weapons.cfg (8365B)
1 //////////////////////////////////////////////////////////////////////////////// 2 /// damage over time 3 /// there are 3 times of DoT: 4 /// * burn 5 /// * bleed 6 /// * shock 7 //////////////////////////////////////////////////////////////////////////////// 8 /// burn 9 /// DoT duration in ms, try to allow an extra 500ms breathing room for sync 10 // sv_burntime 5500 11 /// DoT damage interval in ms 12 // sv_burndelay 1000 13 /// DoT damage per interval 14 // sv_burndamage 3 15 16 /// bleed 17 /// DoT duration in ms, try to allow an extra 500ms breathing room for sync 18 // sv_bleedtime 5500 19 /// DoT damage interval in ms 20 // sv_bleeddelay 1000 21 /// DoT damage per interval 22 // sv_bleeddamage 3 23 24 /// shock 25 /// DoT duration in ms, try to allow an extra 500ms breathing room for sync 26 // sv_shocktime 5500 27 /// DoT damage interval in ms 28 // sv_shockdelay 1000 29 /// DoT damage per interval 30 // sv_shockdamage 3 31 32 // weapon variables are in the form of sv_<weapon><attribute>[1|2], where weapon is the name of the weapon 33 // attribute is one of the following attributes, and 1|2 applies if the attribute differs between primary and secondary 34 // 35 // name: displayed name for the weapon in-game 36 // modes: bitmask of game modes in which this weapon is allowed (if positive), or disallowed (if negative), see $modebit list above 37 // muts: bitmask of mutators in which this weapon is allowed (if positive), or disallowed (if negative), see $mutsbit list above 38 // ammoadd: the amount added when picking up the weapon or reloading it 39 // ammomax: the maximum amount the clip of this weapon can hold 40 // ammosub[1|2]: the amount taken from the clip for each firing action, set to zero for unlimited ammo 41 // delayattack[1|2]: the time it takes after each firing action for the weapon to be ready again 42 // delayreload: the time it takes for the weapon to reload one 'add' unit 43 // damage[1|2]: the amount of damage a projectile from each firing action does 44 // speed[1|2]: the speed of a projectile from each firing action 45 // power[1|2]: when more than zero, determines that the weapon can be 'cooked' this long before firing 46 // time[1|2]: the maximum lifetime of a projectile for each firing action 47 // proxdelay[1|2]: when more than zero, projectiles from this weapon will be delayed this long 48 // guideddelay[1|2]: when more than zero, projectiles from this weapon will delay guided settings by this long 49 // escapedelay[1|2]: when more than zero, projectiles from this weapon will not be able to hurt its owner for this long 50 // 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 51 // rays[1|2]: the amount of projectiles spawned from one shot of each firing action 52 // spread[1|2]: determines the amount a projectile from each firing action skews off-center 53 // spreadz[1|2]: when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much 54 // aiskew[1|2]: determines 'added stupidity' for each weapon for AI counterparts 55 // fragweap[1|2]: when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon) 56 // flakdamage[1|2]: flak of this type deals this much damage 57 // fragrays[1|2]: when creating flak, create this many projectiles for it 58 // fragtime[1|2]: flak projectiles from this weapon last this long 59 // fragspeed[1|2]: flak projectiles from this weapon start with this much speed (may be influenced by flakspread/flakskew and flakrel) 60 // collide[1|2]: bitwise value which determines collision properties for a projectile from each firing action 61 // 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 62 // extinguish[1|2]: determines if a projectile from each firing action is extinguished by water 63 // 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) 64 // 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) 65 // 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 66 // 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 67 // residualundo[1|2]: determines if a projectile can put out the residual effects above 68 // fullauto[1|2]: boolean 0 or 1, determines if each firing action is fully automatic (click-and-hold) or not (click-and-click) 69 // disabled: determines if this weapon type is allowed to be used at all 70 // laser: determines if this weapon has a laser pointer which is projected to the point where the player is aiming 71 // taperin[1|2]: determines the maximum amount a projectile from each firing action is allowed to 'taper in' to over its lifetime 72 // taperout[1|2]: determines the maximum amount a projectile from each firing action is allowed to 'taper out' to over its lifetime 73 // elasticity[1|2]: multiplier of velocity for a projectile of each firing action when doing a bounce event 74 // reflectivity[1|2]: guard angle for a projectile of each firing action when doing a bounce event 75 // relativity[1|2]: multiplier of player velocity added to a projectile of each firing action 76 // waterfric[1|2]: multiplier of velocity for a projectile of each firing action when in water 77 // weight[1|2]: relative weight for a projectile of each firing action 78 // radius[1|2]: determines the size for a projectile of each firing action 79 // kickpush[1|2]: determines the amount of pushback from shooting each firing action 80 // hitpush[1|2]: determines the amount of pushback from getting hit by this projectile 81 // slow[1|2]: slow target hit with a projectile from this by this ammount 82 // aidist[1|2]: determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges 83 // partsize[1|2]: determines the maximum particle size of a projectile from each firing action 84 // partlen[1|2]: determines the maximum tape particle length of a projectile from each firing action 85 // frequency: determines the multiplier of itemspawntime in which items of this type respawn in 86 // wavepush[1|2]: determines the multiplier of explode radius this weapon pushes in 87 // delta[1|2]: determines the amount by which each firing action is guided 88 // trace[1|2]: determines the multiplier of length to apply to traced weapons 89 // damagehead[1|2]: determines the multiplier of damage for head shots 90 // damagetorso[1|2]: determines the multiplier of damage for torso shots 91 // damagelegs[1|2]: determines the multiplier of damage for leg shots 92 // damageself[1|2]: determines whether this weapon can hit the player who fired it 93 // damageteam[1|2]: determines whether this weapon can hit teammates of the player who fired it 94 // damagepenalty[1|2]: determines whether team-kills caused by this weapon should result in point loss 95 // fragscale[1|2]: flak created by this firing action is scaled by this much 96 // fragspread[1|2]: flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player 97 // fragrel[1|2]: flak created by this firing action retains this much of its parent relative momentum 98 // fragoffset[1|2]: flak created by this firing action is offset by this distance if it impacts a player before being created 99 // fragskew[1|2]: flak created by this firing action spreads its direction randomly by this much when it impacts a player 100 // wavepush[1|2]: flak determines the multiplier of explode radius this weapon pushes in 101 102 exec weapons/melee.cfg 103 exec weapons/claw.cfg 104 exec weapons/pistol.cfg 105 106 exec weapons/sword.cfg 107 exec weapons/shotgun.cfg 108 exec weapons/smg.cfg 109 exec weapons/flamer.cfg 110 exec weapons/plasma.cfg 111 exec weapons/zapper.cfg 112 exec weapons/rifle.cfg 113 114 exec weapons/grenade.cfg 115 exec weapons/mine.cfg 116 exec weapons/rocket.cfg