com_weap_inf_bulldog
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "launcher"
[Properties]
AnimationBank = "pistol"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
MinRange = "0"
OptimalRange = "500"
MaxRange = "1000"
LockOnRange = "1000.0"
LockTime = "0.0"
LockOnAngle = "1.0"
ZoomMin = "2.5"
ZoomMax = "5.0"
ZoomRate = "0.0"
YawSpread = "0.2"
PitchSpread = "0.2"
SpreadPerShot = "1.5"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
HeatPerShot = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "10"
ReloadTime = "2.5"
ShotDelay = "0.1"
TriggerSingle = "1"
MaxPressedTime = "0.0"
DisplayRefire = "0"
AIBubbleSizeMultiplier = "0.85"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
FirePointName = "hp_fire"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
ClassLabel = "launcher"
[Properties]
AnimationBank = "pistol"
//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"
MinRange = "0"
OptimalRange = "500"
MaxRange = "1000"
LockOnRange = "1000.0"
LockTime = "0.0"
LockOnAngle = "1.0"
ZoomMin = "2.5"
ZoomMax = "5.0"
ZoomRate = "0.0"
YawSpread = "0.2"
PitchSpread = "0.2"
SpreadPerShot = "1.5"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"
HeatPerShot = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"
//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************
RoundsPerClip = "10"
ReloadTime = "2.5"
ShotDelay = "0.1"
TriggerSingle = "1"
MaxPressedTime = "0.0"
DisplayRefire = "0"
AIBubbleSizeMultiplier = "0.85"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"
FirePointName = "hp_fire"
//***********************************************
//*********** HUD & CONTROLLER VALUES *********
//***********************************************
MuzzleFlash = "small_muzzle_flash"
FlashColor = "255 80 80 255"
FlashLength = 0.025
FlashLightColor = "255 192 192 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"
Hidden/Spoiler:
[OrdnanceClass]
ClassLabel = "missile"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_sm"
LightColor = "252 206 67 150"
LightRadius = "4.0"
LifeSpan = "1000.0"
MinSpeed = "20.0"
Acceleration = "60.0"
Velocity = "80.0"
Gravity = "0.0"
Rebound = "0.0"
TurnRate = "500.0"
WaverRate = "0.0"
WaverTurn = "0.0"
MaxDamage = "50.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "10.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "10000.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "1.0"
OrdnanceSound = "cis_weap_inf_bulldog_ordnance"
CollisionSound = "imp_weap_ord_exp_lg"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "25.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "100.0"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
ClassLabel = "missile"
[Properties]
ImpactEffectWater = "com_sfx_watersplash_sm"
LightColor = "252 206 67 150"
LightRadius = "4.0"
LifeSpan = "1000.0"
MinSpeed = "20.0"
Acceleration = "60.0"
Velocity = "80.0"
Gravity = "0.0"
Rebound = "0.0"
TurnRate = "500.0"
WaverRate = "0.0"
WaverTurn = "0.0"
MaxDamage = "50.0"
DamageTransitionDelay = "0.0" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "10.0" //How long in seconds the damage change lasts.
DamageFinalDamage = "10000.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
VehicleScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "1.0"
OrdnanceSound = "cis_weap_inf_bulldog_ordnance"
CollisionSound = "imp_weap_ord_exp_lg"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "25.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "100.0"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
BonusAmplification = "0.25" //how much more damage will be done when team_bonus_blaster_amplication is on
Hidden/Spoiler:
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "50.0"
DamageRadiusInner = "0.75"
DamageRadiusOuter = "2.0"
Push = "5.0"
PushRadiusInner = "1.0"
PushRadiusOuter = "2.0"
Shake = "0.5"
ShakeLength = "0.60"
ShakeRadiusInner = "2.0"
ShakeRadiusOuter = "6.0"
Effect = "com_sfx_buff_poison"
WaterEffect = "com_sfx_watersplash_md"
LightColor = "255 220 100 255"
LightRadius = "5.0"
LightDuration = "1.0"
VehicleScale = "0.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "0.25"
SoundProperty = "com_weap_rocket_small_exp"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "25.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "100.0"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"
ClassLabel = "explosion"
[Properties]
Damage = "50.0"
DamageRadiusInner = "0.75"
DamageRadiusOuter = "2.0"
Push = "5.0"
PushRadiusInner = "1.0"
PushRadiusOuter = "2.0"
Shake = "0.5"
ShakeLength = "0.60"
ShakeRadiusInner = "2.0"
ShakeRadiusOuter = "6.0"
Effect = "com_sfx_buff_poison"
WaterEffect = "com_sfx_watersplash_md"
LightColor = "255 220 100 255"
LightRadius = "5.0"
LightDuration = "1.0"
VehicleScale = "0.0"
PersonScale = "1.0"
DroidScale = "1.0"
AnimalScale = "1.0"
BuildingScale = "0.25"
SoundProperty = "com_weap_rocket_small_exp"
AffectFriends = "1" // default is 1. should the ordnance affect friends.
AffectEnemies = "1" // default is 1. should the ordnance affect enemies.
PlayEffectOnOwnerAimer = "com_sfx_weap_flamethrower_ord"
SmolderDamageRate = "25.0" // default is 0. the damage rate for smoldering targets
SmolderEffectTimer = "100.0"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_ribcage"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_head"
SmolderEffect = "com_sfx_buff_poison"
SmolderBone = "bone_pelvis"
SmolderVanishDeath = "0"


