//////////////////////////////////////////////////////// // // WEAPON VARIABLES // ---------------- // // PLEASE DON'T CHANGE THESE VALUES WITHOUT FIRST ASKING // EITHER RICH FLOWER OR CHRIS LONG. // // IF YOU DON'T UNDERSTAND WHAT A VARIABLE IS OR DOES // CHRIS (LONG) WILL BE ABLE TO HELP. // // VALUES IN BRACKETS AFTER THE COMMENT MARKER (//) FOLLOWING // VARIABLE DECLARATIONS DETERMINE THE VALID RANGE OF THE VARIABLE // * FOR EXAMPLE (0 ~ 1) DETERMINES A VARIABLE // THAT SHOULD ONLY BE SET WITHN THE RANGE OF // 0 to 1. n IS USED TO DETERMINE ANY VALUE, // BUT PLEASE BE REASONABLE! // //////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // M4 (Hoopers navy seal weapon) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ mp4_damage_per_bullet_standard 75 // (0 ~ n) AMOUNT OF DAMAGE EACH STANDARD BULLET GIVES mp4_damage_decay_per_metre 0 // (0 ~ n) How much damage decreases per metre travelled mp4_minimum_damage_per_bullet 0 // (0 ~ n) Minimum amount of damage bullet wil give regardless of distance. mp4_maximum_headshot_distance 7 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) //------------------------------------------------------ // Firing Rates //------------------------------------------------------ mp4_BulletsPerSecond 11.0 // (0 ~ n) FIRING RATE (BUTTON HELD) mp4_BulletsPerVolley -1.0 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY (-1 is continuous fire) mp4_VolleyDelay -1.0 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS (-1 means player must release fire button) //------------------------------------------------------ // Ammo //------------------------------------------------------ mp4_BulletsPerClip 30.0 // (0 ~ n) NUMBER OF STANDARD BULLETS IN A CLIP mp4_GrenadesPerClip -1.0 // (0 - n) NUMBER OF GRENADES IN A CLIP (-1 for no grenade support) //------------------------------------------------------ // Hud (If player has weapon) //------------------------------------------------------ mp4_CrossHairRecoil 4.0 // (0 ~ n) HOW MUCH CROSS HAIR RECOIL EACH BULLET GIVES mp4_HudBulletsPerRenderedShell 3 // (1 ~ n) (!!SHOULD BE A DIVISOR OF BULLETS PER CLIP!!) HOW MANY BULLETS EACH HUD SHELL REPRESENTS ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // M16 (Rivers Semi Automatic Sniper Weapon) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ m16_damage_per_bullet_standard 100 // (0 ~ n) AMOUNT OF DAMAGE EACH STANDARD BULLET GIVES m16_damage_per_bullet_sniper 500 // (0 ~ n) AMOUNT OF DAMAGE EACH SNIPER BULLET GIVES m16_damage_decay_per_metre 0 // (0 ~ n) How much damage decreases per metre travelled m16_minimum_damage_per_bullet 20 // (0 ~ n) Minimum amount of damage bullet wil give regardless of distance. m16_maximum_headshot_distance_standard 7 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) m16_maximum_headshot_distance_sniper 9999 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) //------------------------------------------------------ // Firing Rates //------------------------------------------------------ m16_BulletsPerSecond 15.0 //20 // (0 ~ n) FIRING RATE (BUTTON HELD) m16_BulletsPerVolley 5.0 //5 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY (-1 is continuous fire) m16_VolleyDelay 0.5 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS (-1 means player must release fire button) m16_BulletsPerSecondSniper 1.0 // (0 ~ n) FIRING RATE IN SNIPER MODE m16_BulletsPerVolleySniper 1.0 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY IN SNIPER MODE (-1 is continuous fire) m16_VolleyDelaySniper 0.50 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS IN SNIPER MODE (-1 means player must release fire button) //------------------------------------------------------ // Ammo //------------------------------------------------------ m16_BulletsPerClip 30.0 // (0 ~ n) NUMBER OF STANDARD BULLETS IN A CLIP m16_GrenadesPerClip -1.0 // (0 - n) NUMBER OF GRENADES IN A CLIP (-1 for no grenade support) //------------------------------------------------------ // Hud (If player has weapon) //------------------------------------------------------ m16_CrossHairRecoil 4.0 // (0 ~ n) HOW MUCH CROSS HAIR RECOIL EACH BULLET GIVES m16_HudBulletsPerRenderedShell 3 // (1 ~ n) (!!SHOULD BE A DIVISOR OF BULLETS PER CLIP!!) HOW MANY BULLETS EACH HUD SHELL REPRESENTS ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // SHOTGUN (Reagans navy seal weapon) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ sg_damage_per_bullet 80 // (0 ~ n) AMOUNT OF DAMAGE EACH BULLET GIVES (!!BEAR IN MIND MORE THAN 1 BULLET IS FIRED PER SHELL - MULTIPLY THIS BY sg_bullets_per_shell TO GET POTENTIAL MAX DAMAGE PER SHOT!!) sg_damage_decay_per_metre 0.5 // (0 ~ n) How much damage decreases per metre travelled sg_minimum_damage_per_bullet 1 // (0 ~ n) Minimum amount of damage bullet wil give regardless of distance. sg_maximum_headshot_distance 1 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) // ShotGun specific stuff sg_bullets_per_shell 8 // (0 ~ n) HOW MANY BULLETS IN A SINGLE SHOTGUN SHELL sg_bullets_per_game_cycle 2 // (0 ~ n) WHEN FIRED, SHOTGUN SHELLS FIRE THIS MANY BULLETS PER GAME CYCLE UNTIL sg_bullets_per_shell IS REACHED (TO SPREAD THE CPU LOAD) sg_Spread 1.5 // (0 ~ n) Shotgun "shot spread" angle, higher values will spread the shot more //------------------------------------------------------ // Firing Rates //------------------------------------------------------ sg_BulletsPerSecond 2.8 // (0 ~ n) FIRING RATE (BUTTON HELD) sg_BulletsPerSecondTap 4.0 // (0 ~ n) FIRING RATE (OBTAINABLE BY MASHING THE BUTTON) sg_BulletsPerVolley -1.0 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY (-1 is continuous fire) sg_VolleyDelay -1.0 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS (-1 means player must release fire button) sg_CockGunRate 3.0 // (0 ~ n) SPECIFY "COCK GUN" REQUIRED PER Nth BULLET (!!SHOULD BE A DIVISOR OF BULLETS PER CLIP!!) //------------------------------------------------------ // Ammo //------------------------------------------------------ sg_BulletsPerClip 12.0 // (0 ~ n) NUMBER OF STANDARD BULLETS IN A CLIP sg_GrenadesPerClip 5.0 // (0 - n) NUMBER OF GRENADES IN A CLIP (-1 for no grenade support) //------------------------------------------------------ // Hud (If player has weapon) //------------------------------------------------------ sg_CrossHairRecoil 12.0 // (0 ~ n) HOW MUCH CROSS HAIR RECOIL EACH BULLET GIVES sg_HudBulletsPerRenderedShell 1 // (1 ~ n) (!!SHOULD BE A DIVISOR OF BULLETS PER CLIP!!) HOW MANY BULLETS EACH HUD SHELL REPRESENTS ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // P99 (Wilsons pistol) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ p99_damage_per_bullet 100 // (0 ~ n) AMOUNT OF DAMAGE EACH BULLET GIVES ( pre e3 10) p99_damage_decay_per_metre 0 // (0 ~ n) How much damage decreases per metre travelled p99_minimum_damage_per_bullet 25 // (0 ~ n) Minimum amount of damage bullet wil give regardless of distance. p99_maximum_headshot_distance 7 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) //------------------------------------------------------ // Firing Rates //------------------------------------------------------ p99_BulletsPerSecond 3.0 //4.0 // (0 ~ n) FIRING RATE (BUTTON HELD) ( pre e3 3) p99_BulletsPerSecondTap 5.0 //6.0 // (0 ~ n) FIRING RATE (OBTAINABLE BY MASHING THE BUTTON) p99_BulletsPerVolley -1.0 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY (-1 is continuous fire) p99_VolleyDelay -1.0 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS (-1 means player must release fire button) //------------------------------------------------------ // Ammo //------------------------------------------------------ p99_BulletsPerClip 15.0 // (0 ~ n) NUMBER OF STANDARD BULLETS IN A CLIP ( pre e3 20) p99_GrenadesPerClip -1.0 // (0 - n) NUMBER OF GRENADES IN A CLIP (-1 for no grenade support) //------------------------------------------------------ // Hud (If player has weapon) //------------------------------------------------------ p99_CrossHairRecoil 4.0 // (0 ~ n) HOW MUCH CROSS HAIR RECOIL EACH BULLET GIVES p99_HudBulletsPerRenderedShell 1 // (1 ~ n) (!!SHOULD BE A DIVISOR OF BULLETS PER CLIP!!) HOW MANY BULLETS EACH HUD SHELL REPRESENTS ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // Pistol_Ben (Bens pistol) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ pben_damage_per_bullet 75 // (0 ~ n) AMOUNT OF DAMAGE EACH BULLET GIVES ( pre e3 10) pben_damage_decay_per_metre 0 // (0 ~ n) How much damage decreases per metre travelled pben_minimum_damage_per_bullet 25 // (0 ~ n) Minimum amount of damage bullet wil give regardless of distance. pben_maximum_headshot_distance 7 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) //------------------------------------------------------ // Firing Rates //------------------------------------------------------ pben_BulletsPerSecond 3.0 //4.0 // (0 ~ n) FIRING RATE (BUTTON HELD) ( pre e3 3) pben_BulletsPerSecondTap 5.0 //6.0 // (0 ~ n) FIRING RATE (OBTAINABLE BY MASHING THE BUTTON) pben_BulletsPerVolley -1.0 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY (-1 is continuous fire) pben_VolleyDelay -1.0 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS (-1 means player must release fire button) //------------------------------------------------------ // Ammo //------------------------------------------------------ pben_BulletsPerClip 15.0 // (0 ~ n) NUMBER OF STANDARD BULLETS IN A CLIP ( pre e3 20) pben_GrenadesPerClip -1.0 // (0 - n) NUMBER OF GRENADES IN A CLIP (-1 for no grenade support) //------------------------------------------------------ // Hud (If player has weapon) //------------------------------------------------------ pben_CrossHairRecoil 4.0 // (0 ~ n) HOW MUCH CROSS HAIR RECOIL EACH BULLET GIVES pben_HudBulletsPerRenderedShell 1 // (1 ~ n) (!!SHOULD BE A DIVISOR OF BULLETS PER CLIP!!) HOW MANY BULLETS EACH HUD SHELL REPRESENTS ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // Pistol_Derbec (Derbecs pistol) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ pderbec_damage_per_bullet 25 // (0 ~ n) AMOUNT OF DAMAGE EACH BULLET GIVES ( pre e3 10) pderbec_damage_decay_per_metre 1 // (0 ~ n) How much damage decreases per metre travelled pderbec_minimum_damage_per_bullet 10 // (0 ~ n) Minimum amount of damage bullet wil give regardless of distance. pderbec_maximum_headshot_distance 1 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) //------------------------------------------------------ // Firing Rates //------------------------------------------------------ pderbec_BulletsPerSecond 3.0 // (0 ~ n) FIRING RATE (BUTTON HELD) ( pre e3 3) pderbec_BulletsPerSecondTap 5.0 // (0 ~ n) FIRING RATE (OBTAINABLE BY MASHING THE BUTTON) pderbec_BulletsPerVolley -1.0 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY (-1 is continuous fire) pderbec_VolleyDelay -1.0 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS (-1 means player must release fire button) //------------------------------------------------------ // Ammo //------------------------------------------------------ pderbec_BulletsPerClip 15.0 // (0 ~ n) NUMBER OF STANDARD BULLETS IN A CLIP ( pre e3 20) pderbec_GrenadesPerClip -1.0 // (0 - n) NUMBER OF GRENADES IN A CLIP (-1 for no grenade support) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // AK47 (used by the terrorists) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ ak47_damage_per_bullet 20 // (0 ~ n) AMOUNT OF DAMAGE EACH BULLET GIVES ak47_damage_decay_per_metre 0 // (0 ~ n) How much damage decreases per metre travelled ak47_minimum_damage_per_bullet 0 // (0 ~ n) Minimum amount of damage bullet wil give regardless of distance. ak47_maximum_headshot_distance 7 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) //------------------------------------------------------ // Firing Rates //------------------------------------------------------ ak47_BulletsPerSecond 11.0 // (0 ~ n) FIRING RATE (BUTTON HELD) ak47_BulletsPerVolley -1.0 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY (-1 is continuous fire) ak47_VolleyDelay -1.0 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS (-1 means player must release fire button) //------------------------------------------------------ // Ammo //------------------------------------------------------ ak47_BulletsPerClip 25.0 // (0 ~ n) NUMBER OF STANDARD BULLETS IN A CLIP ak47_GrenadesPerClip -1.0 // (0 - n) NUMBER OF GRENADES IN A CLIP (-1 for no grenade support) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // SNIPER RIFLE (used by the terrorists) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ enemysniper_damage_per_bullet 20 // (0 ~ n) AMOUNT OF DAMAGE EACH BULLET GIVES enemysniper_maximum_headshot_distance 9999 // (0 ~ n) MAXIMUM DISTANCE (METRES) AT WHICH HEADSHOT CAN BE ACHIEVED (DAMAGE IS SCALED LINEAR BY DISTANCE FROM GUN TO HERE IN THE RANGE HEADSHOT DAMAGE TO BODY DAMAGE) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // Rocket Launcher (used by the terrorists) // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------ // Damage //------------------------------------------------------ rocketLauncher_damage_per_rocket 25 // (0 ~ n) AMOUNT OF DAMAGE EACH BULLET GIVES //------------------------------------------------------ // Firing Rates //------------------------------------------------------ rocketLauncher_RocketsPerSecond 0.1 // (0 ~ n) FIRING RATE (BUTTON HELD) rocketLauncher_RocketsPerVolley -1.0 // (-1 ~ n) NUMBER OF BULLETS IN A VOLLEY (-1 is continuous fire) rocketLauncher_VolleyDelay -1.0 // (-1 ~ n) DELAY IN SECONDS BETWEEN VOLLEYS (-1 means player must release fire button) //------------------------------------------------------ // Ammo //------------------------------------------------------ rocketLauncher_RocketsPerClip 1.0 // (0 ~ n) NUMBER OF STANDARD BULLETS IN A CLIP