commit 35c87ab0bb16d9b59a0a452f83948b16cd5c9213
parent eab78466c77d83ebe23bf81be946a716b28f9e49
Author: none <none>
Date: Sun, 21 Jun 2020 12:25:54 +0000
moved weapons settings into own file
The file still needs propre rewriting for docs though
Diffstat:
A | weapons.cfg | | | 83 | +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
1 file changed, 83 insertions(+), 0 deletions(-)
diff --git a/weapons.cfg b/weapons.cfg
@@ -0,0 +1,83 @@
+// sv_burntime 5500 // time in milliseconds fire burns for, try to allow an extra 500ms breathing room for sync
+// sv_burndelay 1000 // time in milliseconds for which fire burning deals damage
+// sv_burndamage 3 // amount of damage fire burning deals at each interval
+
+// sv_bleedtime 5500 // time in milliseconds bleeding lasts for, try to allow an extra 500ms breathing room for sync
+// sv_bleeddelay 1000 // time in milliseconds for which bleeding deals damage
+// sv_bleeddamage 3 // amount of damage bleeding deals at each interval
+
+// sv_shocktime 5500 // time in milliseconds shock lasts for, try to allow an extra 500ms breathing room for sync
+// sv_shockdelay 1000 // time in milliseconds for which shock deals damage
+// sv_shockdamage 2 // amount of damage shock deals at each interval
+
+// weapon variables are in the form of sv_<weapon><attribute>[1|2], where weapon is the name of the weapon
+// attribute is one of the following attributes, and 1|2 applies if the attribute differs between primary and secondary
+//
+// name: displayed name for the weapon in-game
+// modes: bitmask of game modes in which this weapon is allowed (if positive), or disallowed (if negative), see $modebit list above
+// muts: bitmask of mutators in which this weapon is allowed (if positive), or disallowed (if negative), see $mutsbit list above
+// ammoadd: the amount added when picking up the weapon or reloading it
+// ammomax: the maximum amount the clip of this weapon can hold
+// ammosub[1|2]: the amount taken from the clip for each firing action, set to zero for unlimited ammo
+// delayattack[1|2]: the time it takes after each firing action for the weapon to be ready again
+// delayreload: the time it takes for the weapon to reload one 'add' unit
+// damage[1|2]: the amount of damage a projectile from each firing action does
+// speed[1|2]: the speed of a projectile from each firing action
+// power[1|2]: when more than zero, determines that the weapon can be 'cooked' this long before firing
+// time[1|2]: the maximum lifetime of a projectile for each firing action
+// proxdelay[1|2]: when more than zero, projectiles from this weapon will be delayed this long
+// guideddelay[1|2]: when more than zero, projectiles from this weapon will delay guided settings by this long
+// escapedelay[1|2]: when more than zero, projectiles from this weapon will not be able to hurt its owner for this long
+// explode[1|2]: if more than zero, a projectile from this firing action will explode at the end of its life or based on collision settings
+// rays[1|2]: the amount of projectiles spawned from one shot of each firing action
+// spread[1|2]: determines the amount a projectile from each firing action skews off-center
+// spreadz[1|2]: when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much
+// aiskew[1|2]: determines 'added stupidity' for each weapon for AI counterparts
+// fragweap[1|2]: when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon)
+// flakdamage[1|2]: flak of this type deals this much damage
+// fragrays[1|2]: when creating flak, create this many projectiles for it
+// fragtime[1|2]: flak projectiles from this weapon last this long
+// fragspeed[1|2]: flak projectiles from this weapon start with this much speed (may be influenced by flakspread/flakskew and flakrel)
+// collide[1|2]: bitwise value which determines collision properties for a projectile from each firing action
+// IMPACT_GEOM = 1 BOUNCE_GEOM = 2 IMPACT_PLAYER = 4 BOUNCE_PLAYER = 8 RADIAL_PLAYER = 16 COLLIDE_TRACE = 32 COLLIDE_OWNER = 64 COLLIDE_CONT = 128 COLLIDE_STICK = 256
+// extinguish[1|2]: determines if a projectile from each firing action is extinguished by water
+// cooked[1|2]: determines what happens the longer a weapon is cooked (bitmask): 0 = cannot be cooked, 1 = projectile becomes bigger, 2 = projectile becomes smaller, 4 = projectile lasts longer, 8 = projectile disappears sooner, 16 = projectile moves faster, 32 = projectile moves slower, 64 = create extra projectiles, 128 = switch to scope view before shooting (this last one applies to secondary fire only)
+// guided[1|2]: determines guided style for a projectile, 0 = off, 1 = follow crosshair, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target)
+// radial[1|2]: boolean 0 or 1, sets a projectile for each firing action to do continuous radial damage inside the 'explode' radius during transit
+// residual[1|2]: determines if a projectile from each firing action has one or more residual effects, 0 = off, 1 = burns, 2 = bleeds, 4 = shocks
+// residualundo[1|2]: determines if a projectile can put out the residual effects above
+// fullauto[1|2]: boolean 0 or 1, determines if each firing action is fully automatic (click-and-hold) or not (click-and-click)
+// disabled: determines if this weapon type is allowed to be used at all
+// laser: determines if this weapon has a laser pointer which is projected to the point where the player is aiming
+// taperin[1|2]: determines the maximum amount a projectile from each firing action is allowed to 'taper in' to over its lifetime
+// taperout[1|2]: determines the maximum amount a projectile from each firing action is allowed to 'taper out' to over its lifetime
+// elasticity[1|2]: multiplier of velocity for a projectile of each firing action when doing a bounce event
+// reflectivity[1|2]: guard angle for a projectile of each firing action when doing a bounce event
+// relativity[1|2]: multiplier of player velocity added to a projectile of each firing action
+// waterfric[1|2]: multiplier of velocity for a projectile of each firing action when in water
+// weight[1|2]: relative weight for a projectile of each firing action
+// radius[1|2]: determines the size for a projectile of each firing action
+// kickpush[1|2]: determines the amount of pushback from shooting each firing action
+// hitpush[1|2]: determines the amount of pushback from getting hit by this projectile
+// slow[1|2]: slow target hit with a projectile from this by this ammount
+// aidist[1|2]: determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges
+// partsize[1|2]: determines the maximum particle size of a projectile from each firing action
+// partlen[1|2]: determines the maximum tape particle length of a projectile from each firing action
+// frequency: determines the multiplier of itemspawntime in which items of this type respawn in
+// wavepush[1|2]: determines the multiplier of explode radius this weapon pushes in
+// delta[1|2]: determines the amount by which each firing action is guided
+// trace[1|2]: determines the multiplier of length to apply to traced weapons
+// damagehead[1|2]: determines the multiplier of damage for head shots
+// damagetorso[1|2]: determines the multiplier of damage for torso shots
+// damagelegs[1|2]: determines the multiplier of damage for leg shots
+// damageself[1|2]: determines whether this weapon can hit the player who fired it
+// damageteam[1|2]: determines whether this weapon can hit teammates of the player who fired it
+// damagepenalty[1|2]: determines whether team-kills caused by this weapon should result in point loss
+// fragscale[1|2]: flak created by this firing action is scaled by this much
+// fragspread[1|2]: flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player
+// fragrel[1|2]: flak created by this firing action retains this much of its parent relative momentum
+// fragoffset[1|2]: flak created by this firing action is offset by this distance if it impacts a player before being created
+// fragskew[1|2]: flak created by this firing action spreads its direction randomly by this much when it impacts a player
+// wavepush[1|2]: flak determines the multiplier of explode radius this weapon pushes in
+//
+// EOF