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// // // weapons.tbl // // file to specify weapon characteristics // // -------------------- // Ordering of entries: // -------------------- // // All primary weapons are listed in the first section, followed by secondary weapons in the next. // // // note: sounds use the following fields: filename, min_distance, volume_scale // // // $Name: name of the weapon type // $Display Name: interface display name of weapon // $V3D Filename: disk filename for model used for projectile (can be "" to not render anything) // $Flags: properties of the weapon. The following are supported // "alt_fire" -- weapon has alt fire mode // "continuous_fire" -- weapon fires continuously (fire sound loops) // "alt_continuous_fire" -- weapon fires continuously in alt fire mode // "flickers" -- weapon light flickers // "thruster" -- light cast from rear of weapon // "melee" -- weapon is melee // "remote_charge" -- weapon is a remote charge // "player_wep" -- weapon can be used by player // "alt_zoom" -- alt fire activates zoom // "underwater" -- weapon works underwater // "from_eye" -- weapon fires from eye (otherwise fires from muzzle) // "gravity" -- weapon projectile has gravity applied // "fixed_muz_flash" -- don't randomly rotate muzzle flash on first-person view // "alt_lock" -- alt fire requires a lock before can be fired // "silent" -- weapon doesn't make noise when fired // "drill" -- weapon has ability to drill // "detonator" -- weapon is a detonator, used for remote charges // "alt_custom_mode" -- alt fire puts weapon into custom mode // "ps2_fp_full_clip" -- uses full clip renderer when rendering this weapon's first person model // "no_world_collide" -- weapon doesn't collide with world // // $Flags2: more properties of the weapon. The following are supported // "pierces_all" // "random_bmp_orient" // "cycle_alpha" // "no_fire_through" // "no_world_collide" // "undeviating" // "flame" -- specifies that the weapon is to behave like the flamethrower // "has_scanner" -- specifies that the weapon has a heat scanner (like the rail gun) for its alt fire function // "damage_self" -- specifies that the weapon can damage the player - for weapons with explosive charges. // "has_pilot_flame" -- specifies that the weapon has a pilot flame (like the flamethrower) // // $Cycle Position: (required IF AND ONLY IF the "player_wep" flag is set) This denotes where in the weapons cycle // this player weapon occurs. 0-based. Must be less than 16. // $Pref Position: (required IF AND ONLY IF the "player_wep" flag is set) This denotes the preference for this weapon (0 // is highest. 0-based. Must be less than 16. // $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 // $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 // // $Weapon Type: (OPTIONAL)tells what category it should be placed in if it is a weapon used by player. Can be the following: // $Weapon Icon: (OPTIONAL)used if weapon type is defined in weapon switching // "close combat" // "semi-auto" // "heavy" // "explosive" // $Damage Type: what type of damage the weapon does. following are acceptable: // "bash", // you use this to beat on other things // "bullet", // standard round // "armor piercing bullet" // high powered round // "explosive" // boom // "fire" // fire. good. // "energy" // lasers and all dat // "electrical" // from electrified materials // "acid" // hydrochloric, not the drug // "scalding" // steam, etc. damage // // $3rd Person V3D: (OPTIONAL) third person model for weapon // $3rd Person Muzzle Flash Glare (OPTIONAL) muzzle flash glare name seen from third person // $3rd Person Muzzle Flash Radius: (OPTIONAL) radius of third person muzzle flash bitmap // $1st Person Mesh: (OPTIONAL) weapon model seen from first person // $1st Person FOV: (OPTIONAL) FOV used when rendering the first person gun // $1st Person offset: (OPTIONAL) used to tweak weapon position relative to eye pos // $1st Person offset SS: (OPTIONAL) used to tweak weapon position relative to eye pos - SPLITSCREEN // $1st person muzzle flash bitmap: (OPTIONAL) muzzle flash bitmap seen from first person // $1st person muzzle flash radius: (OPTIONAL) radius of first person muzzle flash bitmap // $1st Person Alt Muzzle Flash Bitmap: (OPTIONAL) muzzle flash bitmap of the alternate fire seen from first person // $1st Person Alt Muzzle Flash Radius: (OPTIONAL) alternate fire radius of first person muzzle flash bitmap // $Spark VFX: (OPTIONAL) the spark vfx for the riot stick // +State: "idle" // +State: "run" // +State: "loop_fire" // +Action: "fire" "Foley Sound" // +Action: "alt_fire" "Foley Sound" // +Action: "fire_fail" "Foley Sound" // +Action: "idle_1" "Foley Sound" // +Action: "idle_2" "Foley Sound" // +Action: "idle_3" "Foley Sound" // +Action: "reload" "Foley Sound" // +Action: "draw" "Foley Sound" // +Action: "holster" "Foley Sound" // +Action: "jump" "Foley Sound" // +Action: "custom_start" "Foley Sound" // +Action: "custom_leave" "Foley Sound" // $Bitmap Filename: // $Head Radius: // +Length: (OPTIONAL) // +Tail Radius: (OPTIONAL) // $HUD Icon Filename: (OPTIONAL) icon used on the HUD to represent weapon // $HUD Reticle Filename: (OPTIONAL) reticle bitmap // $HUD Zoomed Reticle Filename: (OPTIONAL) zoomed reticle bitmap // $HUD Locked Reticle Filename: (OPTIONAL) reticle bitmap indicating weapon has "locked-on" // $PS2 Selection Icon Filemame: (OPTIONAL) weapon icon bitmap for ps2 weapon select interface // $Collision Radius: Radius of weapon (in meters) for collision detection purposes // $Max Ammo: // $Ammo Type: // $AI attack range: The range that an AI will attempt to stay within when attacking // $Clip Size: (OPTIONAL) // $Clip Reload Time: (OPTIONAL) // $Clip Drain Time: (OPTIONAL) For power weapons (i.e. riot stick) // $Mass: // $Velocity: // $Velocity Multi: (OPTIONAL) Defaults to $Velocity // $Fire Wait: // $Alt Fire Wait: (OPTIONAL) // $Num Projectiles: (OPTIONAL) Number of projectiles released when weapon fires (default is 1) // $Spread Degrees: (OPTIONAL) default 0.0f degrees // $Spread Degrees Multi: (OPTIONAL) default same as $Spread Degrees: // $AI Spread Degrees: (OPTIONAL) single, multi (multi ignored). default 0.0f for both // $Alt Spread Degrees: (OPTIONAL) default 0.0f degrees // $Alt Spread Degrees Multi: (OPTIONAL) default same as $Alt Spread Degrees // $AI Alt Spread Degrees: (OPTIONAL) single, multi (multi ignored). default 0.0f for both // $Start Sound: (OPTIONAL) The sound of the (continuously-firing) weapon starting up // $Start Delay: (OPTIONAL) The delay between when the entity wants to fire this weapon and when it starts firing // $Stop Sound: (OPTIONAL) The sound of the (continuously-firing) weapon winding down // $Burst Mode: (OPTIONAL) // +Burst Count: // +Burst Delay: // +Burst Launch Sound: // +Burst Alt Fire: // $Damage: (REQUIRED) Single player damage // $Damage Multi: (OPTIONAL) Multiplayer damage. Defaults to same as single player damage // $Alt Damage: (OPTIONAL) Single player alt damage. Defaults to same as regular single player damage. // $Alt Damage Multi: (OPTIONAL) Multi alt damage. Defaults to same as single player alt damage. // $AI Damage Scale: (OPTIONAL) Factor that damage is scaled by if weapon is fired by AI // $Lifetime: // $Lifetime Multi: (OPTIONAL) Defaults to $Lifetime // $Homing: // +Turn Time: How quickly the weapon can turn; lower values turn quicker; // keep this a positive number; values < 1 will create rediculously agile weapons // +View Cone: FOV of the scanner of the weapon (in Degrees) // +Scanning Range: How far ahead the weapon will scan when looking for a target // +Wakeup Time: (OPTIONAL) Number of seconds before the weapon "wakes up" and begins tracking; 0 if not specified // $Launch: Foley sound played when weapon is fired // $Alt Launch: (OPTIONAL) Foley sound played when weapon is alternate fired // $Launch Fail: (OPTIONAL) Foley sound played when weapon tries to fire but cannot (usually because out of ammo) // $Fly Sound: // $Zoom Sound: (OPTIONAL) // $Impact Delay: (OPTIONAL) Delay in seconds before applying melee damage or creating a weapon // $Alt Impact Delay: (OPTIONAL) Delay in seconds before applying melee damage or creating a weapon in alt fire mode // $Impact Sound: "material" num_sounds // sound sound sound (OPTIONAL) // $Near Miss Sound: (OPTIONAL) Foley sound for near-misses from this weapon // $Near Miss Underwater: (OPTIONAL) Foley sound for near-misses from this weapon, underwater // $Geomod Sound: (OPTIONAL) Foley sound for weapon making a geomod // $Impact Vclips: // $Impact Vclips Radius: // $Trail emitter: (OPTIONAL) // $Damage Radius: (REQUIRED) // $Damage Radius Multi: (OPTIONAL) Defaults to $Damage Radius: value // +Crater Radius: // $Sticky: // +Stick Sound: // +Embedded V3D Filename: // $Glow Light cast by projectile // +Inner Radius: // +Outer Radius: // +Color: // $Muzzle Flash Light: (OPTIONAL) Light cast by muzzle flash // +Inner Radius: // +Outer Radius: // +Color: // $Scorch Bitmap: (OPTIONAL) scorch bitmap filename // $Scorch Size: (OPTIONAL) scorch size, in meters (a vector) // $Glass Decal Bitmap: (OPTIONAL) glass decal bitmap filename // $Glass Decal Size: (OPTIONAL) glass decal size, in meters (a vector) // $Shells Ejected: (OPTIONAL) the type of shells ejected and the manner in which they eject // +V3D: // +Base Dir: // +Eject Velocity: // +Custom Sound Set: // $Clips Ejected: (OPTIONAL) the type of shells ejected and the manner in which they eject // +V3D: // +Drop Pause Time: // +Custom Sound Set: // $Camera Shake: (OPTIONAL) amount of camera shake for this weapon // +Distance: Shake amount in meters // +Time: Camera shake duration // $Tracers (OPTIONAL) Whether the weapon fires tracers (default = false) // +Tracer Frequency: How many standard rounds are fired in-between tracers // (i.e. a value of 3 would mean a tracer is fired every 3 rounds) // +Tracer Effect: Name of VFX/V3D to use for the tracer... // $Piercing: (OPTIONAL) Whether the weapon can pierce walls (default = false) // +Piercing Power: How much mass the weapon can pierce before being stopped; // piercing an object subtracts an amount from this value, and when it reaches 0 the weapon can no longer pierce // +Ricochet Angle: (OPTIONAL) Angle (in degrees) at which the bullet will no longer penetrate, but ricochet instead (default = always penetrate) // +Ricochet Bitmap: (OPTIONAL) Bitmap to use for ricochet decal (default = use $Scorch Bitmap:) // +Ricochet Size: (OPTIONAL) ricochet size, in meters (a vector) // $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) // $Corona (Glare) N: you need to have as many of these as there are prop points // $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) // $FP Packfile Name: (OPTIONAL) for PLAYER WEAPONS // // ---------------------------------------------------------------------------------- #Primary Weapons // ---------------------------------------------------------------------------------- $Name: "Remote Charge" $V3D Filename: "rmt_explosive.v3d" $Flags: ("remote_charge" "alt_fire" "player_wep" "gravity" "underwater" "silent") $Flags2: ("no_fire_through" "damage_self") $Cycle Position: 0 $Pref Position: 13 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.65 $Weapon Type: "explosive" $Weapon Icon: "ws_remotecharge.tga" $Damage Type: "explosive" $3rd Person V3D: "weapon_remote_charge.v3d" $1st Person Mesh: "fp_rmt_chrg.v3d" $1st Person FOV: 70 $1st Person offset: <0.3,0.0,0.2> $1st Person offset SS: <0.4,0.0,0.2> +State: "idle" "fp_rmt_chrg_idle.mvf" +State: "run" "fp_rmt_chrg_run.mvf" +Action: "draw" "fp_rmt_chrg_draw.mvf" "Charge Draw" +Action: "fire" "fp_rmt_chrg_throw.mvf" "Charge Throw" +Action: "alt_fire" "fp_rmt_chrg_place.mvf" "Charge Throw" +Action: "idle_1" "fp_rmt_chrg_idlerub.mvf" "Charge Idle Rub" +Action: "idle_2" "fp_rmt_chrg_idletoss.mvf" "Charge Idle Tap" +Action: "holster" "fp_rmt_chrg_holster.mvf" "Glock Holster" +Action: "jump" "fp_rmt_chrg_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_remcharge.tga" $Collision Radius: 0.051 $Max Ammo: 20 21 $Ammo Type: "remote charge" $AI attack range: 10.0 10.0 $Mass: 0.2 $Velocity: 10 $Fire Wait: 0.75 $Damage: 500 $Damage Multi: 500 $Lifetime: 20.0 $Homing: false $Launch: "Remote Charge Launch" $Alt Launch: "Remote Charge Alt Launch" $Fly Sound: "" $Impact Delay: 0.35 $Alt Impact Delay: 0.25 $Impact Sound: "default" "Remote Charge Hit Default" $Geomod Sound: "Weapon Geomod Small" $Impact Vclips: ("charge_explode") $Impact Vclips Radius: (2.0) $Damage Radius: 5.0 $Damage Radius Multi: 8.0 +Crater Radius: 5.0 $Sticky: true +Stick Sound: "default" "attach_02.wav" 5 0.8 +Embedded V3D Filename: "" $Glow: false $Scorch Bitmap: "missileblastmk01_A.tga" $Scorch Size: <10.0, 10.0, 10.0> // ---------------------------------------------------------------------------------- $Name: "Remote Charge Detonator" $V3D Filename: "" $Flags: ("detonator" "alt_fire" "underwater" "silent") $Flags2: ("no_fire_through") $Weapon Type: "explosive" $Weapon Icon: "" $Damage Type: "explosive" $3rd Person V3D: "weapon_remote_detonate.v3d" $1st Person Mesh: "fp_rmt_det.v3d" $1st Person FOV: 70 $1st Person offset: <0.00,0.05,-0.2> $1st Person offset SS: <0.10,0.05,-0.2> +State: "idle" "fp_rmt_det_idle.mvf" +State: "run" "fp_rmt_det_run.mvf" +Action: "draw" "fp_rmt_det_draw.mvf" "detonator draw" +Action: "fire" "fp_rmt_det_fire.mvf" "detonator fire" +Action: "idle_1" "fp_rmt_det_idlestretch.mvf" "detonator idle stretch" +Action: "idle_2" "fp_rmt_det_idlecheck.mvf" "detonator idle check" +Action: "holster" "fp_rmt_det_holster.mvf" "glock holster" +Action: "jump" "fp_rmt_det_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "" $Collision Radius: 0.051 $Max Ammo: 20 21 $Ammo Type: "remote charge" $AI attack range: 50.0 50.0 $Mass: 0.2 $Velocity: 10 $Fire Wait: 0.75 $Damage: 200 $Damage Multi: 200 $Lifetime: 20.0 $Homing: false $Launch: "" $Launch Fail: "" $Fly Sound: "" $Impact Vclips: ("") $Impact Vclips Radius: (2.0) $Damage Radius: 5.0 +Crater Radius: 5.0 $Sticky: true $Glow: false $Scorch Bitmap: "missileblastmk01_A.tga" $Scorch Size: <10.0, 10.0, 10.0> // ---------------------------------------------------------------------------------- $Name: "Riot Stick" $Display Name: "Control Baton" $V3D Filename: "" $Flags: ("melee" "alt_fire" "alt_continuous_fire" "underwater" "player_wep" "from_eye") $Flags2: ("no_fire_through") $Cycle Position: 1 $Pref Position: 12 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.65 $Weapon Type: "close combat" $Weapon Icon: "ws_riotstick.tga" $Damage Type: "bash" $3rd Person V3D: "weapon_riotstick.v3d" $1st Person Mesh: "fp_riot.vcm" $1st Person FOV: 40 $1st Person offset: <-0.178,-0.418,0.072> $1st Person offset SS: <-0.038,-0.418,0.072> $1st Person Muzzle Flash Bitmap: "rstick_prepflare.vbm" $1st Person Muzzle Flash Radius: 0.4 $1st Person Alt Muzzle Flash Bitmap: "rstick_prepflare.vbm" $1st Person Alt Muzzle Flash Radius: 3.0 $Spark VFX: "rstick_bolt.vfx" +State: "idle" "fp_riot_idle.mvf" +State: "run" "fp_riot_run.mvf" +State: "loop_fire" "fp_riot_attack_taserB.mvf" +Action: "idle_1" "fp_riot_idle_hit.mvf" "Riot Idle Hit" +Action: "idle_2" "fp_riot_idle_toss.mvf" "Riot Idle Toss" +Action: "fire" "fp_riot_attack.mvf" "Riot Attack" +Action: "reload" "fp_riot_reload.mvf" "Riot Reload" +Action: "draw" "fp_riot_draw.mvf" "Riot Draw" +Action: "holster" "fp_riot_holster.mvf" "Riot Holster" +Action: "jump" "fp_riot_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "" $PS2 Selection Icon Filemame: "ws_rstick.tga" $Collision Radius: 0.25 $Max Ammo: 900 900 $Ammo Type: "power cell" $AI attack range: 2.6 2.6 $Clip Size: 100 100 $Clip Reload Time: 2.7 $Clip Drain Time: 2.5 $Mass: 5.0 $Velocity: 1.5 $Fire Wait: 1.0 $Alt Fire Wait: 0.5 $Damage: 60.0 $Damage Multi: 60.0 $Alt Damage: 120.0 $Alt Damage Multi: 80.0 $AI Damage Scale: 0.1 0.1 $Lifetime: 1 $Homing: false $Launch: "" $Alt Launch: "Riot Attack Taser" $Fly Sound: "" $Impact Delay: 0.15 $Impact Delay: 0.6 $Alt Impact Delay: 0.01 $Impact Sound: "default" "Riot Impact Default" $Impact Sound: "flesh" "Riot Impact Flesh" $Impact Sound: "metal" "Riot Impact Metal" $Impact Sound: "rock" "Riot Impact Rock" $Impact Sound: "water" "Small Water Splash" $Impact Sound: "glass" "Gun Hit Glass" $Impact Vclips: ("riotspark") $Impact Vclips Radius: (0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Scorch Bitmap: "scrape.tga" $Scorch Size: <0.3, 0.3, 0.3> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Reload Zero Drain: 1.3 // ---------------------------------------------------------------------------------- $Name: "12mm handgun" $V3D Filename: "" $Flags: ("alt_custom_mode" "player_wep" "from_eye" "underwater" "semi_automatic" "autoaim") $Flags2: ("undeviating") $Cycle Position: 2 $Pref Position: 11 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.65 $Weapon Type: "semi-auto" $Weapon Icon: "ws_pistol.tga" $Damage Type: "bullet" $3rd Person V3D: "weapon_ultorgun.v3d" $3rd Person Muzzle Flash Glare: "Glock Muzzle Flash" $1st Person Mesh: "fp_glock.v3d" $1st Person FOV: 65 $1st Person offset: <-0.110,-0.140,-0.342> $1st Person offset SS: <-0.110,-0.140,-0.342> $1st Person Muzzle Flash Bitmap: "muzzleflash01.tga" $1st Person Muzzle Flash Radius: 0.3 $Silencer V3D: "silencer.v3d" +State: "idle" "fp_glock_idle.mvf" +State: "run" "fp_glock_run.mvf" +Action: "fire" "fp_glock_fire.mvf" "" +Action: "fire_fail" "fp_glock_fire_fail.mvf" "" +Action: "idle_1" "fp_glock_flex.mvf" "Glock Flex" +Action: "idle_2" "fp_glock_gunlook.mvf" "Glock Look" +Action: "reload" "fp_glock_reload.mvf" "Glock Reload" +Action: "draw" "fp_glock_draw.mvf" "Glock Draw" +Action: "holster" "fp_glock_holster.mvf" "Glock Holster" +Action: "jump" "fp_glock_jump.mvf" "" +Action: "custom_start" "fp_glock_silencer_add.mvf" "Silencer On" +Action: "custom_leave" "fp_glock_silencer_off.mvf" "Silencer Off" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_pistol.tga" $Collision Radius: 0.02 $Max Ammo: 125 210 $Ammo Type: "12mm" $AI attack range: 20.0 20.0 $Clip Size: 16 16 $Clip Reload Time: 1.1 $Mass: 0.2 $Velocity: 275.0 $Fire Wait: 0.50 $Alt Fire Wait: 0.20 $Spread Degrees: 0.5 $Spread Degrees Multi: 0.5 $AI Spread Degrees: 3.0 4.0 $Damage: 40 $Damage Multi: 30 $Lifetime: 20.0 $Homing: false $Launch: "Glock Launch" $Alt Launch: "Glock Switch" $Silent Launch: "Silencer Launch" $Underwater Launch: "Glock Alt Launch" $Launch Fail: "Glock Fail" $Fly Sound: "" $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Gun Hit Water" $Impact Sound: "glass" "Gun Hit Glass" $Impact Sound: "default underwater" "Gun Hit Default" $Near Miss Sound: "Glock Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE") $Impact Vclips Radius: (0.3 0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {128,128,128} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.1, 0.1, 0.1> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_glock_shell.v3d" +Base Dir: <0.5, 2.5, 1.0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" $Clips Ejected: +V3D: "powerup_GunClip.v3d" +Drop Pause Time: 0.75 +Custom Sound Set: "clip eject" $Reload Zero Drain: .45 // ---------------------------------------------------------------------------------- $Name: "Undercover 12mm handgun" $V3D Filename: "" $Flags: ("alt_custom_mode" "from_eye" "underwater" "semi_automatic" "autoaim") $Flags2: ("undeviating") $Weapon Type: "semi-auto" $Weapon Icon: "ws_pistol.tga" $Damage Type: "bullet" //$3rd Person V3D: "weapon_ultorgun.v3d" //$3rd Person V3D: "weapon_silenced.v3d" //$3rd Person Muzzle Flash Glare: "" //$1st Person Mesh: "fp_ugun.vcm" //$1st Person FOV: 65 //$1st Person offset: <-0.110,-0.140,-0.342> //$1st Person offset SS: <-0.010,-0.140,-0.342> //$1st Person Muzzle Flash Bitmap: "muzzleflash01.tga" //$1st Person Muzzle Flash Radius: 0.3 $Silencer V3D: "silencer.v3d" +State: "idle" "fp_glock_idle.mvf" +State: "run" "fp_glock_run.mvf" +Action: "fire" "fp_glock_fire.mvf" "" +Action: "fire_fail" "fp_glock_fire_fail.mvf" "" +Action: "idle_1" "fp_glock_flex.mvf" "Glock Flex" +Action: "idle_2" "fp_glock_gunlook.mvf" "" +Action: "reload" "fp_glock_reload.mvf" "Glock Reload" +Action: "draw" "fp_glock_draw.mvf" "Glock Draw" +Action: "holster" "fp_glock_holster.mvf" "Glock Holster" +Action: "jump" "fp_glock_jump.mvf" "" +Action: "custom_start" "fp_glock_silencer_add.mvf" "Silencer On" +Action: "custom_leave" "fp_glock_silencer_off.mvf" "Silencer Off" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $Collision Radius: 0.02 $Max Ammo: 125 210 $Ammo Type: "12mm" $AI attack range: 20.0 20.0 $Clip Size: 16 16 $Clip Reload Time: 1.1 $Mass: 0.2 $Velocity: 275.0 $Fire Wait: 0.50 $Alt Fire Wait: 0.20 $Spread Degrees: 0.5 $Spread Degrees Multi: 0.5 $AI Spread Degrees: 3.0 3.0 $Damage: 20 $Damage Multi: 20 $Lifetime: 20.0 $Homing: false $Launch: "Glock Launch" $Alt Launch: "Glock Switch" $Silent Launch: "Silencer Launch" $Underwater Launch: "Glock Alt Launch" $Launch Fail: "Glock Fail" $Fly Sound: "" $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Gun Hit Water" $Impact Sound: "glass" "Gun Hit Glass" $Impact Sound: "default underwater" "Gun Hit Default" $Near Miss Sound: "Glock Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE") $Impact Vclips Radius: (0.3 0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {128,128,128} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.1, 0.1, 0.1> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_glock_shell.v3d" +Base Dir: <0.5, 2.5, 1.0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" $Clips Ejected: +V3D: "powerup_GunClip.v3d" +Drop Pause Time: 0.75 +Custom Sound Set: "clip eject" $Reload Zero Drain: .45 // ---------------------------------------------------------------------------------- $Name: "Shotgun" $V3D Filename: "" $Flags: ("alt_fire" "from_eye" "player_wep" "autoaim") $Flags2: ("undeviating") $Cycle Position: 3 $Pref Position: 9 $Fine Aim Region Size: 0.55 $Fine Aim Region Size SS: 0.55 $Weapon Type: "semi-auto" $Weapon Icon: "ws_shotgun.tga" $Damage Type: "bullet" $3rd Person V3D: "weapon_shotgun.v3d" $3rd Person Muzzle Flash Glare: "Shotgun Muzzle Flash" $1st Person Mesh: "fp_shotgun.vcm" $1st Person FOV: 55 $1st Person offset: <-0.020,0.056,1.071> $1st Person offset SS: <0.080,0.056,1.071> $1st Person Muzzle Flash Bitmap: "muzzleflash08.tga" $1st Person Muzzle Flash Radius: .8 +State: "idle" "fp_shotgun_idle.mvf" +State: "run" "fp_shotgun_run.mvf" +Action: "idle_1" "fp_shotgun_idle_sweep.mvf" "Shotgun Idle Sweep" +Action: "idle_2" "fp_shotgun_idle_stretch.mvf" "Shotgun Idle Stretch" +Action: "fire" "fp_shotgun_fire_slow.mvf" "Shotgun Fire Slow" +Action: "alt_fire" "fp_shotgun_fire_fast.mvf" "" +Action: "reload" "fp_shotgun_reload.mvf" "Shotgun Reload Finish" +Action: "draw" "fp_shotgun_draw.mvf" "Sniper Draw" +Action: "holster" "fp_shotgun_holster.mvf" "Sniper Holster" +Action: "jump" "fp_shotgun_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_shotgun.tga" $Collision Radius: 0.02 $Max Ammo: 48 48 $Ammo Type: "10 gauge buckshot" $AI attack range: 15.0 15.0 $Clip Size: 8 8 $Clip Reload Time: 2.0 $Mass: 0.2 $Velocity: 275.0 $Fire Wait: 1.50 $Alt Fire Wait: 0.225 $Num Projectiles: 4 $Spread Degrees: 3.0 $Spread Degrees Multi: 3.0 $AI Spread Degrees: 5.0 6.0 $Alt Spread Degrees: 6.0 $Alt Spread Degrees Multi: 6.0 $AI Alt Spread Degrees: 10.0 8.0 $Damage: 40 $Damage Multi: 40 $Lifetime: 0.5 $Homing: false $Launch: "Shotgun Fire" $Alt Launch: "Shotgun Fire 2" $Launch Fail: "Glock Fail" $Fly Sound: "" $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Medium Water Splash" $Impact Sound: "glass" "Gun Hit Glass" $Near Miss Sound: "Assault Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE" "gatsmoke") $Impact Vclips Radius: (0.3 0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {255,255,255} $Scorch Bitmap: "buckshot_A.tga" $Scorch Size: <0.2, 0.2, 0.2> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_shotgun_shell.v3d" +Base Dir: <0.5, 2.5, 1.0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" +Primary Pause Time Before Eject: 0.8 // ---------------------------------------------------------------------------------- $Name: "Sniper Rifle" $V3D Filename: "" $Flags: ("player_wep" "alt_zoom" "from_eye" "fixed_muz_flash") $Flags2: ("undeviating") $Cycle Position: 4 $Pref Position: 4 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.55 $Weapon Type: "semi-auto" $Weapon Icon: "ws_sniper.tga" $Damage Type: "armor piercing bullet" $3rd Person V3D: "Weapon_SniperRifle.v3d" $3rd Person Muzzle Flash Glare: "Sniper Muzzle Flash" $1st Person Mesh: "fp_SniperRifle.v3d" $1st Person FOV: 65 $1st Person offset: <-0.05,.07,-.22> $1st Person offset SS: <0.05,.07,-.22> $1st Person Muzzle Flash Bitmap: "muzzleflash02.tga" $1st Person Muzzle Flash Radius: 1.4 +State: "idle" "fp_SniperRifle_idle.mvf" +State: "run" "fp_SniperRifle_run.mvf" +Action: "fire" "fp_SniperRifle_fire.mvf" "" +Action: "idle_1" "fp_SniperRifle_scopeadjust.mvf" "Sniper Scope Adjust" +Action: "idle_2" "fp_SniperRifle_scratch.mvf" "Sniper Scratch" +Action: "reload" "fp_SniperRifle_reload.mvf" "Sniper Reload" +Action: "draw" "fp_SniperRifle_draw.mvf" "Sniper Draw" +Action: "holster" "fp_SniperRifle_holster.mvf" "Sniper Holster" +Action: "jump" "fp_SniperRifle_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "scope_ret.tga" $HUD Zoomed Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_sniper.tga" $Collision Radius: 0.02 $Max Ammo: 36 36 $Ammo Type: ".50 cal AP" $AI attack range: 100.0 100.0 $Clip Size: 6 6 $Clip Reload Time: 2.25 $Mass: 0.2 $Velocity: 275.0 $Fire Wait: 0.70 $Spread Degrees: 1.5 $Spread Degrees Multi: 0.25 $AI Spread Degrees: 2.0 2.0 $Damage: 250 $Damage Multi: 150 $AI Damage Scale: 0.5 1.0 $Lifetime: 2.0 $Homing: false $Launch: "Sniper Launch" $Alt Launch: "Sniper Alt Launch" $Launch Fail: "Glock Fail" $Fly Sound: "" $Zoom Sound: "sniper_aim_01.wav" 4 0.8 $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Gun Hit Water" $Impact Sound: "glass" "Gun Hit Glass" $Near Miss Sound: "Glock Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE_bigspark" "gatsmoke") $Impact Vclips Radius: (0.3 0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {255,255,255} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.2, 0.2, 0.2> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_sniper_shell.v3d" +Base Dir: <0.5, 2.5, 1.0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" $Clips Ejected: +V3D: "powerup_SniperClip.v3d" +Drop Pause Time: 0.75 +Custom Sound Set: "clip eject" //$Camera Shake: // +Distance: 0.0025 // +Time: 0.07 $Piercing: true +Piercing Power: 1.0 +Ricochet Angle: 45.0 +Ricochet Bitmap: "scrape.tga" +Ricochet Size: <0.3, 0.3, 0.3> $Reload Zero Drain: .6 // ---------------------------------------------------------------------------------- $Name: "Rocket Launcher" $V3D Filename: "DrillMissile01.VFX" $Flags: ("thruster" "player_wep" "infrared" "alt_fire" "alt_lock") $Flags2: ("no_fire_through" "damage_self") $Cycle Position: 5 $Pref Position: 1 $Fine Aim Region Size: 0.60 $Fine Aim Region Size SS: 0.40 $Weapon Type: "explosive" $Weapon Icon: "ws_rocketlauncher.tga" $Damage Type: "explosive" $3rd Person V3D: "Weapon_RocketLauncher.v3d" $1st Person Mesh: "fp_rocketlauncher.v3d" $1st Person FOV: 70 $1st Person offset: <0.05, 0.03, -.08> $1st Person offset SS: <0.15, 0.03, -.08> +State: "idle" "fp_rocket_hold.mvf" +State: "run" "fp_rocket_run.mvf" +Action: "fire" "fp_rocket_fire.mvf" "Rocket Fire" +Action: "reload" "fp_rocket_reload.mvf" "Rocket Reload" +Action: "draw" "fp_rocket_draw.mvf" "Rocket Draw" +Action: "holster" "fp_rocket_holster.mvf" "Rocket Holster" +Action: "idle_1" "fp_rocket_screenwipe.mvf" "Rocket Screen Wipe" +Action: "idle_2" "fp_rocket_ammocheck.mvf" "Rocket Ammo Check" +Action: "jump" "fp_rocket_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle_rocket.tga" $HUD Locked Reticle Filename: "reticle_rocketlock.tga" $PS2 Selection Icon Filemame: "ws_rcklauncher.tga" $Collision Radius: 0.051 $Max Ammo: 18 18 $Ammo Type: "15cm rocket" $AI attack range: 30.0 30.0 $Clip Size: 6 6 $Clip Reload Time: 1.7 $Mass: 200.0 $Velocity: 20.0 $Fire Wait: 1.25 $Spread Degrees: 0.0 $Spread Degrees Multi: 0.0 $AI Spread Degrees: 1.0 1.0 $Damage: 400 $Damage Multi: 350 $AI Damage Scale: 0.1 0.4 $Lifetime: 15.0 $Homing: false $Launch: "Rocket Launcher" $Alt Launch: "Rocket Lob" $Fly Sound: "missile_loop.wav" 6 0.9 $Impact Sound: "default" "Rocket Hit Default" $Geomod Sound: "Weapon Geomod Small" $Impact Vclips: ("rocket_impact") $Impact Vclips Radius: (1.5) $Trail emitter: "missile" $Damage Radius: 5.0 +Crater Radius: 5.0 $Sticky: false $Glow: true +Inner Radius: 1.0 +Outer Radius: 3.0 +Color: {100,50,100} $Muzzle Flash Light: true +Inner Radius: 4.0 +Outer Radius: 7.0 +Color: {255,255,255} $Scorch Bitmap: "missileblastmk01_A.tga" $Scorch Size: <4.0, 4.0, 4.0> $Thrust Lifetime: 3.0 $Reload Zero Drain: .73 // ---------------------------------------------------------------------------------- $Name: "Assault Rifle" $V3D Filename: "" $Flags: ("alt_fire" "alt_continuous_fire" "player_wep" "from_eye" "fixed_muz_flash" "autoaim") $Flags2: ("undeviating") $Cycle Position: 6 $Pref Position: 7 $Fine Aim Region Size: 0.50 $Fine Aim Region Size SS: 0.50 $Weapon Type: "heavy" $Weapon Icon: "ws_assault.tga" $Damage Type: "armor piercing bullet" $3rd Person V3D: "Weapon_Aslt_Rifle.V3D" $3rd Person Muzzle Flash Glare: "Assault Muzzle Flash" $1st Person Mesh: "fp_aslt_rfl.v3d" $1st Person FOV: 65 $1st Person offset: <-0.1,0.1,-0.28> $1st Person offset SS: <0.0,0.1,-0.25> $1st Person Muzzle Flash Bitmap: "muzzleflash04.tga" $1st Person Muzzle Flash Radius: 0.4 +State: "idle" "fp_aslt_rfl_idle.mvf" +State: "run" "fp_aslt_rfl_run.mvf" +State: "loop_fire" "fp_aslt_rfl_fire.mvf" +Action: "fire" "fp_aslt_rfl_fire_burst.mvf" "" //+Action: "idle_1" "fp_aslt_rfl_ammocheck.mvf" "ARifle Ammo Check" +Action: "idle_3" "fp_aslt_rfl_gripopen.mvf" "ARifle Grip Open" +Action: "idle_2" "fp_aslt_rfl_handstretch.mvf" "ARifle Hand Stretch" +Action: "reload" "fp_aslt_rfl_reload.mvf" "ARifle Reload" +Action: "draw" "fp_aslt_rfl_draw.mvf" "ARifle Draw" +Action: "holster" "fp_aslt_rfl_holster.mvf" "ARifle Holster" +Action: "jump" "fp_aslt_rfl_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_aslrifle.tga" $Collision Radius: 0.02 $Max Ammo: 200 210 $Ammo Type: "5.65mm AP" $AI attack range: 30.0 30.0 $Clip Size: 42 42 $Clip Reload Time: 1.35 $Mass: 0.2 $Velocity: 275.0 $Fire Wait: 0.75 $Alt Fire Wait: 0.1 $Spread Degrees: 0.8 $Spread Degrees Multi: .25 $AI Spread Degrees: 2.0 2.0 $Alt Spread Degrees: 4.0 $Alt Spread Degrees Multi: .75 $AI Alt Spread Degrees: 5.0 5.0 $Start Sound: "Assault Attack" $Start Delay: 0.10 $Stop Sound: "Assault Decay" $Burst Mode: true +Burst Count: 3 +Burst Delay: 0.1 +Burst Launch Sound: "assault_burst.wav" 8 0.9 +Burst Alt Fire: false $Damage: 60 $Damage Multi: 40 $AI Damage Scale: 0.4 0.4 $Lifetime: 2.0 $Homing: false $Launch: "Assault Loop" $Alt Launch: "Assault Loop" $Launch Fail: "Glock Fail" $Fly Sound: "" $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Gun Hit Water" $Near Miss Sound: "Assault Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE") $Impact Vclips Radius: (0.3 0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {128,128,128} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.15, 0.15, 0.15> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_aslt_rfl_shell.v3d" +Base Dir: <1.5, 2.5, 1.0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" $Clips Ejected: +V3D: "powerup_assaultClip.v3d" +Drop Pause Time: 0.75 +Custom Sound Set: "clip eject" $Camera Shake: +Distance: 0.0005 +Time: 0.04 $Tracers: true +Tracer Frequency: 4 +Tracer Effect: "Tracer01.VFX" $Piercing: true +Piercing Power: 0.25 +Ricochet Angle: 45.0 +Ricochet Bitmap: "Scrape.tga" +Ricochet Size: <0.3, 0.3, 0.3> $Reload Zero Drain: .65 // ---------------------------------------------------------------------------------- $Name: "Machine Pistol" $Display Name: "Submachine Gun" $V3D Filename: "" $Flags: ("player_wep" "alt_custom_mode" "alt_fire" "continuous_fire" "from_eye" "autoaim") $Flags2: ("undeviating") $Cycle Position: 7 $Pref Position: 8 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.55 $Weapon Type: "heavy" $Weapon Icon: "ws_machpistol.tga" $Damage Type: "bullet" //$3rd Person V3D: "weapon_machinep.v3d" //$3rd Person Muzzle Flash Glare: "MachinePistol01 Muzzle Flash" //$1st Person Mesh: "fp_mp.vcm" //$1st Person FOV: 40 //$1st Person offset: <-0.294,0.08, 0.056> //$1st Person offset SS: <-0.194,0.08, 0.056> //$1st Person Muzzle Flash Bitmap: "muzzleflash05.tga" //$1st Person Muzzle Flash Radius: 0.3 +State: "idle" "fp_mp_idle.mvf" +State: "run" "fp_mp_run.mvf" +State: "loop_fire" "fp_mp_fireslow.mvf" +Action: "idle_1" "fp_mp_idletop_flex.mvf" "Machine Pistol Idletop Flex" +Action: "idle_2" "fp_mp_idletop_hit.mvf" "Machine Pistol Idletop Hit" +Action: "reload" "fp_mp_reloadtop.mvf" "Machine Pistol Reload Top" +Action: "draw" "fp_mp_draw.mvf" "Sniper Draw" +Action: "holster" "fp_mp_holster.mvf" "Sniper Holster" +Action: "jump" "fp_mp_jump.mvf" "" +Action: "custom_start" "fp_mp_switchback.mvf" "Machine Pistol Switch Back" +Action: "custom_leave" "fp_mp_switchback.mvf" "Machine Pistol Switch Back" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_machpistol.tga" $Collision Radius: 0.02 $Max Ammo: 200 192 $Ammo Type: "12mm" $AI attack range: 30.0 30.0 $Clip Size: 30 64 $Clip Reload Time: 1.2 $Mass: 0.2 $Velocity: 320.0 $Fire Wait: 0.09 $Spread Degrees: 2.0 $Spread Degrees Multi: 0.50 $AI Spread Degrees: 3.0 3.0 $Damage: 40 $Damage Multi: 35 $AI Damage Scale: 0.7 0.7 $Lifetime: 1.5 $Homing: false $Launch: "Machine Pistol Launch" $Launch Fail: "Glock Fail" $Fly Sound: "" $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Gun Hit Water" $Impact Sound: "glass" "Gun Hit Glass" $Near Miss Sound: "Assault Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE_lilspark") $Impact Vclips Radius: (0.3 0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {255,255,255} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.1, 0.1, 0.1> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_glock_shell.v3d" +Base Dir: <-2, 1, 0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" $Clips Ejected: +V3D: "powerup_GunClip.v3d" +Drop Pause Time: 0.75 +Custom Sound Set: "clip eject" $Camera Shake: +Distance: 0.0003 +Time: 0.04 $Reload Zero Drain: .48 // ---------------------------------------------------------------------------------- $Name: "Machine Pistol Special" $V3D Filename: "" $Flags: ("alt_custom_mode" "alt_fire" "continuous_fire" "from_eye" "fixed_muz_flash" "autoaim") $Flags2: ("undeviating") $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.55 $Weapon Type: "heavy" $Weapon Icon: "ws_machpistol.tga" $Damage Type: "bullet" //$3rd Person V3D: "weapon_machinep.v3d" //$3rd Person Muzzle Flash Glare: "MachinePistol02 Muzzle Flash" //$1st Person Mesh: "fp_mp.vcm" //$1st Person FOV: 40 //$1st Person offset: <-0.294,0.08, 0.056> //$1st Person offset SS: <-0.194,0.08, 0.056> //$1st Person Muzzle Flash Bitmap: "muzzleflash06.tga" //$1st Person Muzzle Flash Radius: 0.3 +State: "idle" "fp_mp_idle.mvf" +State: "run" "fp_mp_run.mvf" +State: "loop_fire" "fp_mp_fireslowbottom.mvf" +Action: "idle_1" "fp_mp_idletop_flexbottom.mvf" "Glock Flex" +Action: "idle_2" "fp_mp_idletop_hitbottom.mvf" "Machine Pistol Idletop Hit" +Action: "reload" "fp_mp_reloadbottom.mvf" "Machine Pistol Reload Bottom" +Action: "draw" "fp_mp_draw.mvf" "Sniper Draw" +Action: "holster" "fp_mp_holster.mvf" "Sniper Holster" +Action: "jump" "fp_mp_jump.mvf" "" +Action: "custom_start" "fp_mp_switch.mvf" "Machine Pistol Switch" +Action: "custom_leave" "fp_mp_switch.mvf" "Machine Pistol Switch" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $Collision Radius: 0.02 $Max Ammo: 200 210 $Ammo Type: "5.65mm AP" $AI attack range: 30.0 30.0 $Clip Size: 20 21 $Clip Reload Time: 1.5 $Mass: 0.2 $Velocity: 275.0 $Fire Wait: 0.12 $Spread Degrees: 2.0 $Spread Degrees Multi: 3.0 $AI Spread Degrees: 5.0 5.0 $Damage: 45 $Damage Multi: 50 $Lifetime: 2.0 $Homing: false $Launch: "Machine Pistol Alt Launch" $Launch Fail: "Glock Fail" $Fly Sound: "" $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Gun Hit Water" $Impact Sound: "glass" "Gun Hit Glass" $Near Miss Sound: "Assault Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE_lilspark" "gatsmoke") $Impact Vclips Radius: (0.3 0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {255,255,255} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.15, 0.15, 0.15> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_aslt_rfl_shell.v3d" +Base Dir: <-2, 1, 0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" $Clips Ejected: +V3D: "powerup_assaultClip.v3d" +Drop Pause Time: 0.75 +Custom Sound Set: "clip eject" $Camera Shake: +Distance: 0.0003 +Time: 1.0 $Tracers: true +Tracer Frequency: 4 +Tracer Effect: "Tracer01.VFX" $Piercing: true +Piercing Power: 0.25 +Ricochet Angle: 45.0 +Ricochet Bitmap: "Scrape.tga" +Ricochet Size: <0.3, 0.3, 0.3> $Reload Zero Drain: .48 // ---------------------------------------------------------------------------------- $Name: "Grenade" $V3D Filename: "weapon_grenade.v3d" $Flags: ("player_wep" "from_eye" "gravity" "underwater" "silent" "alt_fire") $Flags2: ("no_fire_through" "damage_self") $Cycle Position: 8 $Pref Position: 10 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.65 $Weapon Type: "explosive" $Weapon Icon: "ws_grenade.tga" $Damage Type: "explosive" //$3rd Person V3D: "weapon_grenade.v3d" //$1st Person Mesh: "fp_gren.v3d" //$1st Person FOV: 70 //$1st Person offset: <-0.202,-0.336,0.206> //$1st Person offset SS: <-0.102,-0.336,0.206> +State: "idle" "fp_gren_idle.mvf" +State: "run" "fp_gren_run.mvf" +Action: "draw" "fp_gren_draw.mvf" "charge draw" +Action: "fire" "fp_gren_throw.mvf" "grenade pinpull toss" +Action: "alt_fire" "fp_gren_twistthrow.mvf" "grenade twist throw" +Action: "idle_1" "fp_gren_idlecheck.mvf" "grenade idle check" +Action: "idle_2" "fp_gren_spin.mvf" "grenade spin" +Action: "holster" "fp_gren_holster.mvf" "glock holster" +Action: "jump" "fp_gren_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "" $PS2 Selection Icon Filemame: "ws_grenade.tga" $Collision Radius: 0.15 $Max Ammo: 8 9 $Ammo Type: "grenade" $AI attack range: 30.0 30.0 $Mass: 1.5 $Velocity: 10.0 $Velocity Multi: 12.5 $Fire Wait: 3.0 $Damage: 150 $Damage Multi: 250 $Lifetime: 5.0 $Lifetime Multi: 3.0 $Homing: false $Launch: "" $Alt Launch: "" $Fly Sound: "Grenade_tick.wav" 6 0.9 $Impact Delay: 1.7 $Alt Impact Delay: 1.6 $Impact Sound: "default" "Grenade Bounce" $Geomod Sound: "Weapon Geomod Small" $Impact Vclips: ("rocket_impact") $Impact Vclips Radius: (1.5) $Trail emitter: "" $Damage Radius: 8.0 $Damage Radius Multi: 10.0 +Crater Radius: 5.0 $Sticky: false $Glow: true +Inner Radius: 0.4 +Outer Radius: 1.5 +Color: {255,0,0} $Scorch Bitmap: "missileblastmk01_A.tga" $Scorch Size: <4.0, 4.0, 4.0> // ---------------------------------------------------------------------------------- $Name: "Flamethrower" $V3D Filename: "powerup_flamecan.V3D" $Flags: ("player_wep" "continuous_fire" "alt_fire" "gravity") $Flags2: ("no_fire_through" "flame" "damage_self" "has_pilot_flame") $Cycle Position: 9 $Pref Position: 5 $Fine Aim Region Size: 0.54 $Fine Aim Region Size SS: 0.60 $Weapon Type: "close combat" $Weapon Icon: "ws_flamethrow.tga" $Damage Type: "fire" //$3rd Person V3D: "weapon_fthrower.v3d" //$3rd Person Muzzle Flash Glare: "" //$1st Person Mesh: "fp_flame.vcm" //$1st Person FOV: 65 //$1st Person offset: <0.144,-1.476,0.220> //$1st Person offset SS: <0.244,-1.476,0.220> +State: "idle" "fp_flame_idle.mvf" +State: "run" "fp_flame_run.mvf" +State: "loop_fire" "fp_flame_fire.mvf" +Action: "alt_fire" "fp_flame_altfire.mvf" "Flame Alt Fire" +Action: "idle_1" "fp_flame_idletap.mvf" "Flame Idle Tap" +Action: "idle_2" "fp_flame_idlecheck.mvf" "Flame Idle Check" +Action: "reload" "fp_flame_reload.mvf" "Flame Reload" +Action: "draw" "fp_flame_draw.mvf" "Sniper Draw" +Action: "holster" "fp_flame_holster.mvf" "Sniper Holster" +Action: "jump" "fp_flame_jump.mvf" "" +Action: "custom_start" "fp_flame_switch.mvf" "Flame Switch" +Action: "custom_leave" "fp_flame_switch.mvf" "Flame Switch" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_flamethrow.tga" $Collision Radius: 0.051 $Max Ammo: 1000 1000 $Ammo Type: "gas" $AI attack range: 5.0 5.0 $Clip Size: 100 100 $Clip Reload Time: 2.6 $Clip Drain Time: 2.0 $Mass: 0.2 $Velocity: 10.0 $Fire Wait: 0.10 $Alt Fire Wait: 4.0 $Start Sound: "Flame Thrower Ignite 1" $Start Delay: 0.10 $Stop Sound: "Flame Thrower Ignite 3" $Damage: 20 // Damage Multi is set on lines 548 and 576 in emitters.tbl $Damage Multi: 60 $Alt Damage: 100 $Alt Damage Multi: 150 $Lifetime: 10.0 $Homing: false $Launch: "Flame Thrower Ignite 2" $Launch Fail: "" $Fly Sound: "" $Alt Impact Delay: 1.8 $Near Miss Sound: "" $Near Miss Underwater: "" $Impact Vclips: ("flame_can_explode") $Impact Vclips Radius: (5.0) $Damage Radius: 7.0 $Sticky: false $Glow: false $Scorch Bitmap: "missileblastmk01_A.tga" $Scorch Size: <2.0, 2.0, 2.0> $Reload Zero Drain: 1.2 // ---------------------------------------------------------------------------------- $Name: "riot shield" $Display Name: "Riot Shield" $V3D Filename: "" $Flags: ("player_wep" "melee" "from_eye" "ps2_fp_full_clip") $Flags2: ("no_fire_through") $Cycle Position: 10 $Pref Position: 14 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.65 $Weapon Type: "close combat" $Weapon Icon: "ws_riotshield.tga" $Damage Type: "bash" $3rd Person V3D: "weapon_riotshield.v3d" $3rd Person Muzzle Flash Glare: "" $1st Person Mesh: "fp_riotshield.vcm" $1st Person FOV: 65 $1st Person offset: <0.066,-.242,0.154> $1st Person offset SS: <0.166,-.242,0.154> $1st Person Muzzle Flash Bitmap: "muzzleflash05.tga" $1st Person Muzzle Flash Radius: 0.3 +State: "idle" "fp_riotshield_idle.mvf" +State: "run" "fp_riotshield_run.mvf" +Action: "fire" "fp_riotshield_attack.mvf" "Riot Shield Attack" +Action: "alt_fire" "fp_riotshield_altfire.mvf" "" +Action: "idle_1" "fp_riotshield_idleflex.mvf" "Riot Shield Idle Flex" +Action: "idle_2" "fp_riotshield_idlelow.mvf" "Riot Shield Idle Low" +Action: "jump" "fp_riotshield_jump.mvf" "" +Action: "draw" "fp_riotshield_draw.mvf" "Sniper Draw" +Action: "holster" "fp_riotshield_holster.mvf" "Sniper Holster" +Action: "custom_start" "fp_riotshield_block.mvf" "Riot Shield Impact" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "" $PS2 Selection Icon Filemame: "ws_riotshield.tga" $Collision Radius: 0.25 $Max Ammo: 0 0 $Ammo Type: "" $AI attack range: 2.0 2.0 $Clip Size: 32 32 $Clip Reload Time: 1.5 $Mass: 5.0 $Velocity: 1.5 $Fire Wait: 0.5 $Damage: 10 $Damage Multi: 60 $Lifetime: 1 $Homing: false $Launch: "" $Launch Fail: "" $Fly Sound: "" $Impact Delay: 0.2 $Impact Sound: "default" "Riot Shield Impact" $Near Miss Sound: "" $Impact Vclips: () $Impact Vclips Radius: () $Damage Radius: 0.0 $Sticky: false $Glow: false // ---------------------------------------------------------------------------------- $Name: "rail_gun" $Display Name: "Rail Driver" $V3D Filename: "" $Flags: ("alt_fire" "player_wep" "from_eye") $Flags2: ("pierces_all" "undeviating" "has_scanner") $Cycle Position: 11 $Pref Position: 3 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.65 $Weapon Type: "heavy" $Weapon Icon: "ws_railgun.tga" $Damage Type: "armor piercing bullet" $3rd Person V3D: "weapon_railrifle.v3d" $1st Person Mesh: "fp_railgun.vcm" $1st Person FOV: 70 $1st Person offset: <1.43,.096,0.277> $1st Person offset SS: <1.53,.096,0.277> +State: "idle" "fp_railgun_idle.mvf" +State: "run" "fp_railgun_run.mvf" +Action: "fire" "fp_railgun_fire.mvf" "" +Action: "reload" "fp_railgun_reload.mvf" "Rail Reload" +Action: "idle_1" "fp_railgun_idlecheck.mvf" "Rail Idle Check" +Action: "idle_2" "fp_railgun_idleturn.mvf" "Rail Idle Turn" +Action: "draw" "fp_railgun_draw.mvf" "Sniper Draw" +Action: "holster" "fp_railgun_holster.mvf" "Sniper Holster" +Action: "jump" "fp_railgun_jump.mvf" "" $Bitmap Filename: "railrifle1TrailAlpha.tga" $Head Radius: 0.051 $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_railgun.tga" $Collision Radius: 0.02 $Max Ammo: 10 8 $Ammo Type: "aluminum slug" $AI attack range: 50.0 50.0 $Clip Size: 1 1 $Clip Reload Time: 3.0 $Mass: 0.2 $Velocity: 600.0 $Fire Wait: 1.00 $Alt Fire Wait: 0.30 $Damage: 2550 $Damage Multi: 2550 $AI Damage Scale: 0.7 0.7 $Lifetime: 0.5 $Homing: false $Launch: "Rail Fire 1" $Alt Launch: "Camera Change" $Launch Fail: "Rail Fail" $Fly Sound: "" $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Medium Water Splash" $Impact Sound: "glass" "Gun Hit Glass" $Near Miss Sound: "Rail Flyby" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("rail_rifle_hit") $Impact Vclips Radius: (1.0) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {255,255,255} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.4, 0.4, 0.4> $Piercing: true +Piercing Power: 100.0 +Ricochet Angle: 180.0 +Ricochet Size: <0.5, 0.5, 0.5> // ---------------------------------------------------------------------------------- $Name: "heavy_machine_gun" $Display Name: "Heavy Machine Gun" $V3D Filename: "" $Flags: ("player_wep" "alt_fire" "continuous_fire" "alt_continuous_fire" "from_eye") $Flags2: ("undeviating") $Cycle Position: 12 $Pref Position: 2 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.65 $Weapon Type: "heavy" $Weapon Icon: "ws_machinegun.tga" $Damage Type: "armor piercing bullet" //$3rd Person V3D: "weapon_heavymgun.v3d" //$3rd Person Muzzle Flash Glare: "HeavyMachineGun Muzzle Flash" //$1st Person Mesh: "fp_hmac.vcm" //$1st Person FOV: 65 //$1st Person offset: <0.168,0.000,0.085> //$1st Person offset SS: <0.268,0.000,0.085> //$1st Person Muzzle Flash Bitmap: "muzzleflash07.tga" //$1st Person Muzzle Flash Radius: .6 +State: "idle" "fp_hmac_idle.mvf" +State: "run" "fp_hmac_run.mvf" +State: "loop_fire" "fp_hmac_fire.mvf" +Action: "idle_2" "fp_hmac_idlesweep.mvf" "HMG Idle Sweep" +Action: "idle_1" "fp_hmac_idlecheck.mvf" "HMG Idle Check" +Action: "reload" "fp_hmac_reload.mvf" "HMG Reload" +Action: "draw" "fp_hmac_draw.mvf" "Sniper Draw" +Action: "holster" "fp_hmac_holster.mvf" "Sniper Holster" +Action: "jump" "fp_hmac_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_heavymacgun.tga" $Collision Radius: 0.02 $Max Ammo: 240 297 $Ammo Type: "7.62mm AP" $AI attack range: 30.0 30.0 $Clip Size: 99 99 $Clip Reload Time: 3.85 $Mass: 0.2 $Velocity: 275.0 $Fire Wait: 0.10 $Alt Fire Wait: 0.2 $Spread Degrees: 5.0 $Spread Degrees Multi: 1.0 $AI Spread Degrees: 1.0 5.0 $Alt Spread Degrees: 1.5 $Alt Spread Degrees Multi: 0.25 $Start Sound: "SAssault Attack" $Start Delay: 0.1 $Stop Sound: "SAssault Decay" $Damage: 75 $Damage Multi: 50 $AI Damage Scale: 0.7 0.5 $Lifetime: 2.0 $Homing: false $Launch: "HMG Launch 1" $Alt Launch: "HMG Launch 2" $Launch Fail: "Glock Fail" $Fly Sound: "" $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Medium Water Splash" $Impact Sound: "glass" "Gun Hit Glass" $Near Miss Sound: "Assault Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE_bigspark" "gatsmoke") $Impact Vclips Radius: (0.3 0.3) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 1.5 +Outer Radius: 3.0 +Color: {255,255,255} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.2, 0.2, 0.2> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_aslt_rfl_shell.v3d" +Base Dir: <0.5, 2.5, 1.0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" $Piercing: true +Piercing Power: 0.25 +Ricochet Angle: 45.0 +Ricochet Bitmap: "Scrape.tga" +Ricochet Size: <0.3, 0.3, 0.3> $Reload Zero Drain: 1.45 // ---------------------------------------------------------------------------------- $Name: "scope_assault_rifle" $Display Name: "Precision Rifle" $V3D Filename: "" $Flags: ("player_wep" "alt_zoom" "from_eye" "fixed_muz_flash" "autoaim" "semi_automatic") $Flags2: ("undeviating") $Cycle Position: 13 $Pref Position: 6 $Fine Aim Region Size: 0.57 $Fine Aim Region Size SS: 0.65 $Weapon Type: "semi-auto" $Weapon Icon: "ws_precision.tga" $Damage Type: "armor piercing bullet" //$3rd Person V3D: "Weapon_Aslt_Rifle2.V3D" //$3rd Person Muzzle Flash Glare: "AssaultScope Muzzle Flash" //$1st Person Mesh: "fp_ass2.vcm" //$1st Person FOV: 85 //$1st Person offset: <-0.130,-0.080,-0.150> //$1st Person offset SS: <-0.030,-0.080,-0.150> //$1st Person Muzzle Flash Bitmap: "muzzleflash04.tga" //$1st Person Muzzle Flash Radius: 0.8 +State: "idle" "fp_ass2_idle.mvf" +State: "run" "fp_ass2_run.mvf" +Action: "fire" "fp_ass2_fire.mvf" "" +Action: "idle_1" "fp_ass2_idleturn.mvf" "SAssault Idle Turn" +Action: "idle_2" "fp_ass2_idlescope.mvf" "SAssault Idle Scope" +Action: "reload" "fp_ass2_reload.mvf" "SAssault Reload" +Action: "draw" "fp_ass2_draw.mvf" "ARifle Draw" +Action: "holster" "fp_ass2_holster.mvf" "ARifle Holster" +Action: "jump" "fp_ass2_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle.tga" $PS2 Selection Icon Filemame: "ws_scoperifle.tga" $Collision Radius: 0.02 $Max Ammo: 80 80 $Ammo Type: "explosive AP" $AI attack range: 30.0 30.0 $Clip Size: 20 20 $Clip Reload Time: 1.2 $Mass: 0.2 $Velocity: 275.0 $Fire Wait: 0.5 $Spread Degrees: 0.75 $Spread Degrees Multi: 0.25 $AI Spread Degrees: 0.5 0.5 $Start Sound: "SAssault Attack" $Start Delay: 0.1 $Stop Sound: "SAssault Decay" $Damage: 100 $Damage Multi: 75 $AI Damage Scale: 0.5 0.8 $Lifetime: 2.0 $Homing: false $Launch: "Sniper 2 Launch" $Alt Launch: "" $Launch Fail: "Glock Fail" $Fly Sound: "" $Zoom Sound: "sniper_aim_01.wav" 4 0.8 $Impact Sound: "default" "Gun Hit Default" $Impact Sound: "flesh" "Gun Hit Flesh" $Impact Sound: "metal" "Gun Hit Metal" $Impact Sound: "rock" "Gun Hit Rock" $Impact Sound: "water" "Gun Hit Water" $Near Miss Sound: "Assault Ricochet" $Near Miss Underwater: "Glock Alt Launch" $Impact Vclips: ("FGatE_bigspark" "gatsmoke") $Impact Vclips Radius: (0.25 0.25) $Damage Radius: 0.0 $Sticky: false $Glow: false $Muzzle Flash Light: true +Inner Radius: 3.0 +Outer Radius: 6.0 +Color: {255,255,255} $Scorch Bitmap: "bullethole01_A.tga" $Scorch Size: <0.15, 0.15, 0.15> $Glass Decal Bitmap: "bullethole02glass_A.tga" $Glass Decal Size: <0.3, 0.3, 0.3> $Shells Ejected: +V3D: "fp_aslt_rfl_shell.v3d" +Base Dir: <-2, 1, 0> +Eject Velocity: 4.0 +Custom Sound Set: "9mm shell casings" $Clips Ejected: +V3D: "powerup_assaultClip.v3d" +Drop Pause Time: 0.75 +Custom Sound Set: "clip eject" //$Camera Shake: // +Distance: 0.0005 // +Time: 0.04 $Tracers: true +Tracer Frequency: 4 +Tracer Effect: "Tracer01.VFX" $Piercing: true +Piercing Power: 0.25 +Ricochet Angle: 45.0 +Ricochet Bitmap: "Scrape.tga" +Ricochet Size: <0.3, 0.3, 0.3> $Reload Zero Drain: .5 // ---------------------------------------------------------------------------------- $Name: "shoulder_cannon" $Display Name: "Fusion Cannon" $V3D Filename: "ShellTest.vfx" $Flags: ("player_wep" "infrared" "ps2_fp_full_clip") $Flags2: ("no_fire_through" "damage_self") $Cycle Position: 14 $Pref Position: 0 $Fine Aim Region Size: 0.65 $Fine Aim Region Size SS: 0.65 $Weapon Type: "explosive" $Weapon Icon: "ws_fusion.tga" $Damage Type: "explosive" //$3rd Person V3D: "Weapon_shoulder.v3d" //$1st Person Mesh: "fp_shol.vcm" //$1st Person FOV: 68 //$1st Person offset: <0.448,0.050,-0.064> //$1st Person offset SS: <0.548,0.050,-0.064> //$1st Person Muzzle Flash Bitmap: "explosionflare01.tga" //$1st Person Muzzle Flash Radius: 4.0 +State: "idle" "fp_shol_idle.mvf" +State: "run" "fp_shol_run.mvf" +Action: "reload" "fp_shol_reload.mvf" "Shoulder Reload" +Action: "fire" "fp_shol_fire.mvf" "Shoulder Fire" +Action: "draw" "fp_shol_draw.mvf" "Rocket Draw" +Action: "holster" "fp_shol_holster.mvf" "Rocket Holster" +Action: "idle_1" "fp_shol_idlemonitor.mvf" "Shoulder Idle Monitor" +Action: "idle_2" "fp_shol_idlewipe.mvf" "Shoulder Idle Wipe" +Action: "jump" "fp_shol_jump.mvf" "" $Bitmap Filename: "" $HUD Icon Filename: "" $HUD Reticle Filename: "reticle_rocket.tga" $HUD Locked Reticle Filename: "reticle_rocketlock.tga" $PS2 Selection Icon Filemame: "ws_bigboy.tga" $Collision Radius: 0.051 $Max Ammo: 5 1 $Ammo Type: "shell" $AI attack range: 30.0 30.0 $Clip Size: 1 1 $Clip Reload Time: 1.0 $Mass: 200.0 $Velocity: 20.0 $Fire Wait: 0.8 $Damage: 1000 $Damage Multi: 1500 $AI Damage Scale: 0.16 0.65 $Lifetime: 15.0 $Homing: false $Launch: "Shoulder Launch" $Fly Sound: "missile_loop.wav" 10 1.0 $Impact Sound: "default" "" $Geomod Sound: "Weapon Geomod Small" $Impact Vclips: ("shoulder_cannon_explode") $Impact Vclips Radius: (9.0) $Trail emitter: "" $Damage Radius: 25.0 $Damage Radius Multi: 30.0 +Crater Radius: 7.0 $Sticky: false $Glow: true +Inner Radius: 4.0 +Outer Radius: 7.0 +Color: {255,255,63} $Muzzle Flash Light: true +Inner Radius: 4.0 +Outer Radius: 7.0 +Color: {255,255,255} $Scorch Bitmap: "missileblastmk01_A.tga" $Scorch Size: <8.0, 8.0, 8.0> $Thrust Lifetime: 3.0 #End // ---------------------------------------------------------------------------------- #Secondary Weapons // ---------------------------------------------------------------------------------- #End