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; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/AssaultRifle/PlacedAmount=30
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/AssaultRifle/InstPenetration=0.400000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/MaxAmount=15
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/PlacedAmount=6
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/InstPenetration=0.300000
; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/AreaDamage=70.000000
; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/AreaPenetration=0.400000
; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/AreaDamageRadius=400.000000
; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/AreaDamageRadiusMin=100.000000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/MaxAmount=5
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/PlacedAmount=1
; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/AreaDamage=150.000000
; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/AreaPenetration=0.250000
; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/AreaDamageRadius=600.000000
; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/AreaDamageRadiusMin=100.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee/InstPenetration=0.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_JabRight/InstPenetration=0.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_JumpKick/InstPenetration=0.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RifleButt/InstPenetration=0.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RunKickLeft/InstPenetration=0.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RunKickRight/InstPenetration=0.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_SlideKick/InstPenetration=0.000000
; Specifies the amount of Instantaneous damage done by this type of ammo.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_SweepKick/InstDamage=1000.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_SweepKick/InstPenetration=0.000000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/MaxAmount=18
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/PlacedAmount=9
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/InstPenetration=0.000000
; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/AreaDamage=80.000000
; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/AreaPenetration=0.800000
; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/AreaDamageRadius=400.000000
; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/AreaDamageRadiusMin=150.000000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/NailGun/MaxAmount=250
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/NailGun/PlacedAmount=25
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/NailGun/InstPenetration=0.800000
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Pistol/PlacedAmount=18
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Pistol/InstPenetration=0.270000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Plasma/MaxAmount=10
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Plasma/PlacedAmount=10
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Plasma/InstPenetration=0.000000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/MaxAmount=5
; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/AreaDamage=150.000000
; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/AreaPenetration=0.400000
; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/AreaDamageRadius=500.000000
; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/AreaDamageRadiusMin=100.000000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/MaxAmount=5
; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/AreaDamage=150.000000
; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/AreaPenetration=0.400000
; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/AreaDamageRadius=500.000000
; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/AreaDamageRadiusMin=300.000000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Rifle/MaxAmount=200
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Rifle/PlacedAmount=30
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Rifle/InstPenetration=0.500000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Shotgun/MaxAmount=180
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Shotgun/PlacedAmount=24
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Shotgun/InstPenetration=0.300000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/MaxAmount=500
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/PlacedAmount=50
; Specifies the amount of ammo that is allocated when a weapon using it is
acquired by any means other than a pickup. (Mission defaults, cheats, player
messages, etc.)
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/SelectionAmount=300
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/InstPenetration=0.300000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Turret_Street/InstPenetration=0.500000
; Specifies the how long the gear item waits before respawning in MP
; Float (Single value)
;Arsenal/Gear/Armor Heavy/RespawnWait=15.000000
; Specifies the how long the gear item waits before respawning in MP
; Float (Single value)
;Arsenal/Gear/Armor Light/RespawnWait=15.000000
; Specifies the how long the gear item waits before respawning in MP
; Float (Single value)
;Arsenal/Gear/MedKit/RespawnWait=15.000000
; Specifies the distance from the refill station a player must be within in order
to recieve inventory from the RefillStation.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Radius=150
; Specifies the amount of this inventory type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Health.0.AmountPerUpdate=0
; Specifies the total amount of this inventory type the refill station is
initially supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Health.0.TotalAmount=0
; Specifies the amount of this inventory type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Armor.0.AmountPerUpdate=0
; Specifies the total amount of this inventory type the refill station is
initially supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Armor.0.TotalAmount=0
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.0.AmountPerUpdate=10
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.0.TotalAmount=-1
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.1.AmountPerUpdate=10
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.1.TotalAmount=-1
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.2.AmountPerUpdate=1
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.2.TotalAmount=-1
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.3.AmountPerUpdate=3
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.3.TotalAmount=-1
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.4.AmountPerUpdate=5
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.4.TotalAmount=-1
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.5.AmountPerUpdate=5
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.5.TotalAmount=-1
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.6.AmountPerUpdate=1
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.6.TotalAmount=-1
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.7.AmountPerUpdate=3
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.7.TotalAmount=-1
; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.8.AmountPerUpdate=3
; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.8.TotalAmount=-1
; Specifies the distance from the refill station a player must be within in order
to recieve inventory from the RefillStation.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Radius=150
; Specifies the total amount of this inventory type the refill station is
initially supplied with.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Health.0.TotalAmount=-1
; Specifies the amount of this inventory type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Armor.0.AmountPerUpdate=0
; Specifies the total amount of this inventory type the refill station is
initially supplied with.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Armor.0.TotalAmount=0
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Perturb=5.000000,70.000000
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/ShotsPerClip=30
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/FireRecoilYawRatio=0.666000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/FireRecoilDecay=3.500000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/VectorHalfDamageDist=1700
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/MovementMultiplier=0.850000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Perturb=0.000000,50.000000
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/ShotsPerClip=50
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/FireRecoilYawRatio=0.800000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/FireRecoilDecay=8.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/VectorHalfDamageDist=1000
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/MovementMultiplier=0.750000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Perturb=5.000000,60.000000
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/ShotsPerClip=36
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/FireRecoilDecay=5.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/VectorHalfDamageDist=750
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/MovementMultiplier=0.900000
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Frag Grenade/MovementMultiplier=1.000000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Perturb=0.000000,10.000000
; Specifies whether or not the weapon has unlimited ammo.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/InfiniteAmmo=0
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/ShotsPerClip=15
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/FireRecoilYawRatio=0.330000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/FireRecoilDecay=2.000000
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/MovementMultiplier=0.750000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Perturb=0.000000,60.000000
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/ShotsPerClip=25
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/FireRecoilYawRatio=0.330000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/FireRecoilDecay=3.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/VectorHalfDamageDist=1500
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/MovementMultiplier=0.830000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Perturb=5.000000,70.000000
; Specifies the number of vectors (rays cast) per round fired.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/VectorsPerRound=1
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/ShotsPerClip=18
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/FireRecoilYawRatio=0.330000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/FireRecoilDecay=5.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/VectorHalfDamageDist=750
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/MovementMultiplier=0.950000
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/ShotsPerClip=5
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/FireRecoilYawRatio=0.600000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/FireRecoilDecay=2.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/VectorHalfDamageDist=5000
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/MovementMultiplier=0.750000
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Remote Detonator/MovementMultiplier=1.000000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Perturb=5.000000,75.000000
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/ShotsPerClip=12
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/FireRecoilYawRatio=0.330000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/FireRecoilDecay=3.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/VectorHalfDamageDist=4000
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/MovementMultiplier=0.750000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Perturb=30.000000,100.000000
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/ShotsPerClip=12
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/FireRecoilYawRatio=0.330000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/FireRecoilDecay=7.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/VectorHalfDamageDist=500
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/MovementMultiplier=0.880000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Perturb=5.000000,50.000000
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/ShotsPerClip=50
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/FireRecoilYawRatio=0.150000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/FireRecoilDecay=4.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/VectorHalfDamageDist=750
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/MovementMultiplier=0.900000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/Perturb=5.000000,70.000000
; Specifies the number of vectors (rays cast) per round fired.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/VectorsPerRound=1
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/InfiniteClip=1
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/ShotsPerClip=45
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/FireRecoilYawRatio=0.330000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/FireRecoilDecay=3.000000
; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/VectorHalfDamageDist=3000
; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Unarmed/MovementMultiplier=1.150000
; How far can the player fall without receiving any damage.
; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/FallDamageMinHeight=500.000000
; How far the player has to fall to receive the maximum fall damage.
; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/FallDamageMaxHeight=1200.000000
; How much damage the player receives after falling the minimum distance.
; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/FallDamageMin=5.000000
; Minimum distance the player must fall from in order to apply a camera offset.
; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/CamLandMinHeight=100.000000
; Vertical distance the camera moves if the player lands after a fall greater than
the CamLandMinHeight.
; Float (Single value)
;Client/PlayerMovement/PlayerMovement/CamLandMoveDist=-3.000000
; Acceleration multiplayer while the player is in the air. This adjusts how much
the player can move while in the air.
; Float (Single value)
;Client/PlayerMovement/PlayerMovement/InAirAccelMultiplier=0.100000
; The distance at which the grenade will detect a character and detonate.
; Float min=0.0 (Single value)
;FX/ProjectileFX/ProjectileClassData/ProximityClassData/Proximity/ActivationRadius
=300.000000
; The speed at which the grenade will pop up just before detonating.
; Float min=0.0 (Single value)
;FX/ProjectileFX/ProjectileClassData/ProximityClassData/Proximity/PopUpVelocity=40
0.000000
; Velocity added each frame based on the distance to center of the pushed object.
; Float (Single value)
;FX/PusherFX/CannonPusher/Strength=500.000000
; Velocity added each frame based on the distance to center of the pushed object.
; Float (Single value)
;FX/PusherFX/Pusher1/Strength=800.000000
; Number of bodies with severed parts that are allowed in a level at one time
; Integer min=0 (Single value)
;Server/Limits/Limits/SeverTotalCap=2
; Total number of bodies to allow in the level before removing old ones.
; Integer min=1 (Single value)
;Server/Limits/Limits/BodyCapTotalCount=10
; Number of bodies to allow in radius around a newly created body before removing
old ones.
; Integer min=1 (Single value)
;Server/Limits/Limits/BodyCapRadiusCount=4
; Number of proximity mines a player is allowed to place before removing old ones.
; Integer min=1 (Single value)
;Server/Limits/Limits/ProximityLimit=5
; Number of remote charges a player is allowed to place before removing old ones.
; Integer min=1 (Single value)
;Server/Limits/Limits/RemoteChargeLimit=5
; Indicates the gravity to use for the player in the Y direction. This is measured
in cm/s^2. Earth gravity is -980 cm/s^2.
; Float (Single value)
;Server/Player/Player/Gravity=-2000.000000
; Minimum 'charge' (i.e. time period) required to activate player controlled slow
mo.
; Float (Single value)
;SlowMo/Multiplayer/MinimumPeriod=10.000000