Template:Weapon Properties Writable: Difference between revisions
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(Created page with "<div style="border:0px solid red;margin-bottom:3px;padding-left:20px;"> * "weapon_range" - float * "target_range" - float * "accuracy" - float * "damage" - int ''Note: Changing t...") |
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<div style="border:0px solid red;margin-bottom:3px;padding-left:20px;"> | <div style="border:0px solid red;margin-bottom:3px;padding-left:20px;"> | ||
* "weapon_range" - float | * "weapon_range" - ''float'' | ||
* "target_range" - float | * "target_range" - ''float'' - '''Max targeting range''' | ||
* "accuracy" - float | * "accuracy" - ''float'' | ||
* "damage" - int ''Note: Changing the standard M4 stat will change how much damage vehicle guns (e.g: Rustler) do.'' | * "damage" - ''int'' - '''Note: Changing the standard M4 stat will change how much damage vehicle guns (e.g: Rustler) do.''' | ||
* "maximum_clip_ammo" - int | * "maximum_clip_ammo" - ''int'' | ||
* "move_speed" - float | * "move_speed" - ''float'' - How fast player can move with weapon | ||
* "flags" - int (specify a flag to toggle it on/off) See [[Weapon Flags]] | * "flags" - ''int'' - '''(specify a flag to toggle it on/off) See [[Weapon Flags]]''' | ||
<div style="border:0px solid red;margin-bottom:3px;padding-left:20px;"> | <div style="border:0px solid red;margin-bottom:3px;padding-left:20px;"> | ||
{{New feature/item|3.0137|1.3|6142| | {{New feature/item|3.0137|1.3|6142| | ||
* "flag_aim_no_auto" - bool | * "flag_aim_no_auto" - ''bool'' - '''Disable auto up/down for non-aimed firing''' | ||
* "flag_aim_arm" - bool | * "flag_aim_arm" - ''bool'' - '''Uses other arm for aiming''' | ||
* "flag_aim_1st_person" - bool | * "flag_aim_1st_person" - ''bool'' - '''Uses 1st person aim''' | ||
* "flag_aim_free" - bool | * "flag_aim_free" - ''bool'' - '''Can only use free aiming''' | ||
* "flag_move_and_aim" - bool | * "flag_move_and_aim" - ''bool'' - '''Can move and aim at same time''' | ||
* "flag_move_and_shoot" - bool | * "flag_move_and_shoot" - ''bool'' - '''Can move and fire at same time ''' | ||
* "flag_type_throw" - bool | * "flag_type_throw" - ''bool'' - '''Is a throwing weapon''' | ||
* "flag_type_heavy" - bool | * "flag_type_heavy" - ''bool'' - '''Can't jump''' | ||
* "flag_type_constant" - bool | * "flag_type_constant" - ''bool'' - '''Fires every frame within loop (ie paint spray) ''' | ||
* "flag_type_dual" - bool | * "flag_type_dual" - ''bool'' - '''Can use 2x guns at same time''' | ||
* "flag_anim_reload" - bool | * "flag_anim_reload" - ''bool'' - '''Weapon has reload anims''' | ||
* "flag_anim_crouch" - bool | * "flag_anim_crouch" - ''bool'' - '''Has crouching anims''' | ||
* "flag_anim_reload_loop" - bool | * "flag_anim_reload_loop" - ''bool'' - '''Loop from end of reload to fire loop start''' | ||
* "flag_anim_reload_long" - bool | * "flag_anim_reload_long" - ''bool'' - '''Force a longer reload time''' | ||
* "flag_shot_slows" - bool | * "flag_shot_slows" - ''bool'' - '''Slows down (area effect)''' | ||
* "flag_shot_rand_speed" - bool | * "flag_shot_rand_speed" - ''bool'' - '''Random speed (area effect)''' | ||
* "flag_shot_anim_abrupt" - bool | * "flag_shot_anim_abrupt" - ''bool'' - '''Force the anim to finish player after aim/fire rather than blending out (area effect)''' | ||
* "flag_shot_expands" - bool | * "flag_shot_expands" - ''bool'' - '''Expands (area effect)''' | ||
}} | }} | ||
</div> | </div> | ||
* "anim_loop_start" - float | * "anim_loop_start" - ''float'' - '''Start of aimed firing animation loop''' | ||
* "anim_loop_stop" - float | * "anim_loop_stop" - ''float'' - '''End of aimed firing animation loop (Reduce to increase firing rate)''' | ||
* "anim_loop_bullet_fire" - float | * "anim_loop_bullet_fire" - ''float'' - '''Time in aimed firing animation when weapon should be fired (Must be between Start and End)''' | ||
* "anim2_loop_start" - float | * "anim2_loop_start" - ''float'' - '''Start of non-aimed firing animation2 loop''' | ||
* "anim2_loop_stop" - float | * "anim2_loop_stop" - ''float'' - '''End of non-aimed firing animation2 loop''' | ||
* "anim2_loop_bullet_fire" - float | * "anim2_loop_bullet_fire" - ''float'' - '''Time in non-aimed firing animation2 when weapon should be fired (Must be between Start and End)''' | ||
* "anim_breakout_time" - float | * "anim_breakout_time" - ''float'' - '''Time after which player can break out of attack and run off''' | ||
</div> | </div> |
Revision as of 20:06, 21 March 2014
- "weapon_range" - float
- "target_range" - float - Max targeting range
- "accuracy" - float
- "damage" - int - Note: Changing the standard M4 stat will change how much damage vehicle guns (e.g: Rustler) do.
- "maximum_clip_ammo" - int
- "move_speed" - float - How fast player can move with weapon
- "flags" - int - (specify a flag to toggle it on/off) See Weapon Flags
- "flag_aim_no_auto" - bool - Disable auto up/down for non-aimed firing
- "flag_aim_arm" - bool - Uses other arm for aiming
- "flag_aim_1st_person" - bool - Uses 1st person aim
- "flag_aim_free" - bool - Can only use free aiming
- "flag_move_and_aim" - bool - Can move and aim at same time
- "flag_move_and_shoot" - bool - Can move and fire at same time
- "flag_type_throw" - bool - Is a throwing weapon
- "flag_type_heavy" - bool - Can't jump
- "flag_type_constant" - bool - Fires every frame within loop (ie paint spray)
- "flag_type_dual" - bool - Can use 2x guns at same time
- "flag_anim_reload" - bool - Weapon has reload anims
- "flag_anim_crouch" - bool - Has crouching anims
- "flag_anim_reload_loop" - bool - Loop from end of reload to fire loop start
- "flag_anim_reload_long" - bool - Force a longer reload time
- "flag_shot_slows" - bool - Slows down (area effect)
- "flag_shot_rand_speed" - bool - Random speed (area effect)
- "flag_shot_anim_abrupt" - bool - Force the anim to finish player after aim/fire rather than blending out (area effect)
- "flag_shot_expands" - bool - Expands (area effect)
- "anim_loop_start" - float - Start of aimed firing animation loop
- "anim_loop_stop" - float - End of aimed firing animation loop (Reduce to increase firing rate)
- "anim_loop_bullet_fire" - float - Time in aimed firing animation when weapon should be fired (Must be between Start and End)
- "anim2_loop_start" - float - Start of non-aimed firing animation2 loop
- "anim2_loop_stop" - float - End of non-aimed firing animation2 loop
- "anim2_loop_bullet_fire" - float - Time in non-aimed firing animation2 when weapon should be fired (Must be between Start and End)
- "anim_breakout_time" - float - Time after which player can break out of attack and run off