Template:Weapon Properties Writable
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- "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