Attribute Field Reference:
uiIndex - the weapon index, number the weapons sequentially starting at 1 and ending at 5000 - this number should match the ubClassIndex for the weapon in Items.xml
szWeaponName - The weapon name, 20 characters maximun
ubWeaponClass - the weapon class, look below for a listing
ubWeaponType - exact weapon type, look below for a listing
ubCalibre - what calibre of ammo the the gun uses, look below for a listing (also dictates the burst sound)
ubReadyTime - How many APs are spend to get this weapon into the "ready" state
ubShotsPer4Turns - the weapon's rate of fire for single shots
ubShotsPerBurst - the number of bullets this weapon shoots per burst
ubBurstPenalty - the % chance to hit that is deducted for each shot of the burst (later shots in the burst are lass accurate)
ubBulletSpeed - how fast bullets fly out of the gun (aethtetic consideration only)
ubImpact - this has an effect on how much damage the bullets do
ubDeadliness - this is the "scare" value of the gun. Mercs complain if their guns are too low in this.
bAccuracy - straight to-hit bonus added to the gun
ubMagSize - Number of bullets that can be loaded into the gun
usRange - weapon's maximum range (in meters. 1 tile = 10 meters).
usReloadDelay - not used anywhere right now, but could be used to specify the reload speed in RT
ubAttackVolume - how much "noise" the weapon makes (in tiles).
ubHitVolume - how much "noise" the bullet makes when it hits something (in tiles).
sSound - the sound that's used for single shot (and burst if the burst sound is missing)
sBurstSound - the "default" burst sound. This is not used anymore. However, set it to something other than 0 if you want to hear bursts
sReloadSound - the sound of reloading
sLocknLoadSound - this sound in used in AutoResolve and sometimes for rifles in tactical
bBurstAP - The AP cost of burst
bAutofireShotsPerFiveAP - this is the number of shots you can fire using this weapon using 5 APs (ie. 25 = 5 shots per AP)
APsToReload - The AP cost to replace magazine
SwapClips - 1 = normal behaviour, 0 = when you reload in turn based combat, you will add to the rounds in the gun instead of replacing the magazine (ie: shotguns)
MaxDistForMessyDeath - the maximum distance at which the critical hit / headshot animations can happen with this weapon
AutoPenalty - the % chance to hit that is deducted for each shot of autofire
NoSemiAuto - the gun has full auto only
APsToReloadManually - How many APs are spend for manual reload, if > 0 than gun will change the gun to non self loading
ManualReloadSound - sound index for manual reload
Weapon Classes:
0 - NOGUNCLASS
1 - HANDGUNCLASS
2 - SMGCLASS
3 - RIFLECLASS
4 - MGCLASS
5 - SHOTGUNCLASS
6 - KNIFECLASS
7 - MONSTERCLASS
Weapon Types:
0 - NOT_GUN
1 - GUN_PISTOL
2 - GUN_M_PISTOL
3 - GUN_SMG
4 - GUN_RIFLE
5 - GUN_SN_RIFLE
6 - GUN_AS_RIFLE
7 - GUN_LMG
8 - GUN_SHOTGUN
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