0.110,-0.140,-0.342>
  426. $1st Person Muzzle Flash Bitmap:   "muzzleflash01.tga"
  427. $1st Person Muzzle Flash Radius:   0.3
  428. $Silencer V3D:          "silencer.v3d"
  429. +State:                 "idle"             "fp_glock_idle.mvf"
  430. +State:                 "run"              "fp_glock_run.mvf"
  431. +Action:                "fire"             "fp_glock_fire.mvf"          ""
  432. +Action:                "fire_fail"        "fp_glock_fire_fail.mvf"     ""
  433. +Action:                "idle_1"           "fp_glock_flex.mvf"          "Glock Flex"
  434. +Action:                "idle_2"           "fp_glock_gunlook.mvf"       "Glock Look"
  435. +Action:                "reload"           "fp_glock_reload.mvf"        "Glock Reload"
  436. +Action:                "draw"             "fp_glock_draw.mvf"          "Glock Draw"
  437. +Action:                "holster"          "fp_glock_holster.mvf"       "Glock Holster"
  438. +Action:                "jump"             "fp_glock_jump.mvf"          ""
  439. +Action:                "custom_start"     "fp_glock_silencer_add.mvf"  "Silencer On"
  440. +Action:                "custom_leave"     "fp_glock_silencer_off.mvf"  "Silencer Off"
  441. $Bitmap Filename:       ""
  442. $HUD Icon Filename:     ""
  443. $HUD Reticle Filename:    "reticle.tga"
  444. $PS2 Selection Icon Filemame:    "ws_pistol.tga"
  445. $Collision Radius:      0.02
  446. $Max Ammo:                   125 210
  447. $Ammo Type:             "12mm"
  448. $AI attack range:            20.0 20.0
  449. $Clip Size:             16 16
  450. $Clip Reload Time:      1.1
  451. $Mass:                  0.2
  452. $Velocity:              275.0
  453. $Fire Wait:             0.50
  454. $Alt Fire Wait:         0.20
  455. $Spread Degrees:        0.5 
  456. $Spread Degrees Multi:    0.5
  457. $AI Spread Degrees:     3.0 4.0
  458. $Damage:                40 
  459. $Damage Multi:            30
  460. $Lifetime:              20.0
  461. $Homing:                false
  462. $Launch:                "Glock Launch"
  463. $Alt Launch:            "Glock Switch"
  464. $Silent Launch:         "Silencer Launch"
  465. $Underwater Launch:     "Glock Alt Launch"
  466. $Launch Fail:           "Glock Fail"
  467. $Fly Sound:                ""
  468. $Impact Sound:          "default"               "Gun Hit Default"
  469. $Impact Sound:          "flesh"                 "Gun Hit Flesh"
  470. $Impact Sound:          "metal"                 "Gun Hit Metal"
  471. $Impact Sound:          "rock"                  "Gun Hit Rock"
  472. $Impact Sound:          "water"                    "Gun Hit Water"
  473. $Impact Sound:            "glass"                    "Gun Hit Glass"
  474. $Impact Sound:            "default underwater"    "Gun Hit Default"
  475. $Near Miss Sound:       "Glock Ricochet"
  476. $Near Miss Underwater:  "Glock Alt Launch"
  477. $Impact Vclips:         ("FGatE")
  478. $Impact Vclips Radius:  (0.3 0.3)
  479. $Damage Radius:         0.0
  480. $Sticky:                false
  481. $Glow:                  false
  482. $Muzzle Flash Light:    true
  483.    +Inner Radius:       3.0
  484.    +Outer Radius:       6.0
  485.    +Color:              {128,128,128}
  486. $Scorch Bitmap:            "bullethole01_A.tga"
  487. $Scorch Size:                <0.1, 0.1, 0.1>
  488. $Glass Decal Bitmap:        "bullethole02glass_A.tga"
  489. $Glass Decal Size:        <0.3, 0.3, 0.3>
  490. $Shells Ejected:
  491.     +V3D:                        "fp_glock_shell.v3d"
  492.     +Base Dir:                <0.5, 2.5, 1.0>
  493.     +Eject Velocity:        4.0
  494.     +Custom Sound Set:    "9mm shell casings"
  495. $Clips Ejected:
  496.     +V3D:                        "powerup_GunClip.v3d"
  497.     +Drop Pause Time:    0.75
  498.     +Custom Sound Set:    "clip eject"
  499. $Reload Zero Drain:    .45
  500.  
  501. // ----------------------------------------------------------------------------------
  502.  
  503. $Name:                  "Undercover 12mm handgun"
  504. $V3D Filename:          ""
  505. $Flags:                 ("alt_custom_mode" "from_eye" "underwater" "semi_automatic" "autoaim")
  506. $Flags2:                ("undeviating")
  507. $Weapon Type:                "semi-auto"
  508. $Weapon Icon:                "ws_pistol.tga"
  509. $Damage Type:                "bullet"
  510. //$3rd Person V3D:          "weapon_ultorgun.v3d"
  511. //$3rd Person V3D:          "weapon_silenced.v3d"
  512. //$3rd Person Muzzle Flash Glare:   ""
  513. //$1st Person Mesh:        "fp_ugun.vcm"
  514. //$1st Person FOV:        65
  515. //$1st Person offset:     <-0.110,-0.140,-0.342>
  516. //$1st Person offset SS:  <-0.010,-0.140,-0.342>
  517. //$1st Person Muzzle Flash Bitmap:   "muzzleflash01.tga"
  518. //$1st Person Muzzle Flash Radius:   0.3
  519. $Silencer V3D:          "silencer.v3d"
  520. +State:                 "idle"             "fp_glock_idle.mvf"
  521. +State:                 "run"              "fp_glock_run.mvf"
  522. +Action:                "fire"             "fp_glock_fire.mvf"          ""
  523. +Action:                "fire_fail"        "fp_glock_fire_fail.mvf"     ""
  524. +Action:                "idle_1"           "fp_glock_flex.mvf"          "Glock Flex"
  525. +Action:                "idle_2"           "fp_glock_gunlook.mvf"       ""
  526. +Action:                "reload"           "fp_glock_reload.mvf"        "Glock Reload"
  527. +Action:                "draw"             "fp_glock_draw.mvf"          "Glock Draw"
  528. +Action:                "holster"          "fp_glock_holster.mvf"       "Glock Holster"
  529. +Action:                "jump"             "fp_glock_jump.mvf"          ""
  530. +Action:                "custom_start"     "fp_glock_silencer_add.mvf"  "Silencer On"
  531. +Action:                "custom_leave"     "fp_glock_silencer_off.mvf"  "Silencer Off"
  532. $Bitmap Filename:       ""
  533. $HUD Icon Filename:     ""
  534. $HUD Reticle Filename:    "reticle.tga"
  535. $Collision Radius:      0.02
  536. $Max Ammo:                   125 210
  537. $Ammo Type:             "12mm"
  538. $AI attack range:            20.0 20.0
  539. $Clip Size:             16 16
  540. $Clip Reload Time:      1.1
  541. $Mass:                  0.2
  542. $Velocity:              275.0
  543. $Fire Wait:             0.50
  544. $Alt Fire Wait:         0.20
  545. $Spread Degrees:        0.5 
  546. $Spread Degrees Multi:    0.5
  547. $AI Spread Degrees:     3.0 3.0
  548. $Damage:                20 
  549. $Damage Multi:            20
  550. $Lifetime:              20.0
  551. $Homing:                false
  552. $Launch:                "Glock Launch"
  553. $Alt Launch:            "Glock Switch"
  554. $Silent Launch:         "Silencer Launch"
  555. $Underwater Launch:     "Glock Alt Launch"
  556. $Launch Fail:           "Glock Fail"
  557. $Fly Sound:                ""
  558. $Impact Sound:          "default"               "Gun Hit Default"
  559. $Impact Sound:          "flesh"                 "Gun Hit Flesh"
  560. $Impact Sound:          "metal"                 "Gun Hit Metal"
  561. $Impact Sound:          "rock"                  "Gun Hit Rock"
  562. $Impact Sound:          "water"                    "Gun Hit Water"
  563. $Impact Sound:            "glass"                    "Gun Hit Glass"
  564. $Impact Sound:            "default underwater"    "Gun Hit Default"
  565. $Near Miss Sound:       "Glock Ricochet"
  566. $Near Miss Underwater:  "Glock Alt Launch"
  567. $Impact Vclips:         ("FGatE")
  568. $Impact Vclips Radius:  (0.3 0.3)
  569. $Damage Radius:         0.0
  570. $Sticky:                false
  571. $Glow:                  false
  572. $Muzzle Flash Light:    true
  573.    +Inner Radius:       3.0
  574.    +Outer Radius:       6.0
  575.    +Color:              {128,128,128}
  576. $Scorch Bitmap:            "bullethole01_A.tga"
  577. $Scorch Size:                <0.1, 0.1, 0.1>
  578. $Glass Decal Bitmap:        "bullethole02glass_A.tga"
  579. $Glass Decal Size:        <0.3, 0.3, 0.3>
  580. $Shells Ejected:
  581.     +V3D:                        "fp_glock_shell.v3d"
  582.     +Base Dir:                <0.5, 2.5, 1.0>
  583.     +Eject Velocity:        4.0
  584.     +Custom Sound Set:    "9mm shell casings"
  585. $Clips Ejected:
  586.     +V3D:                        "powerup_GunClip.v3d"
  587.     +Drop Pause Time:    0.75
  588.     +Custom Sound Set:    "clip eject"
  589. $Reload Zero Drain:    .45
  590.  
  591. // ----------------------------------------------------------------------------------
  592.  
  593. $Name:                  "Shotgun"
  594. $V3D Filename:          ""
  595. $Flags:                 ("alt_fire" "from_eye" "player_wep" "autoaim")
  596. $Flags2:                ("undeviating")
  597. $Cycle Position:            3
  598. $Pref Position:            9
  599. $Fine Aim Region Size:    0.55
  600. $Fine Aim Region Size SS:    0.55
  601. $Weapon Type:                "semi-auto"
  602. $Weapon Icon:                "ws_shotgun.tga"
  603. $Damage Type:                "bullet"
  604. $3rd Person V3D:          "weapon_shotgun.v3d"
  605. $3rd Person Muzzle Flash Glare:   "Shotgun Muzzle Flash"
  606. $1st Person Mesh:        "fp_shotgun.vcm"
  607. $1st Person FOV:        55
  608. $1st Person offset:     <-0.020,0.056,1.071>
  609. $1st Person offset SS:  <0.080,0.056,1.071>
  610. $1st Person Muzzle Flash Bitmap:   "muzzleflash08.tga"
  611. $1st Person Muzzle Flash Radius:   .8
  612. +State:                 "idle"       "fp_shotgun_idle.mvf"
  613. +State:                 "run"        "fp_shotgun_run.mvf"
  614. +Action:                "idle_1"     "fp_shotgun_idle_sweep.mvf"    "Shotgun Idle Sweep"
  615. +Action:                "idle_2"     "fp_shotgun_idle_stretch.mvf"  "Shotgun Idle Stretch"
  616. +Action:                "fire"       "fp_shotgun_fire_slow.mvf"     "Shotgun Fire Slow"
  617. +Action:                "alt_fire"   "fp_shotgun_fire_fast.mvf"     ""
  618. +Action:                "reload"     "fp_shotgun_reload.mvf"        "Shotgun Reload Finish"
  619. +Action:                "draw"       "fp_shotgun_draw.mvf"          "Sniper Draw"
  620. +Action:                "holster"    "fp_shotgun_holster.mvf"       "Sniper Holster"
  621. +Action:                     "jump"       "fp_shotgun_jump.mvf"          ""
  622. $Bitmap Filename:       ""
  623. $HUD Icon Filename:     ""
  624. $HUD Reticle Filename:    "reticle.tga"
  625. $PS2 Selection Icon Filemame:    "ws_shotgun.tga"
  626. $Collision Radius:      0.02
  627. $Max Ammo:                   48 48
  628. $Ammo Type:             "10 gauge buckshot"
  629. $AI attack range:            15.0 15.0
  630. $Clip Size:             8 8
  631. $Clip Reload Time:      2.0    
  632. $Mass:                  0.2
  633. $Velocity:              275.0
  634. $Fire Wait:             1.50
  635. $Alt Fire Wait:         0.225
  636. $Num Projectiles:       4
  637. $Spread Degrees:        3.0 
  638. $Spread Degrees Multi:    3.0
  639. $AI Spread Degrees:     5.0 6.0
  640. $Alt Spread Degrees:    6.0 
  641. $Alt Spread Degrees Multi:    6.0
  642. $AI Alt Spread Degrees: 10.0 8.0
  643. $Damage:                40 
  644. $Damage Multi:            40
  645. $Lifetime:              0.5
  646. $Homing:                false
  647. $Launch:                "Shotgun Fire"
  648. $Alt Launch:            "Shotgun Fire 2"
  649. $Launch Fail:           "Glock Fail"
  650. $Fly Sound:                ""
  651. $Impact Sound:          "default"    "Gun Hit Default"
  652. $Impact Sound:          "flesh"         "Gun Hit Flesh"
  653. $Impact Sound:          "metal"         "Gun Hit Metal"
  654. $Impact Sound:          "rock"         "Gun Hit Rock"
  655. $Impact Sound:          "water"         "Medium Water Splash"
  656. $Impact Sound:               "glass"         "Gun Hit Glass"
  657. $Near Miss Sound:       "Assault Ricochet"
  658. $Near Miss Underwater:  "Glock Alt Launch"
  659. $Impact Vclips:         ("FGatE" "gatsmoke")
  660. $Impact Vclips Radius:  (0.3 0.3)
  661. $Damage Radius:         0.0
  662. $Sticky:                false
  663. $Glow:                  false
  664. $Muzzle Flash Light:    true
  665.    +Inner Radius:       3.0
  666.    +Outer Radius:       6.0
  667.    +Color:              {255,255,255}
  668. $Scorch Bitmap:            "buckshot_A.tga"
  669. $Scorch Size:                <0.2, 0.2, 0.2>
  670. $Glass Decal Bitmap:        "bullethole02glass_A.tga"
  671. $Glass Decal Size:        <0.3, 0.3, 0.3>
  672. $Shells Ejected:
  673.     +V3D:                        "fp_shotgun_shell.v3d"
  674.     +Base Dir:                <0.5, 2.5, 1.0>
  675.     +Eject Velocity:        4.0
  676.     +Custom Sound Set:    "9mm shell casings"
  677.     +Primary Pause Time Before Eject:    0.8
  678.  
  679. // ----------------------------------------------------------------------------------
  680.  
  681. $Name:                  "Sniper Rifle"
  682. $V3D Filename:          ""
  683. $Flags:                 ("player_wep" "alt_zoom" "from_eye" "fixed_muz_flash")
  684. $Flags2:                ("undeviating")
  685. $Cycle Position:            4
  686. $Pref Position:            4
  687. $Fine Aim Region Size:    0.65
  688. $Fine Aim Region Size SS:    0.55
  689. $Weapon Type:                "semi-auto"
  690. $Weapon Icon:                "ws_sniper.tga"
  691. $Damage Type:                "armor piercing bullet"
  692. $3rd Person V3D:          "Weapon_SniperRifle.v3d"
  693. $3rd Person Muzzle Flash Glare:   "Sniper Muzzle Flash"
  694. $1st Person Mesh:        "fp_SniperRifle.v3d"
  695. $1st Person FOV:        65
  696. $1st Person offset:     <-0.05,.07,-.22>
  697. $1st Person offset SS:  <0.05,.07,-.22>
  698. $1st Person Muzzle Flash Bitmap:   "muzzleflash02.tga"
  699. $1st Person Muzzle Flash Radius:   1.4
  700. +State:                 "idle"       "fp_SniperRifle_idle.mvf"
  701. +State:                 "run"        "fp_SniperRifle_run.mvf"
  702. +Action:                "fire"       "fp_SniperRifle_fire.mvf"           ""
  703. +Action:                "idle_1"     "fp_SniperRifle_scopeadjust.mvf"    "Sniper Scope Adjust" 
  704. +Action:                "idle_2"     "fp_SniperRifle_scratch.mvf"        "Sniper Scratch"
  705. +Action:                "reload"     "fp_SniperRifle_reload.mvf"         "Sniper Reload"
  706. +Action:                "draw"       "fp_SniperRifle_draw.mvf"           "Sniper Draw"
  707. +Action:                "holster"    "fp_SniperRifle_holster.mvf"        "Sniper Holster"
  708. +Action:                        "jump"       "fp_SniperRifle_jump.mvf"           ""
  709. $Bitmap Filename:       ""
  710. $HUD Icon Filename:     ""
  711. $HUD Reticle Filename:            "scope_ret.tga"
  712. $HUD Zoomed Reticle Filename:    "reticle.tga"
  713. $PS2 Selection Icon Filemame:    "ws_sniper.tga"
  714. $Collision Radius:      0.02
  715. $Max Ammo:                   36 36
  716. $Ammo Type:             ".50 cal AP"
  717. $AI attack range:            100.0 100.0
  718. $Clip Size:             6 6
  719. $Clip Reload Time:      2.25
  720. $Mass:                  0.2
  721. $Velocity:              275.0
  722. $Fire Wait:             0.70
  723. $Spread Degrees:        1.5 
  724. $Spread Degrees Multi:    0.25
  725. $AI Spread Degrees:     2.0 2.0
  726. $Damage:                250 
  727. $Damage Multi:            150
  728. $AI Damage Scale:            0.5 1.0
  729. $Lifetime:              2.0
  730. $Homing:                false
  731. $Launch:                "Sniper Launch"
  732. $Alt Launch:            "Sniper Alt Launch"
  733. $Launch Fail:           "Glock Fail"
  734. $Fly Sound:                ""
  735. $Zoom Sound:                "sniper_aim_01.wav"                 4 0.8
  736. $Impact Sound:          "default"    "Gun Hit Default"
  737. $Impact Sound:          "flesh"         "Gun Hit Flesh"
  738. $Impact Sound:          "metal"         "Gun Hit Metal"
  739. $Impact Sound:          "rock"         "Gun Hit Rock"
  740. $Impact Sound:          "water"         "Gun Hit Water"
  741. $Impact Sound:            "glass"         "Gun Hit Glass"
  742. $Near Miss Sound:       "Glock Ricochet"
  743. $Near Miss Underwater:  "Glock Alt Launch"
  744. $Impact Vclips:         ("FGatE_bigspark" "gatsmoke")
  745. $Impact Vclips Radius:  (0.3 0.3)
  746. $Damage Radius:         0.0
  747. $Sticky:                false
  748. $Glow:                  false
  749. $Muzzle Flash Light:    true
  750.    +Inner Radius:       3.0
  751.    +Outer Radius:       6.0
  752.    +Color:              {255,255,255}
  753. $Scorch Bitmap:            "bullethole01_A.tga"
  754. $Scorch Size:                <0.2, 0.2, 0.2>
  755. $Glass Decal Bitmap:        "bullethole02glass_A.tga"
  756. $Glass Decal Size:        <0.3, 0.3, 0.3>
  757. $Shells Ejected:
  758.     +V3D:                        "fp_sniper_shell.v3d"
  759.     +Base Dir:                <0.5, 2.5, 1.0>
  760.     +Eject Velocity:        4.0
  761.     +Custom Sound Set:    "9mm shell casings"
  762. $Clips Ejected:
  763.     +V3D:                        "powerup_SniperClip.v3d"
  764.     +Drop Pause Time:    0.75
  765.     +Custom Sound Set:    "clip eject"
  766. //$Camera Shake:
  767. //    +Distance:                0.0025    
  768. //    +Time:                    0.07
  769. $Piercing:                true
  770.     +Piercing Power:    1.0
  771.     +Ricochet Angle:    45.0
  772.     +Ricochet Bitmap:    "scrape.tga"
  773.     +Ricochet Size:        <0.3, 0.3, 0.3>
  774. $Reload Zero Drain:      .6
  775.  
  776. // ----------------------------------------------------------------------------------
  777.  
  778. $Name:                  "Rocket Launcher"
  779. $V3D Filename:          "DrillMissile01.VFX"
  780. $Flags:                 ("thruster" "player_wep" "infrared" "alt_fire" "alt_lock")
  781. $Flags2:                ("no_fire_through" "damage_self")
  782. $Cycle Position:            5
  783. $Pref Position:            1
  784. $Fine Aim Region Size:    0.60
  785. $Fine Aim Region Size SS:    0.40
  786. $Weapon Type:                "explosive"
  787. $Weapon Icon:                "ws_rocketlauncher.tga"
  788. $Damage Type:                "explosive"
  789. $3rd Person V3D:          "Weapon_RocketLauncher.v3d"
  790. $1st Person Mesh:        "fp_rocketlauncher.v3d"
  791. $1st Person FOV:        70
  792. $1st Person offset:     <0.05, 0.03, -.08>
  793. $1st Person offset SS:  <0.15, 0.03, -.08>
  794. +State:                 "idle"       "fp_rocket_hold.mvf"
  795. +State:                 "run"        "fp_rocket_run.mvf"
  796. +Action:                "fire"       "fp_rocket_fire.mvf"         "Rocket Fire"
  797. +Action:                "reload"     "fp_rocket_reload.mvf"       "Rocket Reload"
  798. +Action:                "draw"       "fp_rocket_draw.mvf"         "Rocket Draw"
  799. +Action:                "holster"    "fp_rocket_holster.mvf"      "Rocket Holster"
  800. +Action:                "idle_1"     "fp_rocket_screenwipe.mvf"   "Rocket Screen Wipe"
  801. +Action:                "idle_2"     "fp_rocket_ammocheck.mvf"    "Rocket Ammo Check"
  802. +Action:                "jump"       "fp_rocket_jump.mvf"         ""
  803. $Bitmap Filename:       ""
  804. $HUD Icon Filename:     ""
  805. $HUD Reticle Filename:    "reticle_rocket.tga"
  806. $HUD Locked Reticle Filename: "reticle_rocketlock.tga"
  807. $PS2 Selection Icon Filemame:    "ws_rcklauncher.tga"
  808. $Collision Radius:      0.051
  809. $Max Ammo:              18 18
  810. $Ammo Type:             "15cm rocket"
  811. $AI attack range:            30.0 30.0
  812. $Clip Size:             6 6
  813. $Clip Reload Time:      1.7
  814. $Mass:                  200.0
  815. $Velocity:              20.0
  816. $Fire Wait:             1.25
  817. $Spread Degrees:        0.0 
  818. $Spread Degrees Multi:    0.0
  819. $AI Spread Degrees:     1.0 1.0
  820. $Damage:                400 
  821. $Damage Multi:        350
  822. $AI Damage Scale:            0.1 0.4
  823. $Lifetime:              15.0
  824. $Homing:                false
  825. $Launch:                "Rocket Launcher"
  826. $Alt Launch:            "Rocket Lob"
  827. $Fly Sound:             "missile_loop.wav"               6 0.9
  828. $Impact Sound:          "default"  "Rocket Hit Default"
  829. $Geomod Sound:          "Weapon Geomod Small"
  830. $Impact Vclips:          ("rocket_impact")
  831. $Impact Vclips Radius:   (1.5)
  832. $Trail emitter:         "missile"
  833. $Damage Radius:         5.0
  834.    +Crater Radius:      5.0
  835. $Sticky:                false
  836. $Glow:                  true
  837.     +Inner Radius:            1.0
  838.     +Outer Radius:            3.0
  839.     +Color:                    {100,50,100}
  840. $Muzzle Flash Light:    true
  841.    +Inner Radius:       4.0
  842.    +Outer Radius:       7.0
  843.    +Color:              {255,255,255}
  844. $Scorch Bitmap:            "missileblastmk01_A.tga"
  845. $Scorch Size:                <4.0, 4.0, 4.0>
  846. $Thrust Lifetime:       3.0
  847. $Reload Zero Drain:    .73
  848.  
  849. // ----------------------------------------------------------------------------------
  850.  
  851. $Name:                  "Assault Rifle"
  852. $V3D Filename:          ""
  853. $Flags:                 ("alt_fire" "alt_continuous_fire" "player_wep" "from_eye" "fixed_muz_flash" "autoaim")
  854. $Flags2:                ("undeviating")
  855. $Cycle Position:            6
  856. $Pref Position:            7
  857. $Fine Aim Region Size:    0.50
  858. $Fine Aim Region Size SS:    0.50
  859. $Weapon Type:                "heavy"
  860. $Weapon Icon:                "ws_assault.tga"
  861. $Damage Type:                "armor piercing bullet"
  862. $3rd Person V3D:          "Weapon_Aslt_Rifle.V3D"
  863. $3rd Person Muzzle Flash Glare:   "Assault Muzzle Flash"
  864. $1st Person Mesh:        "fp_aslt_rfl.v3d"
  865. $1st Person FOV:        65
  866. $1st Person offset:     <-0.1,0.1,-0.28>
  867. $1st Person offset SS:  <0.0,0.1,-0.25>
  868. $1st Person Muzzle Flash Bitmap:   "muzzleflash04.tga"
  869. $1st Person Muzzle Flash Radius:   0.4
  870. +State:                "idle"      "fp_aslt_rfl_idle.mvf"
  871. +State:                "run"       "fp_aslt_rfl_run.mvf"
  872. +State:                "loop_fire" "fp_aslt_rfl_fire.mvf"
  873. +Action:               "fire"      "fp_aslt_rfl_fire_burst.mvf"      ""
  874. //+Action:               "idle_1"    "fp_aslt_rfl_ammocheck.mvf"      "ARifle Ammo Check"
  875. +Action:               "idle_3"    "fp_aslt_rfl_gripopen.mvf"       "ARifle Grip Open"  
  876. +Action:               "idle_2"    "fp_aslt_rfl_handstretch.mvf"    "ARifle Hand Stretch"
  877. +Action:               "reload"    "fp_aslt_rfl_reload.mvf"         "ARifle Reload"
  878. +Action:               "draw"      "fp_aslt_rfl_draw.mvf"           "ARifle Draw"
  879. +Action:               "holster"   "fp_aslt_rfl_holster.mvf"        "ARifle Holster"
  880. +Action:               "jump"      "fp_aslt_rfl_jump.mvf"           ""
  881. $Bitmap Filename:       ""
  882. $HUD Icon Filename:     ""
  883. $HUD Reticle Filename:    "reticle.tga"
  884. $PS2 Selection Icon Filemame:    "ws_aslrifle.tga"
  885. $Collision Radius:      0.02
  886. $Max Ammo:                   200 210
  887. $Ammo Type:             "5.65mm AP"
  888. $AI attack range:            30.0 30.0
  889. $Clip Size:             42 42
  890. $Clip Reload Time:      1.35
  891. $Mass:                  0.2
  892. $Velocity:              275.0
  893. $Fire Wait:             0.75
  894. $Alt Fire Wait:         0.1
  895. $Spread Degrees:        0.8 
  896. $Spread Degrees Multi:    .25
  897. $AI Spread Degrees:     2.0 2.0
  898. $Alt Spread Degrees:    4.0 
  899. $Alt Spread Degrees Multi:    .75
  900. $AI Alt Spread Degrees: 5.0 5.0
  901. $Start Sound:           "Assault Attack"
  902. $Start Delay:           0.10
  903. $Stop Sound:            "Assault Decay"
  904. $Burst Mode:            true
  905.     +Burst Count:        3
  906.     +Burst Delay:        0.1
  907.     +Burst Launch Sound: "assault_burst.wav"                 8 0.9
  908.     +Burst Alt Fire:     false
  909. $Damage:                60 
  910. $Damage Multi:            40
  911. $AI Damage Scale:            0.4 0.4
  912. $Lifetime:              2.0
  913. $Homing:                false
  914. $Launch:                "Assault Loop"
  915. $Alt Launch:            "Assault Loop"
  916. $Launch Fail:           "Glock Fail"
  917. $Fly Sound:                ""
  918. $Impact Sound:          "default"       "Gun Hit Default"
  919. $Impact Sound:          "flesh"        "Gun Hit Flesh"
  920. $Impact Sound:          "metal"        "Gun Hit Metal"
  921. $Impact Sound:          "rock"         "Gun Hit Rock"
  922. $Impact Sound:          "water"        "Gun Hit Water"
  923. $Near Miss Sound:       "Assault Ricochet"
  924. $Near Miss Underwater:  "Glock Alt Launch"
  925. $Impact Vclips:          ("FGatE")
  926. $Impact Vclips Radius:   (0.3 0.3)
  927. $Damage Radius:         0.0
  928. $Sticky:                false
  929. $Glow:                  false
  930. $Muzzle Flash Light:    true
  931.    +Inner Radius:       3.0
  932.    +Outer Radius:       6.0
  933.    +Color:              {128,128,128}
  934. $Scorch Bitmap:            "bullethole01_A.tga"
  935. $Scorch Size:                <0.15, 0.15, 0.15>
  936. $Glass Decal Bitmap:        "bullethole02glass_A.tga"
  937. $Glass Decal Size:        <0.3, 0.3, 0.3>
  938. $Shells Ejected:
  939.     +V3D:                        "fp_aslt_rfl_shell.v3d"
  940.     +Base Dir:                <1.5, 2.5, 1.0>
  941.     +Eject Velocity:        4.0
  942.     +Custom Sound Set:    "9mm shell casings"
  943. $Clips Ejected:
  944.     +V3D:                        "powerup_assaultClip.v3d"
  945.     +Drop Pause Time:    0.75
  946.     +Custom Sound Set:    "clip eject"
  947. $Camera Shake:
  948.     +Distance:                0.0005    
  949.     +Time:                    0.04
  950. $Tracers:                true
  951.     +Tracer Frequency:    4
  952.     +Tracer Effect:        "Tracer01.VFX"
  953. $Piercing:                true
  954.     +Piercing Power:    0.25
  955.     +Ricochet Angle:  45.0
  956.     +Ricochet Bitmap: "Scrape.tga"
  957.     +Ricochet Size:   <0.3, 0.3, 0.3>
  958. $Reload Zero Drain:    .65
  959.  
  960.  
  961. // ----------------------------------------------------------------------------------
  962.  
  963. $Name:                  "Machine Pistol"
  964. $Display Name:          "Submachine Gun"
  965. $V3D Filename:          ""
  966. $Flags:                 ("player_wep" "alt_custom_mode" "alt_fire" "continuous_fire" "from_eye" "autoaim")
  967. $Flags2:                ("undeviating")
  968. $Cycle Position:        7
  969. $Pref Position:            8
  970. $Fine Aim Region Size:    0.65
  971. $Fine Aim Region Size SS:    0.55
  972. $Weapon Type:                "heavy"
  973. $Weapon Icon:                "ws_machpistol.tga"
  974. $Damage Type:                "bullet"
  975. //$3rd Person V3D:          "weapon_machinep.v3d"
  976. //$3rd Person Muzzle Flash Glare:   "MachinePistol01 Muzzle Flash"
  977. //$1st Person Mesh:        "fp_mp.vcm"
  978. //$1st Person FOV:        40
  979. //$1st Person offset:     <-0.294,0.08, 0.056>
  980. //$1st Person offset SS:  <-0.194,0.08, 0.056>
  981. //$1st Person Muzzle Flash Bitmap:   "muzzleflash05.tga"
  982. //$1st Person Muzzle Flash Radius:   0.3
  983. +State:                 "idle"         "fp_mp_idle.mvf"
  984. +State:                 "run"          "fp_mp_run.mvf"
  985. +State:                 "loop_fire"    "fp_mp_fireslow.mvf"
  986. +Action:                "idle_1"       "fp_mp_idletop_flex.mvf"  "Machine Pistol Idletop Flex"
  987. +Action:                "idle_2"       "fp_mp_idletop_hit.mvf"   "Machine Pistol Idletop Hit"
  988. +Action:                "reload"       "fp_mp_reloadtop.mvf"     "Machine Pistol Reload Top"
  989. +Action:                "draw"         "fp_mp_draw.mvf"          "Sniper Draw"
  990. +Action:                "holster"      "fp_mp_holster.mvf"       "Sniper Holster"
  991. +Action:                "jump"         "fp_mp_jump.mvf"          ""
  992. +Action:                "custom_start" "fp_mp_switchback.mvf"    "Machine Pistol Switch Back"
  993. +Action:                "custom_leave" "fp_mp_switchback.mvf"    "Machine Pistol Switch Back"
  994. $Bitmap Filename:       ""
  995. $HUD Icon Filename:     ""
  996. $HUD Reticle Filename:    "reticle.tga"
  997. $PS2 Selection Icon Filemame:    "ws_machpistol.tga"
  998. $Collision Radius:      0.02
  999. $Max Ammo:          200 192
  1000. $Ammo Type:             "12mm"
  1001. $AI attack range:    30.0 30.0
  1002. $Clip Size:             30 64
  1003. $Clip Reload Time:      1.2
  1004. $Mass:                  0.2
  1005. $Velocity:              320.0
  1006. $Fire Wait:             0.09
  1007. $Spread Degrees:        2.0 
  1008. $Spread Degrees Multi:    0.50
  1009. $AI Spread Degrees:     3.0 3.0
  1010. $Damage:                40 
  1011. $Damage Multi:            35
  1012. $AI Damage Scale:       0.7 0.7
  1013. $Lifetime:              1.5
  1014. $Homing:                false
  1015. $Launch:                "Machine Pistol Launch"
  1016. $Launch Fail:           "Glock Fail"
  1017. $Fly Sound:                ""
  1018. $Impact Sound:          "default"    "Gun Hit Default"
  1019. $Impact Sound:          "flesh"         "Gun Hit Flesh"
  1020. $Impact Sound:          "metal"         "Gun Hit Metal"
  1021. $Impact Sound:          "rock"         "Gun Hit Rock"
  1022. $Impact Sound:          "water"         "Gun Hit Water"
  1023. $Impact Sound:               "glass"        "Gun Hit Glass"
  1024. $Near Miss Sound:       "Assault Ricochet"
  1025. $Near Miss Underwater:  "Glock Alt Launch"
  1026. $Impact Vclips:         ("FGatE_lilspark")
  1027. $Impact Vclips Radius:  (0.3 0.3)
  1028. $Damage Radius:         0.0
  1029. $Sticky:                false
  1030. $Glow:                  false
  1031. $Muzzle Flash Light:    true
  1032.    +Inner Radius:       3.0
  1033.    +Outer Radius:       6.0
  1034.    +Color:              {255,255,255}
  1035. $Scorch Bitmap:            "bullethole01_A.tga"
  1036. $Scorch Size:                <0.1, 0.1, 0.1>
  1037. $Glass Decal Bitmap:        "bullethole02glass_A.tga"
  1038. $Glass Decal Size:        <0.3, 0.3, 0.3>
  1039. $Shells Ejected:
  1040.     +V3D:                        "fp_glock_shell.v3d"
  1041.     +Base Dir:                <-2, 1, 0>
  1042.     +Eject Velocity:        4.0
  1043.     +Custom Sound Set:    "9mm shell casings"
  1044. $Clips Ejected:
  1045.     +V3D:                        "powerup_GunClip.v3d"
  1046.     +Drop Pause Time:    0.75
  1047.     +Custom Sound Set:    "clip eject"
  1048. $Camera Shake:
  1049.     +Distance:                0.0003    
  1050.     +Time:                    0.04
  1051. $Reload Zero Drain:    .48
  1052.  
  1053.  
  1054. // ----------------------------------------------------------------------------------
  1055.  
  1056. $Name:                  "Machine Pistol Special"
  1057. $V3D Filename:          ""
  1058. $Flags:                 ("alt_custom_mode" "alt_fire" "continuous_fire" "from_eye" "fixed_muz_flash" "autoaim")
  1059. $Flags2:                ("undeviating")
  1060. $Fine Aim Region Size:    0.65
  1061. $Fine Aim Region Size SS:    0.55
  1062. $Weapon Type:                "heavy"
  1063. $Weapon Icon:                "ws_machpistol.tga"
  1064. $Damage Type:                "bullet"
  1065. //$3rd Person V3D:          "weapon_machinep.v3d"
  1066. //$3rd Person Muzzle Flash Glare:   "MachinePistol02 Muzzle Flash"
  1067. //$1st Person Mesh:        "fp_mp.vcm"
  1068. //$1st Person FOV:        40
  1069. //$1st Person offset:     <-0.294,0.08, 0.056>
  1070. //$1st Person offset SS:  <-0.194,0.08, 0.056>
  1071. //$1st Person Muzzle Flash Bitmap:   "muzzleflash06.tga"
  1072. //$1st Person Muzzle Flash Radius:   0.3
  1073. +State:                 "idle"         "fp_mp_idle.mvf"
  1074. +State:                 "run"          "fp_mp_run.mvf"
  1075. +State:                 "loop_fire"    "fp_mp_fireslowbottom.mvf"
  1076. +Action:                "idle_1"       "fp_mp_idletop_flexbottom.mvf"  "Glock Flex"
  1077. +Action:                "idle_2"       "fp_mp_idletop_hitbottom.mvf"   "Machine Pistol Idletop Hit"
  1078. +Action:                "reload"       "fp_mp_reloadbottom.mvf"       "Machine Pistol Reload Bottom"
  1079. +Action:                "draw"         "fp_mp_draw.mvf"               "Sniper Draw"
  1080. +Action:                "holster"      "fp_mp_holster.mvf"            "Sniper Holster"
  1081. +Action:                "jump"         "fp_mp_jump.mvf"               ""
  1082. +Action:                "custom_start" "fp_mp_switch.mvf"             "Machine Pistol Switch"
  1083. +Action:                "custom_leave" "fp_mp_switch.mvf"             "Machine Pistol Switch"
  1084. $Bitmap Filename:       ""
  1085. $HUD Icon Filename:     ""
  1086. $HUD Reticle Filename:    "reticle.tga"
  1087. $Collision Radius:      0.02
  1088. $Max Ammo:           200 210
  1089. $Ammo Type:             "5.65mm AP"
  1090. $AI attack range:    30.0 30.0
  1091. $Clip Size:             20 21
  1092. $Clip Reload Time:      1.5
  1093. $Mass:                  0.2
  1094. $Velocity:              275.0
  1095. $Fire Wait:             0.12
  1096. $Spread Degrees:        2.0 
  1097. $Spread Degrees Multi:    3.0
  1098. $AI Spread Degrees:     5.0 5.0
  1099. $Damage:                45 
  1100. $Damage Multi:            50
  1101. $Lifetime:              2.0
  1102. $Homing:                false
  1103. $Launch:                "Machine Pistol Alt Launch"
  1104. $Launch Fail:           "Glock Fail"
  1105. $Fly Sound:                ""
  1106. $Impact Sound:          "default"    "Gun Hit Default"
  1107. $Impact Sound:          "flesh"         "Gun Hit Flesh"
  1108. $Impact Sound:          "metal"         "Gun Hit Metal"
  1109. $Impact Sound:          "rock"         "Gun Hit Rock"
  1110. $Impact Sound:          "water"         "Gun Hit Water"
  1111. $Impact Sound:          "glass"      "Gun Hit Glass"
  1112. $Near Miss Sound:       "Assault Ricochet"
  1113. $Near Miss Underwater:  "Glock Alt Launch"
  1114. $Impact Vclips:         ("FGatE_lilspark" "gatsmoke")
  1115. $Impact Vclips Radius:  (0.3 0.3)
  1116. $Damage Radius:         0.0
  1117. $Sticky:                false
  1118. $Glow:                  false
  1119. $Muzzle Flash Light:    true
  1120.    +Inner Radius:       3.0
  1121.    +Outer Radius:       6.0
  1122.    +Color:              {255,255,255}
  1123. $Scorch Bitmap:        "bullethole01_A.tga"
  1124. $Scorch Size:        <0.15, 0.15, 0.15>
  1125. $Glass Decal Bitmap:    "bullethole02glass_A.tga"
  1126. $Glass Decal Size:    <0.3, 0.3, 0.3>
  1127. $Shells Ejected:    
  1128.     +V3D:                        "fp_aslt_rfl_shell.v3d"
  1129.     +Base Dir:    <-2, 1, 0>
  1130.     +Eject Velocity:        4.0
  1131.     +Custom Sound Set:    "9mm shell casings"
  1132. $Clips Ejected:
  1133.     +V3D:                        "powerup_assaultClip.v3d"
  1134.     +Drop Pause Time:    0.75
  1135.     +Custom Sound Set:    "clip eject"
  1136. $Camera Shake:
  1137.     +Distance:                0.0003    
  1138.     +Time:                    1.0
  1139. $Tracers:                true
  1140.     +Tracer Frequency:    4
  1141.     +Tracer Effect:        "Tracer01.VFX"
  1142. $Piercing:                true
  1143.     +Piercing Power:    0.25
  1144.     +Ricochet Angle:  45.0
  1145.     +Ricochet Bitmap: "Scrape.tga"
  1146.     +Ricochet Size:   <0.3, 0.3, 0.3>
  1147. $Reload Zero Drain:    .48
  1148.  
  1149. // ----------------------------------------------------------------------------------
  1150.  
  1151. $Name:                  "Grenade"
  1152. $V3D Filename:          "weapon_grenade.v3d"
  1153. $Flags:                 ("player_wep" "from_eye" "gravity" "underwater" "silent" "alt_fire")
  1154. $Flags2:                ("no_fire_through" "damage_self")
  1155. $Cycle Position:        8
  1156. $Pref Position:            10
  1157. $Fine Aim Region Size:    0.65
  1158. $Fine Aim Region Size SS:    0.65
  1159. $Weapon Type:                "explosive"
  1160. $Weapon Icon:                "ws_grenade.tga"
  1161. $Damage Type:                "explosive"
  1162. //$3rd Person V3D:        "weapon_grenade.v3d"
  1163. //$1st Person Mesh:        "fp_gren.v3d"
  1164. //$1st Person FOV:        70
  1165. //$1st Person offset:     <-0.202,-0.336,0.206>
  1166. //$1st Person offset SS:  <-0.102,-0.336,0.206>
  1167. +State:                 "idle"         "fp_gren_idle.mvf"
  1168. +State:                 "run"          "fp_gren_run.mvf"
  1169. +Action:                "draw"         "fp_gren_draw.mvf"       "charge draw"
  1170. +Action:                "fire"         "fp_gren_throw.mvf"      "grenade pinpull toss"
  1171. +Action:                "alt_fire"     "fp_gren_twistthrow.mvf" "grenade twist throw"
  1172. +Action:                "idle_1"       "fp_gren_idlecheck.mvf"  "grenade idle check"
  1173. +Action:                "idle_2"       "fp_gren_spin.mvf"       "grenade spin"
  1174. +Action:                "holster"      "fp_gren_holster.mvf"    "glock holster"
  1175. +Action:                "jump"         "fp_gren_jump.mvf"       ""
  1176. $Bitmap Filename:       ""
  1177. $HUD Icon Filename:     ""
  1178. $HUD Reticle Filename:    ""
  1179. $PS2 Selection Icon Filemame:    "ws_grenade.tga"
  1180. $Collision Radius:      0.15
  1181. $Max Ammo:              8 9
  1182. $Ammo Type:             "grenade"
  1183. $AI attack range:            30.0 30.0
  1184. $Mass:                  1.5
  1185. $Velocity:              10.0
  1186. $Velocity Multi:        12.5
  1187. $Fire Wait:             3.0
  1188. $Damage:                150 
  1189. $Damage Multi:            250
  1190. $Lifetime:              5.0
  1191. $Lifetime Multi:        3.0
  1192. $Homing:                false
  1193. $Launch:                ""
  1194. $Alt Launch:            ""
  1195. $Fly Sound:             "Grenade_tick.wav"               6 0.9
  1196. $Impact Delay:          1.7
  1197. $Alt Impact Delay:      1.6
  1198. $Impact Sound:          "default"  "Grenade Bounce"
  1199. $Geomod Sound:          "Weapon Geomod Small"
  1200. $Impact Vclips:          ("rocket_impact")
  1201. $Impact Vclips Radius:   (1.5)
  1202. $Trail emitter:         ""
  1203. $Damage Radius:         8.0
  1204. $Damage Radius Multi: 10.0
  1205.    +Crater Radius:      5.0
  1206. $Sticky:                false
  1207. $Glow:                  true
  1208.    +Inner Radius:            0.4
  1209.    +Outer Radius:            1.5
  1210.    +Color:                    {255,0,0}
  1211. $Scorch Bitmap:            "missileblastmk01_A.tga"
  1212. $Scorch Size:                <4.0, 4.0, 4.0>
  1213.  
  1214. // ----------------------------------------------------------------------------------
  1215.  
  1216. $Name:                  "Flamethrower"
  1217. $V3D Filename:          "powerup_flamecan.V3D"
  1218. $Flags:                 ("player_wep" "continuous_fire" "alt_fire" "gravity")
  1219. $Flags2:                ("no_fire_through" "flame" "damage_self" "has_pilot_flame")
  1220. $Cycle Position:        9
  1221. $Pref Position:            5
  1222. $Fine Aim Region Size:    0.54
  1223. $Fine Aim Region Size SS:    0.60
  1224. $Weapon Type:                "close combat"
  1225. $Weapon Icon:                "ws_flamethrow.tga"
  1226. $Damage Type:                "fire"
  1227. //$3rd Person V3D:          "weapon_fthrower.v3d"
  1228. //$3rd Person Muzzle Flash Glare:   ""
  1229. //$1st Person Mesh:        "fp_flame.vcm"
  1230. //$1st Person FOV:             65
  1231. //$1st Person offset:     <0.144,-1.476,0.220>
  1232. //$1st Person offset SS:  <0.244,-1.476,0.220>
  1233. +State:                 "idle"         "fp_flame_idle.mvf"
  1234. +State:                 "run"          "fp_flame_run.mvf"
  1235. +State:                 "loop_fire"    "fp_flame_fire.mvf"
  1236. +Action:                "alt_fire"     "fp_flame_altfire.mvf" "Flame Alt Fire"
  1237. +Action:                "idle_1"       "fp_flame_idletap.mvf"  "Flame Idle Tap"
  1238. +Action:                "idle_2"       "fp_flame_idlecheck.mvf"   "Flame Idle Check"
  1239. +Action:                "reload"       "fp_flame_reload.mvf"     "Flame Reload"
  1240. +Action:                "draw"         "fp_flame_draw.mvf"      "Sniper Draw"
  1241. +Action:                "holster"      "fp_flame_holster.mvf"   "Sniper Holster"
  1242. +Action:                "jump"         "fp_flame_jump.mvf"      ""
  1243. +Action:                "custom_start" "fp_flame_switch.mvf"    "Flame Switch"
  1244. +Action:                "custom_leave" "fp_flame_switch.mvf"    "Flame Switch"
  1245. $Bitmap Filename:       ""
  1246. $HUD Icon Filename:     ""
  1247. $HUD Reticle Filename:    "reticle.tga"
  1248. $PS2 Selection Icon Filemame:    "ws_flamethrow.tga"
  1249. $Collision Radius:      0.051
  1250. $Max Ammo:                   1000 1000
  1251. $Ammo Type:             "gas"
  1252. $AI attack range:            5.0 5.0
  1253. $Clip Size:             100 100
  1254. $Clip Reload Time:      2.6
  1255. $Clip Drain Time:            2.0
  1256. $Mass:                  0.2
  1257. $Velocity:              10.0
  1258. $Fire Wait:             0.10
  1259. $Alt Fire Wait:         4.0
  1260. $Start Sound:                "Flame Thrower Ignite 1"
  1261. $Start Delay:                0.10
  1262. $Stop Sound:                "Flame Thrower Ignite 3"
  1263. $Damage:                20 
  1264. // Damage Multi is set on lines 548 and 576 in emitters.tbl 
  1265. $Damage Multi:        60
  1266. $Alt Damage:                100 
  1267. $Alt Damage Multi:        150
  1268. $Lifetime:              10.0
  1269. $Homing:                false
  1270. $Launch:                "Flame Thrower Ignite 2"
  1271. $Launch Fail:           ""
  1272. $Fly Sound:                ""
  1273. $Alt Impact Delay:      1.8
  1274. $Near Miss Sound:       ""
  1275. $Near Miss Underwater:  ""
  1276. $Impact Vclips:          ("flame_can_explode")
  1277. $Impact Vclips Radius:   (5.0)
  1278. $Damage Radius:         7.0
  1279. $Sticky:                false
  1280. $Glow:                  false
  1281. $Scorch Bitmap:            "missileblastmk01_A.tga"
  1282. $Scorch Size:                <2.0, 2.0, 2.0>
  1283. $Reload Zero Drain:     1.2
  1284.  
  1285. // ----------------------------------------------------------------------------------
  1286.  
  1287. $Name:                  "riot shield"
  1288. $Display Name:          "Riot Shield"
  1289. $V3D Filename:          ""
  1290. $Flags:                 ("player_wep" "melee" "from_eye" "ps2_fp_full_clip")
  1291. $Flags2:                ("no_fire_through")
  1292. $Cycle Position:            10
  1293. $Pref Position:            14
  1294. $Fine Aim Region Size:    0.65
  1295. $Fine Aim Region Size SS:    0.65
  1296. $Weapon Type:                "close combat"
  1297. $Weapon Icon:                "ws_riotshield.tga"
  1298. $Damage Type:                "bash"
  1299. $3rd Person V3D:          "weapon_riotshield.v3d"
  1300. $3rd Person Muzzle Flash Glare:   ""
  1301. $1st Person Mesh:        "fp_riotshield.vcm"
  1302. $1st Person FOV:        65
  1303. $1st Person offset:     <0.066,-.242,0.154>
  1304. $1st Person offset SS:  <0.166,-.242,0.154>
  1305. $1st Person Muzzle Flash Bitmap:   "muzzleflash05.tga"
  1306. $1st Person Muzzle Flash Radius:   0.3
  1307. +State:                 "idle"         "fp_riotshield_idle.mvf"
  1308. +State:                 "run"          "fp_riotshield_run.mvf"
  1309. +Action:                "fire"         "fp_riotshield_attack.mvf"        "Riot Shield Attack"
  1310. +Action:                "alt_fire"     "fp_riotshield_altfire.mvf"         ""
  1311. +Action:                "idle_1"       "fp_riotshield_idleflex.mvf"      "Riot Shield Idle Flex"
  1312. +Action:                "idle_2"       "fp_riotshield_idlelow.mvf"       "Riot Shield Idle Low"
  1313. +Action:                "jump"         "fp_riotshield_jump.mvf"          ""
  1314. +Action:                "draw"         "fp_riotshield_draw.mvf"          "Sniper Draw"
  1315. +Action:                "holster"      "fp_riotshield_holster.mvf"       "Sniper Holster"
  1316. +Action:                "custom_start" "fp_riotshield_block.mvf"         "Riot Shield Impact"
  1317. $Bitmap Filename:       ""
  1318. $HUD Icon Filename:     ""
  1319. $HUD Reticle Filename:    ""
  1320. $PS2 Selection Icon Filemame:    "ws_riotshield.tga"
  1321. $Collision Radius:      0.25
  1322. $Max Ammo:                   0 0
  1323. $Ammo Type:             ""
  1324. $AI attack range:            2.0 2.0
  1325. $Clip Size:             32 32
  1326. $Clip Reload Time:      1.5
  1327. $Mass:                  5.0
  1328. $Velocity:              1.5
  1329. $Fire Wait:             0.5
  1330. $Damage:                10 
  1331. $Damage Multi:    60
  1332. $Lifetime:              1
  1333. $Homing:                false
  1334. $Launch:                ""
  1335. $Launch Fail:           ""
  1336. $Fly Sound:                ""
  1337. $Impact Delay:          0.2
  1338. $Impact Sound:          "default"    "Riot Shield Impact"
  1339. $Near Miss Sound:       ""
  1340. $Impact Vclips:         ()
  1341. $Impact Vclips Radius:  ()
  1342. $Damage Radius:         0.0
  1343. $Sticky:                false
  1344. $Glow:                  false
  1345.  
  1346.  
  1347. // ----------------------------------------------------------------------------------
  1348.  
  1349. $Name:                  "rail_gun"
  1350. $Display Name:          "Rail Driver"
  1351. $V3D Filename:          ""
  1352. $Flags:                 ("alt_fire" "player_wep" "from_eye")
  1353. $Flags2:                        ("pierces_all" "undeviating" "has_scanner")
  1354. $Cycle Position:            11
  1355. $Pref Position:            3
  1356. $Fine Aim Region Size:    0.65
  1357. $Fine Aim Region Size SS:    0.65
  1358. $Weapon Type:                "heavy"
  1359. $Weapon Icon:                "ws_railgun.tga"
  1360. $Damage Type:                "armor piercing bullet"
  1361. $3rd Person V3D:          "weapon_railrifle.v3d"
  1362. $1st Person Mesh:        "fp_railgun.vcm"
  1363. $1st Person FOV:        70
  1364. $1st Person offset:     <1.43,.096,0.277>
  1365. $1st Person offset SS:  <1.53,.096,0.277>
  1366. +State:                 "idle"       "fp_railgun_idle.mvf"
  1367. +State:                 "run"        "fp_railgun_run.mvf"
  1368. +Action:                "fire"       "fp_railgun_fire.mvf"          ""
  1369. +Action:                "reload"     "fp_railgun_reload.mvf"        "Rail Reload"
  1370. +Action:                "idle_1"     "fp_railgun_idlecheck.mvf"     "Rail Idle Check"
  1371. +Action:                "idle_2"     "fp_railgun_idleturn.mvf"      "Rail Idle Turn"
  1372. +Action:                "draw"       "fp_railgun_draw.mvf"          "Sniper Draw"
  1373. +Action:                "holster"    "fp_railgun_holster.mvf"       "Sniper Holster"
  1374. +Action:                "jump"       "fp_railgun_jump.mvf"          ""
  1375. $Bitmap Filename:       "railrifle1TrailAlpha.tga"
  1376. $Head Radius:           0.051
  1377. $HUD Icon Filename:     ""
  1378. $HUD Reticle Filename:    "reticle.tga"
  1379. $PS2 Selection Icon Filemame:    "ws_railgun.tga"
  1380. $Collision Radius:      0.02
  1381. $Max Ammo:               10 8
  1382. $Ammo Type:             "aluminum slug"
  1383. $AI attack range:        50.0 50.0
  1384. $Clip Size:             1 1
  1385. $Clip Reload Time:      3.0
  1386. $Mass:                  0.2
  1387. $Velocity:              600.0
  1388. $Fire Wait:             1.00
  1389. $Alt Fire Wait:         0.30
  1390. $Damage:                2550 
  1391. $Damage Multi:            2550
  1392. $AI Damage Scale:       0.7 0.7
  1393. $Lifetime:              0.5
  1394. $Homing:                false
  1395. $Launch:                "Rail Fire 1"
  1396. $Alt Launch:            "Camera Change"
  1397. $Launch Fail:           "Rail Fail"
  1398. $Fly Sound:                ""
  1399. $Impact Sound:          "default"    "Gun Hit Default"
  1400. $Impact Sound:          "flesh"         "Gun Hit Flesh"
  1401. $Impact Sound:          "metal"         "Gun Hit Metal"
  1402. $Impact Sound:          "rock"         "Gun Hit Rock"
  1403. $Impact Sound:          "water"         "Medium Water Splash"
  1404. $Impact Sound:                "glass"         "Gun Hit Glass"
  1405. $Near Miss Sound:       "Rail Flyby"
  1406. $Near Miss Underwater:  "Glock Alt Launch"
  1407. $Impact Vclips:         ("rail_rifle_hit")
  1408. $Impact Vclips Radius:  (1.0)
  1409. $Damage Radius:         0.0
  1410. $Sticky:                false
  1411. $Glow:                  false
  1412. $Muzzle Flash Light:    true
  1413.    +Inner Radius:       3.0
  1414.    +Outer Radius:       6.0
  1415.    +Color:              {255,255,255}
  1416. $Scorch Bitmap:            "bullethole01_A.tga"
  1417. $Scorch Size:                <0.4, 0.4, 0.4>
  1418. $Piercing:                    true
  1419.     +Piercing Power:        100.0
  1420.     +Ricochet Angle:        180.0
  1421.     +Ricochet Size:        <0.5, 0.5, 0.5>
  1422.  
  1423.  
  1424. // ----------------------------------------------------------------------------------
  1425.  
  1426. $Name:                  "heavy_machine_gun"
  1427. $Display Name:          "Heavy Machine Gun"
  1428. $V3D Filename:          ""
  1429. $Flags:                 ("player_wep" "alt_fire" "continuous_fire" "alt_continuous_fire" "from_eye")
  1430. $Flags2:                ("undeviating")
  1431. $Cycle Position:        12
  1432. $Pref Position:            2
  1433. $Fine Aim Region Size:    0.65
  1434. $Fine Aim Region Size SS:    0.65
  1435. $Weapon Type:                "heavy"
  1436. $Weapon Icon:                "ws_machinegun.tga"
  1437. $Damage Type:                "armor piercing bullet"
  1438. //$3rd Person V3D:          "weapon_heavymgun.v3d"
  1439. //$3rd Person Muzzle Flash Glare:   "HeavyMachineGun Muzzle Flash"
  1440. //$1st Person Mesh:        "fp_hmac.vcm"
  1441. //$1st Person FOV:        65
  1442. //$1st Person offset:     <0.168,0.000,0.085>
  1443. //$1st Person offset SS:  <0.268,0.000,0.085>
  1444. //$1st Person Muzzle Flash Bitmap:   "muzzleflash07.tga"
  1445. //$1st Person Muzzle Flash Radius:   .6
  1446. +State:                 "idle"       "fp_hmac_idle.mvf"
  1447. +State:                 "run"        "fp_hmac_run.mvf"
  1448. +State:                "loop_fire"   "fp_hmac_fire.mvf"
  1449. +Action:                "idle_2"     "fp_hmac_idlesweep.mvf"     "HMG Idle Sweep"
  1450. +Action:                "idle_1"     "fp_hmac_idlecheck.mvf"     "HMG Idle Check"
  1451. +Action:                "reload"     "fp_hmac_reload.mvf"        "HMG Reload"
  1452. +Action:                "draw"       "fp_hmac_draw.mvf"          "Sniper Draw"
  1453. +Action:                "holster"    "fp_hmac_holster.mvf"       "Sniper Holster"
  1454. +Action:                "jump"       "fp_hmac_jump.mvf"          ""
  1455. $Bitmap Filename:       ""
  1456. $HUD Icon Filename:     ""
  1457. $HUD Reticle Filename:    "reticle.tga"
  1458. $PS2 Selection Icon Filemame:    "ws_heavymacgun.tga"
  1459. $Collision Radius:      0.02
  1460. $Max Ammo:        240 297
  1461. $Ammo Type:             "7.62mm AP"
  1462. $AI attack range:    30.0 30.0
  1463. $Clip Size:             99 99
  1464. $Clip Reload Time:      3.85
  1465. $Mass:                  0.2
  1466. $Velocity:              275.0
  1467. $Fire Wait:             0.10
  1468. $Alt Fire Wait:         0.2
  1469. $Spread Degrees:        5.0 
  1470. $Spread Degrees Multi:    1.0
  1471. $AI Spread Degrees:     1.0 5.0
  1472. $Alt Spread Degrees:    1.5 
  1473. $Alt Spread Degrees Multi:    0.25
  1474. $Start Sound:           "SAssault Attack"
  1475. $Start Delay:           0.1
  1476. $Stop Sound:            "SAssault Decay"
  1477. $Damage:                75 
  1478. $Damage Multi:        50
  1479. $AI Damage Scale:            0.7 0.5
  1480. $Lifetime:              2.0
  1481. $Homing:                false
  1482. $Launch:                "HMG Launch 1"
  1483. $Alt Launch:            "HMG Launch 2"
  1484. $Launch Fail:           "Glock Fail"
  1485. $Fly Sound:                ""
  1486. $Impact Sound:          "default"    "Gun Hit Default"
  1487. $Impact Sound:          "flesh"         "Gun Hit Flesh"
  1488. $Impact Sound:          "metal"         "Gun Hit Metal"
  1489. $Impact Sound:          "rock"         "Gun Hit Rock"
  1490. $Impact Sound:          "water"         "Medium Water Splash"
  1491. $Impact Sound:               "glass"         "Gun Hit Glass"
  1492. $Near Miss Sound:       "Assault Ricochet"
  1493. $Near Miss Underwater:  "Glock Alt Launch"
  1494. $Impact Vclips:         ("FGatE_bigspark" "gatsmoke")
  1495. $Impact Vclips Radius:  (0.3 0.3)
  1496. $Damage Radius:         0.0
  1497. $Sticky:                false
  1498. $Glow:                  false
  1499. $Muzzle Flash Light:    true
  1500.    +Inner Radius:       1.5
  1501.    +Outer Radius:       3.0
  1502.    +Color:              {255,255,255}
  1503. $Scorch Bitmap:            "bullethole01_A.tga"
  1504. $Scorch Size:                <0.2, 0.2, 0.2>
  1505. $Glass Decal Bitmap:        "bullethole02glass_A.tga"
  1506. $Glass Decal Size:        <0.3, 0.3, 0.3>
  1507. $Shells Ejected:
  1508.     +V3D:                        "fp_aslt_rfl_shell.v3d"
  1509.     +Base Dir:                <0.5, 2.5, 1.0>
  1510.     +Eject Velocity:        4.0
  1511.     +Custom Sound Set:    "9mm shell casings"
  1512. $Piercing:                true
  1513.     +Piercing Power:    0.25
  1514.     +Ricochet Angle:  45.0
  1515.     +Ricochet Bitmap: "Scrape.tga"
  1516.     +Ricochet Size:   <0.3, 0.3, 0.3>
  1517. $Reload Zero Drain:    1.45
  1518.  
  1519.  
  1520. // ----------------------------------------------------------------------------------
  1521.  
  1522. $Name:                  "scope_assault_rifle"
  1523. $Display Name:          "Precision Rifle"
  1524. $V3D Filename:          ""
  1525. $Flags:                 ("player_wep" "alt_zoom" "from_eye" "fixed_muz_flash" "autoaim" "semi_automatic")
  1526. $Flags2:                ("undeviating")
  1527. $Cycle Position:        13
  1528. $Pref Position:            6
  1529. $Fine Aim Region Size:    0.57
  1530. $Fine Aim Region Size SS:    0.65
  1531. $Weapon Type:                "semi-auto"
  1532. $Weapon Icon:                "ws_precision.tga"
  1533. $Damage Type:                "armor piercing bullet"
  1534. //$3rd Person V3D:          "Weapon_Aslt_Rifle2.V3D"
  1535. //$3rd Person Muzzle Flash Glare:   "AssaultScope Muzzle Flash"
  1536. //$1st Person Mesh:        "fp_ass2.vcm"
  1537. //$1st Person FOV:        85
  1538. //$1st Person offset:     <-0.130,-0.080,-0.150>
  1539. //$1st Person offset SS:  <-0.030,-0.080,-0.150>
  1540. //$1st Person Muzzle Flash Bitmap:   "muzzleflash04.tga"
  1541. //$1st Person Muzzle Flash Radius:   0.8
  1542. +State:                "idle"      "fp_ass2_idle.mvf"
  1543. +State:                "run"       "fp_ass2_run.mvf"
  1544. +Action:               "fire"        "fp_ass2_fire.mvf"      ""
  1545. +Action:               "idle_1"    "fp_ass2_idleturn.mvf"       "SAssault Idle Turn"
  1546. +Action:               "idle_2"    "fp_ass2_idlescope.mvf"      "SAssault Idle Scope"
  1547. +Action:               "reload"    "fp_ass2_reload.mvf"         "SAssault Reload"
  1548. +Action:               "draw"      "fp_ass2_draw.mvf"           "ARifle Draw"
  1549. +Action:               "holster"   "fp_ass2_holster.mvf"        "ARifle Holster"
  1550. +Action:               "jump"      "fp_ass2_jump.mvf"           ""
  1551. $Bitmap Filename:       ""
  1552. $HUD Icon Filename:     ""
  1553. $HUD Reticle Filename:    "reticle.tga"
  1554. $PS2 Selection Icon Filemame:    "ws_scoperifle.tga"
  1555. $Collision Radius:      0.02
  1556. $Max Ammo:                   80 80
  1557. $Ammo Type:             "explosive AP"
  1558. $AI attack range:            30.0 30.0
  1559. $Clip Size:             20 20
  1560. $Clip Reload Time:      1.2
  1561. $Mass:                  0.2
  1562. $Velocity:              275.0
  1563. $Fire Wait:             0.5
  1564. $Spread Degrees:        0.75 
  1565. $Spread Degrees Multi:    0.25
  1566. $AI Spread Degrees:     0.5 0.5
  1567. $Start Sound:           "SAssault Attack"
  1568. $Start Delay:           0.1
  1569. $Stop Sound:            "SAssault Decay"
  1570. $Damage:                100 
  1571. $Damage Multi:            75
  1572. $AI Damage Scale:            0.5 0.8
  1573. $Lifetime:              2.0
  1574. $Homing:                false
  1575. $Launch:                "Sniper 2 Launch"
  1576. $Alt Launch:            ""
  1577. $Launch Fail:           "Glock Fail"
  1578. $Fly Sound:                ""
  1579. $Zoom Sound:        "sniper_aim_01.wav"                 4 0.8
  1580. $Impact Sound:          "default"       "Gun Hit Default"
  1581. $Impact Sound:          "flesh"        "Gun Hit Flesh"
  1582. $Impact Sound:          "metal"        "Gun Hit Metal"
  1583. $Impact Sound:          "rock"         "Gun Hit Rock"
  1584. $Impact Sound:          "water"        "Gun Hit Water"
  1585. $Near Miss Sound:       "Assault Ricochet"
  1586. $Near Miss Underwater:  "Glock Alt Launch"
  1587. $Impact Vclips:          ("FGatE_bigspark" "gatsmoke")
  1588. $Impact Vclips Radius:   (0.25 0.25)
  1589. $Damage Radius:         0.0
  1590. $Sticky:                false
  1591. $Glow:                  false
  1592. $Muzzle Flash Light:    true
  1593.    +Inner Radius:       3.0
  1594.    +Outer Radius:       6.0
  1595.    +Color:              {255,255,255}
  1596. $Scorch Bitmap:        "bullethole01_A.tga"
  1597. $Scorch Size:        <0.15, 0.15, 0.15>
  1598. $Glass Decal Bitmap:    "bullethole02glass_A.tga"
  1599. $Glass Decal Size:    <0.3, 0.3, 0.3>
  1600. $Shells Ejected:
  1601.     +V3D:                        "fp_aslt_rfl_shell.v3d"
  1602.     +Base Dir:                <-2, 1, 0>
  1603.     +Eject Velocity:        4.0
  1604.     +Custom Sound Set:    "9mm shell casings"
  1605. $Clips Ejected:
  1606.     +V3D:                        "powerup_assaultClip.v3d"
  1607.     +Drop Pause Time:    0.75
  1608.     +Custom Sound Set:    "clip eject"
  1609. //$Camera Shake:
  1610. //    +Distance:                0.0005    
  1611. //    +Time:                    0.04
  1612. $Tracers:                true
  1613.     +Tracer Frequency:    4
  1614.     +Tracer Effect:        "Tracer01.VFX"
  1615. $Piercing:                true
  1616.     +Piercing Power:    0.25
  1617.     +Ricochet Angle:  45.0
  1618.     +Ricochet Bitmap: "Scrape.tga"
  1619.     +Ricochet Size:   <0.3, 0.3, 0.3>
  1620. $Reload Zero Drain:    .5
  1621.  
  1622. // ----------------------------------------------------------------------------------
  1623.  
  1624. $Name:                  "shoulder_cannon"
  1625. $Display Name:          "Fusion Cannon"
  1626. $V3D Filename:          "ShellTest.vfx"
  1627. $Flags:                 ("player_wep" "infrared" "ps2_fp_full_clip")
  1628. $Flags2:                        ("no_fire_through" "damage_self")
  1629. $Cycle Position:    14
  1630. $Pref Position:        0
  1631. $Fine Aim Region Size:    0.65
  1632. $Fine Aim Region Size SS:    0.65
  1633. $Weapon Type:                "explosive"
  1634. $Weapon Icon:                "ws_fusion.tga"
  1635. $Damage Type:                "explosive"
  1636. //$3rd Person V3D:            "Weapon_shoulder.v3d"
  1637. //$1st Person Mesh:        "fp_shol.vcm"
  1638. //$1st Person FOV:        68
  1639. //$1st Person offset:     <0.448,0.050,-0.064>
  1640. //$1st Person offset SS:  <0.548,0.050,-0.064>
  1641. //$1st Person Muzzle Flash Bitmap:   "explosionflare01.tga"
  1642. //$1st Person Muzzle Flash Radius:        4.0
  1643. +State:                 "idle"       "fp_shol_idle.mvf"
  1644. +State:                 "run"        "fp_shol_run.mvf"
  1645. +Action:                "reload"     "fp_shol_reload.mvf"        "Shoulder Reload"
  1646. +Action:                "fire"       "fp_shol_fire.mvf"          "Shoulder Fire"
  1647. +Action:                "draw"       "fp_shol_draw.mvf"          "Rocket Draw"
  1648. +Action:                "holster"    "fp_shol_holster.mvf"       "Rocket Holster"
  1649. +Action:                "idle_1"     "fp_shol_idlemonitor.mvf"   "Shoulder Idle Monitor"
  1650. +Action:                "idle_2"     "fp_shol_idlewipe.mvf"      "Shoulder Idle Wipe"
  1651. +Action:                        "jump"        "fp_shol_jump.mvf"              ""
  1652. $Bitmap Filename:       ""
  1653. $HUD Icon Filename:     ""
  1654. $HUD Reticle Filename:    "reticle_rocket.tga"
  1655. $HUD Locked Reticle Filename: "reticle_rocketlock.tga"
  1656. $PS2 Selection Icon Filemame:    "ws_bigboy.tga"
  1657. $Collision Radius:      0.051
  1658. $Max Ammo:              5 1
  1659. $Ammo Type:             "shell"
  1660. $AI attack range:    30.0 30.0
  1661. $Clip Size:             1 1
  1662. $Clip Reload Time:      1.0
  1663. $Mass:                  200.0
  1664. $Velocity:              20.0
  1665. $Fire Wait:             0.8
  1666. $Damage:                1000 
  1667. $Damage Multi:            1500
  1668. $AI Damage Scale:          0.16  0.65
  1669. $Lifetime:              15.0
  1670. $Homing:                false
  1671. $Launch:                "Shoulder Launch"
  1672. $Fly Sound:             "missile_loop.wav"               10 1.0
  1673. $Impact Sound:          "default"  ""
  1674. $Geomod Sound:          "Weapon Geomod Small"
  1675. $Impact Vclips:          ("shoulder_cannon_explode")
  1676. $Impact Vclips Radius:   (9.0)
  1677. $Trail emitter:         ""
  1678. $Damage Radius:         25.0
  1679. $Damage Radius Multi:         30.0
  1680.    +Crater Radius:      7.0
  1681. $Sticky:                false
  1682. $Glow:                  true
  1683.    +Inner Radius:       4.0
  1684.    +Outer Radius:       7.0
  1685.    +Color:              {255,255,63}
  1686. $Muzzle Flash Light:    true
  1687.    +Inner Radius:       4.0
  1688.    +Outer Radius:       7.0
  1689.    +Color:              {255,255,255}
  1690. $Scorch Bitmap:        "missileblastmk01_A.tga"
  1691. $Scorch Size:        <8.0, 8.0, 8.0>
  1692. $Thrust Lifetime:       3.0
  1693.  
  1694.  
  1695. #End
  1696.  
  1697. // ----------------------------------------------------------------------------------
  1698.  
  1699. #Secondary Weapons
  1700.  
  1701. // ----------------------------------------------------------------------------------
  1702.  
  1703.  
  1704. #End