<?xml version="1.0"?>
<rss version="2.0"><channel><title>Documentation: Weapons</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/weapons/?d=1</link><description>Documentation: Weapons</description><language>en</language><item><title>Recoil</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/weapons/recoil-r4/</link><description><![CDATA[<h1>
	<span>Overview</span>
</h1>

<p>
	<span> </span>Recoil is the "kick" of a weapon when it is fired, causing the user's aim to drift off the target, thus limiting accuracy and forcing the user to compensate. This differs from spread, which is a random error that changes the intended trajectory of each fired projectile, while the weapon remains aimed at the same spot. By contrast, recoil changes the orientation of the weapon itself, so even a weapon with no spread will no longer be able to hit the same spot.
</p>

<h1 id="Recoil-RecoilmechanicsRecoilmechanics">
	<span>Recoil mechanics</span>
</h1>

<h2 id="Recoil-Recoilstrength">
	<span>Recoil strength</span>
</h2>

<p>
	Each fired projectile creates an impulse that will throw the user's aim off-target. The strength of this impulse is determined by the <strong>recoil strength</strong> parameter. Each projectile will add a 2D (pitch and yaw) impulse to the weapon, rotating it away from the original orientation. The impulses from subsequent projectiles are added to the total recoil angular velocity, so sustained fire will continuously increase the recoil effect.
</p>

<h2 id="Recoil-Recoilpattern">
	<span>Recoil pattern</span>
</h2>

<p>
	The <strong>recoil pattern</strong> determines the directions in which the recoil impulses described above take effect. Each time a projectile is fired, an impulse vector is calculated based on the recoil pattern. Most impulses will be directed toward a <strong>bias</strong> direction (typically in the direction upward from the barrel), and to simulate the pseudo-randomness of the recoil effect, some projectiles will create an impulse in a random direction within the set pattern. The per-shot probability of this random impulse can be adjusted using the <strong>random probability</strong> parameter.
</p>

<h3 id="Recoil-Arcpattern">
	<span>Arc pattern</span>
</h3>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="33062" href="https://w3dhub.com/forum/uploads/monthly_2022_01/image.png.99d200f447bd26be6406e0c7809d4421.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="33062" data-ratio="67.25" data-unique="zgk2br7g2" style="" title="" width="400" src="https://w3dhub.com/forum/uploads/monthly_2022_01/image.thumb.png.bf624b0d748fe97ac4b9531b04bdfaa6.png"></a>
</p>

<p>
	The <strong>arc pattern</strong> is the most conventional type of recoil pattern, which assumes a weapon that primarily "kicks upward". The green arrow shows the bias, which is the direction where normal recoil impulses will push the user's aim. The red arrows show possible directions for random recoil impulses, where the angles of all such impulses w.r.t the vertical direction are constrained to this arc. The <strong>pattern arc size</strong> parameter can widen the arc, allowing for greater horizontal deviations with each shot.
</p>

<h3 id="Recoil-Circlepattern">
	<span>Circle pattern</span>
</h3>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="33063" href="https://w3dhub.com/forum/uploads/monthly_2022_01/image.png.746ae7c3d0781e335b1d326d351a10d7.png" rel="" style=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="33063" data-ratio="100.00" data-unique="ow0e7r9yr" style="" title="" width="300" src="https://w3dhub.com/forum/uploads/monthly_2022_01/image.thumb.png.465c777a3c5a6a6c7f54c16f0c230ba0.png"></a>
</p>

<p>
	The <strong>circle pattern</strong> behaves similarly to the arc pattern, except that it allows random impulses in the full 360° range (which means it does not need the arc size parameter). This is primarily useful for more wild recoil behavior, e.g a handheld machine gun during sustained fire.
</p>

<h2 id="Recoil-Recoilresistance">
	<span>Recoil resistance</span>
</h2>

<p>
	In order to prevent the recoil impulses from making the weapon spiral out of control, weapons have <strong>recoil resistance</strong>, which is a constant force that acts opposite the recoil force while it is nonzero. After each recoil impulse is applied, this force will attempt to bring the recoil movement to a halt, thus it can be balanced with <strong>recoil strength</strong> to create the appropriate recoil behavior. For example, setting a high recoil strength and low resistance will allow a single shot to widely displace the user's aim, and the recoil effect will take longer to "decay".
</p>

<p>
	The user's current state also affects their resistance. This is achieved using the <strong>resistance multipliers</strong>, e.g crouching can be expected to increase the user's ability to resist the recoil impulses, while jumping has the opposite effect.
</p>

<p>
	<em>NOTE: the recoil resistance parameter <u>must</u> be nonzero, otherwise the recoil impulse will never decay and will endlessly throw off the user's aim.</em>
</p>

<h2 id="Recoil-Recoilrecovery">
	<span>Recoil recovery</span>
</h2>

<p>
	Recovery is an optional mechanic that allows for automatically correcting the user's aim. After the resistance has reduced the recoil angular velocity to zero, the recovery will take over and move the user's aim back toward the center of their recoil pattern. The <strong>recoil recovery </strong>parameter sets the speed of this effect, so an appropriate value must be found to make the transition look natural. The recovery also depends on the<strong> recoil pattern size</strong>, which sets a limit on how far the user's aim can deviate before it can no longer be returned to the original position. If the recoil impulses move the user's aim beyond the pattern radius, then the pattern itself will "drift" with the recoil, and the recovery will only restore the aim to the new center position of the pattern. However, there is a flag; <strong><span style="color:#172b4d">Aimpoint Static </span></strong>that will disable the aim drifting beyond the recoil pattern's size and instead limit the recoil size to just the recoil pattern size, where the player's aim will stay until fire is stopped (if recovery is enabled).
</p>

<p>
	(NEEDS PICTURES)
</p>

<h1 id="Recoil-RecoilparametersRecoilparameters">
	<span>Recoil parameters</span>
</h1>

<p>
	Weapon recoil can be set for infantry weapons and even vehicles. To set up recoil for a weapon, enable the recoil component within the weapon. WIthout this component, reload cannot be used. Once this component is enabled on a weapon, the parameters can be edited both within Mammoth and the in-game EDIT_WEAPON console command. The recoil component has its own tab within EDIT_WEAPON.
</p>

<h2 id="Recoil-Ammodefinitionparameters">
	<span>Ammo definition parameters</span>
</h2>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse: collapse; border: none; width: 837px;" width="59%">
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			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 143px;">
				<p align="center" style="text-align:center">
					<b><span>Parameter name</span></b>
				</p>
			</td>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 115px;">
				<p align="center" style="text-align:center">
					<b><span>Default value</span></b>
				</p>
			</td>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 577px;">
				<p align="center" style="text-align:center">
					<b>Short description</b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 143px;">
				<p>
					<span>Recoil strength</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 115px;">
				<p>
					<span>0.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 577px;">
				<p>
					<span>Recoil strength determines the amount of recoil energy created by each projectile fired from the weapon. Higher values will make the recoil effect much faster and stronger (i.e "the aim will drift off-target more rapidly")</span>
				</p>

				<p>
					<span>This is located within the Ballistics component within Ammo.</span>
				</p>
			</td>
		</tr>
	</tbody>
</table>

<h2 id="Recoil-Weapondefinitionparameters">
	<span style="color:white">Weapon definition parameters</span>
</h2>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse: collapse; border: none; width: 840px;" width="65%">
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		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p align="center" style="text-align:center">
					<b><span>Parameter name</span></b>
				</p>
			</td>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 114px;">
				<p align="center" style="text-align:center">
					<b><span>Default value</span></b>
				</p>
			</td>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 578px;">
				<p align="center" style="text-align:center">
					<b>Short description</b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Pattern</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>Arc pattern</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Sets the pattern of the recoil effect ("arc" or "circle")</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Pattern size</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>0.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Sets the size of the recoil pattern, in degrees. (setting to zero disables recovery)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Bias</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>(0, 0) vector</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Sets the direction in which recoil impulses will be biased towards.. Refer to the charts for the vector direction.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Random probability</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>0.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Sets the per-shot probability of a recoil impulse with a randomized direction</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Arc size</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>15.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Sets the arc size of the recoil pattern, in degrees. (only used by "arc").</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>First shot multiplier</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Multiplies the strength of the recoil impulse of the first shot by this amount</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Resist</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Sets the recoil resistance strength</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Jumping Resist multiplier</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Multiplies the resistance by this amount while the user is jumping</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Injured Resist multiplier</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Multiplies the resistance by this amount when a player gets injured.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Crouching resist multiplier</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Multiplies the resistance by this amount while the user is crouching</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Scoped resist multiplier</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Multiplies the resistance by this amount while the user is scoped (sniper rifle, iron sights, etc.)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Recovery</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>0.0</span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Sets the speed of recovery (setting to zero disables recovery)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border: 1pt solid windowtext; padding: 3.75pt; width: 146px;">
				<p>
					<span>Aimpoint Static </span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 114px;">
				<p>
					<span>false </span>
				</p>
			</td>
			<td style="border-bottom: 1pt solid windowtext; border-left: none; border-right: 1pt solid windowtext; border-top: none; padding: 3.75pt; width: 578px;">
				<p>
					<span>Sets if the recoil recovery point won't shift when the recoil hits the edge of the recoil circle/arc.</span>
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	<span> </span>
</p>
]]></description><guid isPermaLink="false">4</guid><pubDate>Fri, 24 Dec 2021 01:47:41 +0000</pubDate></item><item><title>Weapon Parameters</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/weapons/weapon-parameters-r12/</link><description><![CDATA[<h1>
	<span>Weapons</span>
</h1>

<p>
	Weapons are one of the key parts of the engine. Without weapons you can't shoot things. Weapons here aren't just limited to infantry carried weapons, vehicles also use these too.
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse:collapse; border:none" width="78%">
	<colgroup>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Parameter</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Default</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p align="center" style="text-align:center">
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Style</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>---</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The weapon's holding style in third person. More details can be found below.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Model</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The weapon's third person model. Usually this is in the form of w_&lt;weap&gt;.w3d</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IdleAnim</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>???</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>FireAnim</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>???</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BackModel</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The model used for when the weapon is on the third person model's back. Usually this is in the form of w_&lt;weap&gt;_b.w3d</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SwitchTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How long it takes to swap to and from this weapon, in seconds.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ReloadTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					How long it takes to reload the weapon, in seconds.
				</p>

				<p>
					PerBulletReload note: if this option is enabled,then this is how long it takes to do one reload cycle)
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>KeyNumber</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What number key is used to select the weapon.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>CanSnipe</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does this weapon have a sniper scope?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Rating</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Unused.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>EjectVelocity</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>2.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The velocity of the ejected bullet casing</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>EjectRandomness</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How random the ejected casing velocity is, plus or minus this number.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>EjectTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How long after firing is a casing ejected</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>EjectPhysDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Opens a window that allows you to define the casing model and such. More details are found below.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">EjectIsShotgunShell</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">When the casing is ejected, will it make shotgun shell sounds (defined in SurfaceEffects.ini under &lt;surface&gt;_Shell Shotgun) when it hits the ground?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MuzzleFlashPhysDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Allows you to define a model for the muzzle flash.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>FirstPersonModel</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The model used for the first person view. NOTE: This must be named in the format F_GM_&lt;WEAP&gt;, and there are further dependencies. See &lt;tbd&gt; for more information on view models.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>FirstPersonOffset</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000,0.000,0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The 3d offset of the first person view model.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilImpulse</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much force will this weapon impart on the user when it fires.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>HUDIconTextureName</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Unused.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ReloadSoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					What sound is played when the weapon is reloaded
				</p>

				<p>
					PerBulletReload note: if this is enabled, the reload sound will be played every reload cycle
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>EmptySoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What sound is played when the player tries to fire, but the weapon has no bullets (and can't reload).</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SelectSoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What sound is played when the player selects this weapon?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DeselectSoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What sound is played when the player deselects this weapon?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>PrimaryAmmoDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What does the weapon fire on a left click. Links to an Ammo definition. Required.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SecondaryAmmoDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What does the weapon fire on a right click. Links to an Ammo definition. This isn't required.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>PrimaryFireMuzzleSetEditor</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>A</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Which set of barrels does the primary fire come out of? (E.g MuzzleA, MuzzleB, etc. Put the letter of the muzzle set in)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SecondaryFireMuzzleSetEditor</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>B</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Which set of barrels does the secondary fire come out of? (E.g MuzzleA, MuzzleB, etc. Put the letter of the muzzle set in)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BypassSameAmmoMuzzleSelectLogic</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If a weapon has the same ammo set for both primary and secondary, then by default the code will automatically default to ignoring the secondary muzzle set. Set this to make the code instead use both sets of muzzles based on primary/secondary fire, rather than just using the same muzzle.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ClipSize</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How many bullets does the weapon hold in one clip? -1 means the weapon can shoot infinitely with no reloading.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MaxInventoryRounds</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>100</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How many bullets can the weapon hold to reload with. -1 means infinite reloads.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.1</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How long will the gun's visual recoil take? For this, the muzzle on vehicles will recoil, and the character's arms and such will recoil.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilScale</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How far will the gun recoil? For this, the muzzle on vehicles will recoil, and the character's arms and such will recoil.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AGiveWeaponsWeapon</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Will this weapon be granted to the player if the function SoldierGameObj::Give_All_Weapons is called?
				</p>

				<p>
					If the Allweapons console command is used and this is ticked, then this weapon will be given to the client the command points to.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IconNameID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What string is displayed in the hud in the weapon's information area?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IconTextureName</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What icon is the weapon using.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IconTextureUV</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Where on the IconTextureName texture is the icon? X1 is left, X2 is right, Y1 is top, Y2 is bottom.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IconOffset</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How far is the icon offset from it's default position?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>HumanFiringAnimation</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What animation does the character use when they are firing this weapon?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ScopeTexture</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					If the weapon has a scope, what texture is used for the scope?
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>UniformScope</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Will the scope texture be stretched to match the aspect ratio?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MaxZoom</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How far in can the scope zoom?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MinZoom</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What's the most zoomed out the scope can be?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GlobalFireSoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This sound will be played across the map when the weapon is fired.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AreaEffectWeapon</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does this weapon do AOE damage instead of firing a bullet?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AreaEffectWeaponAffectOwner</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the AOE damage effect the owner?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AreaEffectWeaponAffectFriendly</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the AOE damage effect friendlies?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AreaEffectWeaponAffectEnemy</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the AOE damage effect enemies?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AreaEffectWeaponAffectNeutral</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the AOE damage effect neutral objects?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayAddWalking</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much spray does jumping add to the weapon?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayAddWounded</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much spray does being wounded add to the weapon?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayAddWalking</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much spray does walking add to the weapon? (Note, this isn't running.)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayAddCrouching</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much spray does being crouched add to the weapon?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayAddSprinting</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much spray does sprinting add to the weapon?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Accuracy Recovery Rate <span style="color:black">(Movement) </span>(deg/sec)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.573</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much does the spray reduce each second?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">Accuracy Recovery Rate (Weapon) (deg/sec)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>-57.296</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much does the weapon's spray bloom get reduced by each second?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IsSuperweaponBeacon</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Always true.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>PerBulletReload</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Each reload adds a single bullet to the magazine.
				</p>

				<p>
					<span style="color:black">If this is ticked, the weapon will reload to full, reloading one bullet (or more) at a time. Read the end of the document to find out how exactly this works, as there's a lot to it.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">BulletsPerPBReload</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How many bullets are added to the magazine per reload cycle, if PerBulletReload is enabled.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">PBReloadStartTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much extra time is added to the reload if this is the start of the reload?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">PBReloadEndTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much time does the end of the reload (after the magazine is filled with bullets) take?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">PBReloadLoopFrame</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What frame of the first person animation does the first person reload animation loop to?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">PBReloadEndSoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What sound does the weapon play at the end of the reload, while it's finishing.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>FirstPersonAnim</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This tells the first person view model to use another weapon's animations. Must be entered in the form of F_GM_XXXX.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DoTiltWhileReloading</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the third person model tilt down while reloading?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AllowEmptyShots</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Can this weapon fire when the ammo is empty?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>HideWhenEmpty</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Can this weapon be selected if it's got no ammo?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IsCooldownAbility</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Is this a weapon that goes on cooldown instead of reloading? (Uses Reload Time as Cooldown Time)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IsQuickCastAbility</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span title=""><span>Is this a weapon that fires upon being switched to and then switch back to the last held weapon?</span></span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AutoSwitchOnFire</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span title=""><span>Does the Cooldown Ability weapon switch to the last held weapon after firing?</span></span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AutoSwitchDelay</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.2</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span title=""><span>If the Cooldown Ability weapon auto switches after firing, how long should this switch be delayed by?</span></span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DelayedChargeFire</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span title=""><span>Can the charge bar or Cooldown Weapon be held with the fire key, to be fired upon releasing the fire key?</span></span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>CannotFireWithoutLock</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This weapon cannot fire without a lockon</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RequireCrouch</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>When this weapon is equipped, the owner is forced to crouch</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>PostSprintSwitchTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The time between coming out of a sprint and being able to fire the weapon</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">RecoilPattern</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Arc</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">What pattern does the recoil use? </span>
				</p>

				<p>
					<span style="color:black">Circle - Will go in a 360 direction around the aim point.</span>
				</p>

				<p>
					<span style="color:black">Arc - Will go in a slice, with the direction in the RecoilBias direction.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilSize</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">How big is the recoil?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilBias</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0,0.</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">What direction is the recoil? This is an X,Y axis.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilRandProb</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span style="color:black">How often will the recoil go in a truly random direction instead of the RecoilPhysBias direction?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilArcSize</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How wide the arc of the "Arc" recoil pattern is, in degrees.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilResist</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How well can the recoil be "resisted" by the weapon. This reduces the effect of recoil, but doesn't reset the weapon when done firing.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilResistMulJumping</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
			<td rowspan="4" style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Modifies the recoil resistance. Values greater than one make it worse, less than 1 make it better.</span><br>
					 
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilResistMulInjuring</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilResistMulCrouching</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilResistMulScoped</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilRecovery</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls how quickly the weapon will return to it's original aim point.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilFirstShotMultiplier</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much is the recoil strength multiplied on the first shot?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilAimpointStatic</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If this is enabled, then when the recoil hits the edge of the recoil range, then it will not travel any further. If disabled, this will continue to move the weapon up and shift the original aimpoint up as well.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>UseGattlingLogic</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					If enabled, the weapon will spin up/down when firing, like a minigun. There are bones associated with this. (Check in Vehicle/Weapon rigging pages)
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GattlingWarmUpTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How long does the weapon take to spin up?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GattlingWarmDownMultiplier</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This controls how long it takes the weapon to spin back down after stopping. If Warm up time is 1.0 and the Warm down multiplier is 0.5, then the weapon will take 2 seconds to spin down. If it is 2.0, then the weapon will take half a second to spin down.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GatlingMinimumContSoundPitch</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What is the pitch of the ContinuousMotorSound when the gun is starting to spin?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GatlingMaximumContSoundPitch</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What is the pitch of the ContinuousMotorSound when the gun is at full speed?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GatlingCannotFireWhileWarmingUp</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Can the weapon fire while it's still spinning up to max RPM? (A Yuri's Revengesque Gatling weapon would be set to false, while a generic gatling from most other games would be set to true.)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GatlingSpinningStopsDuringReload</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the weapon spin down during the reload process?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GatlingContinuousMotorSoundID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Controls what sound is playing when the gatling motor is spinning. This plays even if the weapon is not firing.
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	<span> </span>
</p>
]]></description><guid isPermaLink="false">12</guid><pubDate>Wed, 26 Jan 2022 20:19:58 +0000</pubDate></item><item><title>Ammo Parameters</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/weapons/ammo-parameters-r13/</link><description><![CDATA[<p>
	A weapon cannot fire without an ammo type.
</p>

<p>
	 
</p>

<table border="1" cellpadding="0" cellspacing="0" style="border-collapse:collapse; border:none" width="63%">
	<colgroup>
		<col>
		<col>
		<col>
	</colgroup>
	<tbody>
		<tr>
			<td style="border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<b><span>Parameter</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<b><span>Default</span></b>
				</p>
			</td>
			<td style="border-left:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<b><span>Description</span></b>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Ammo Type</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Normal</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This determines if the ammo is just a regular bullet, or a type of C4 explosive.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ModelFilename</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What is the W3D model that this projectile fires</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ShouldPrelight</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the bullet have dynamic lighting applied to it, or is it full bright?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Warhead</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>(can vary)</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					What warhead (from armor.ini) does the ammo have?
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Damage</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much damage does the weapon do per shot?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DamageAfterFalloff</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>-1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					After the weapon has gone beyond DamageFalloffRangeEnd meters, how much damage does it do? This is interpolated between the full damage and this damage in between DamageFalloffRangeStart and DamageFalloffRangeEnd.
				</p>

				<p>
					(Eg. A shot with Damage=10, DamageAfterFalloff=1, DamageFalloffRangeStart=25, DamageFalloffRangeEnd=75 will do 10 damage up to 25 meters, 5 damage at 50 meters and 1 damage at 75 meters and beyond.)
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Range</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>10</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How far (in meters) can this projectile go? The weapon actually goes about 20% further than this, however, if it uses a projectile. Hitscan weapons will stop exactly at this distance.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DamageFalloffRangeStart</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>-1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Where does the damage falloff start, in meters. If set to -1, then the weapon does not use falloff.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DamageFalloffRangeEnd</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>-1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Where does the damage falloff end, in meters. If set to -1, then the weapon does not use falloff.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>EffectiveRange</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>10</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What is the optimum range to use this weapon at? This is primarily used for AI bots.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>TargettingRange</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>-1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					At what range does the targeting box turn up? This is traditionally set 20% higher than the weapon's range, to make that match the ACTUAL range.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Velocity</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How fast in m/s does the projectile go? Note: If a projectile is over a certain velocity (set in HitscanVelocityThreshold, in General under Global Settings&gt;General in Mammoth, usually it's 1000m/s) then the projectile will be hitscan, and hit instantly.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ProjectileExtent</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000, 0.000, 0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					How big is the projectile? If it's all set to 0, then the projectile will be a point. Length, width, height.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IsDamageZone</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If this is set, then the weapon that uses it will just "project" damage, in a ProjectileExtent zone in front of the muzzle. This damage will always hit.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Gravity</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much gravity does the projectile have, simulating a ballistic curve.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Elasticity</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How "bouncy" is the projectile?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Rate of Fire</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How fast does the weapon fire. This is in Rounds per Second, to convert to RPM, divide the RPM by 60.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayAngle</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How wide is the weapon's cone of fire in degrees.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayAngleIncreasePerShot</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much does the spray angle increase after every shot?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MaxSprayAngle</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What's the biggest the increased spray can be?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IgnoreSprayAngleIncrease</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Does the gun ignore the increased spray angle?
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayCount</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How many shots per shot does the weapon fire? (A rifle will most likely fire 1 shot, a shotgun would fire multiple.)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SprayBulletCost</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					How many bullets out of the weapon's clip does this ammo use up per shot?
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AquireTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Unused</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BurstDelayTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					If the weapon fires a burst, how long does it take between bursts? (A weapon could have a higher ROF with a longer burst, and a normal full auto mode with a normal ROF.)
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BurstMax</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					How many shots constitute a burst? The gun will fire this many shots before stopping. (If the weapon is out of ammo during the burst, the gun won't fire after reloading.)
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IsSemiAutomatic</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IF set to true, then you will have to re-click every time you want to fire a shot.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>SoftPierceLimit</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If set up right, then a shot from this weapon will penetrate this many objects?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>TurnRate</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If the projectile is tracking, then it will turn this many degrees per second to try and hit it's target.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>TimeActivate</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If set to true, then the weapon will explode at the end of it's lifespan.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>TerrainActivated</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If set to true, then the weapon will explode when it hits the terrain.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ExplosionDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>When the projectile explodes (if it reaches the end of it's travel or if it hits the terrain and the appropriate flags are set), this explosion will be spawned.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RandomTrackingScale</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					How far off the target will this projectile track to, roughly?
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DisplayLaser</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Creates a debug box between the the muzzle and the point the weapon would hit.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ChargeTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How long does this ammo take to fire? Charge flags might need to be set.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ContinuousSoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This sound will play continuously while the weapon fires.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>FireSoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This sound will play every time it fires.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>FirstFireSoundDefID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>This sound will play on the first shot of the burst.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ContinuousEmitterName</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					This emitter will be emitted from the muzzle continuously while the weapon fires.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>MaxBounces</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How many times will this projectile bounce off the terrain?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IgnoreCollisionWithParentOfOwner</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Will the shots hit an object that is the parent of the firer? Useful for multi-turreted vehicles.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TriggerTime1</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td rowspan="9" style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>I honestly don't know what these do.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TriggerTime2</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TriggerTime3</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TriggerRange1</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TriggerRange2</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TriggerRange3</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TimingSound1ID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TimingSound2ID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TimingSound3ID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4DisallowSoldierAttach</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Can this C4 be attached to soldiers?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4IsMCTOnly</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Can this C4 be attached only to MCT objects?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4TransferDamageToAttachedObject</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>When another player shoots this object, does the damage pass through to the object that it is attached to?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4PersonalLimit</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The limit of C4s that one player can have in the world at one time. 0 = infinite.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>C4DoTTickRate</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>4</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>The tick rate for damage over time C4 Objects. i.e. 4 = once every 4 seconds. Damage is set in the regular Damage field of the ammo preset.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AliasedSpeed</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If a weapon's tracer or bullet projectile is clipping into the gun when firing, tweak this setting to offset the tracer object forwards to prevent clipping.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>HitterType</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Bullet</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What surface effect does this bullet generate when it hits something?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeaconObject</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What beacon object does this ammo spawn when fired, if the weapon is a beacon?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamEnabled</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does this weapon have a bullet beam effect? (This is most useful on hitscan weapons.)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamColor</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.000, 1.000, 1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>An RGB triplet for the beam colour, in 0-1 space. (To convert from regular RGB, divide the values by 255.)</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.300</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How long does the beam last for?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamWidth</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.250</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How wide is the beam, in meters?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamEndCaps</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the beam taper off and finish at the ends of the beam?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamTexture</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>What texture does the beam have?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamSubdivisionEnabled</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the beam subdivide and jink about? This is useful for electrical weapons, such as tesla weaponry.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamSubdivisionFrozen</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Does the subdivision stay as is when it is generated? If true, what the beam starts as is how it stays, false and the beam will dynamically animate around.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>BeamSubdivisionScale</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>1.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How big is the subdivision? How much does it jink about?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IconNameID</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Used in the HUD for displaying the weapon's current firing mode.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IconTextureName</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Unused</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IconTextureUV</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Unused</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IconOffset</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Unused</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>GrenadeSafetyTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If a projectile explodes, how long does it have to have been flying through the air before it will actually explode?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>ProjectileAnimation</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					If the ammo's model has an animation, if this is ticked, it will be played as the projectile flies through the air.
				</p>

				<p>
					Useful for C4 with a timer animation on them.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>Thrown C4 Preset</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				 
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If this is C4, what is the C4 Preset that it uses to represent it?</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>DisableHitscan</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If the ammo's velocity is above the hitscan threshold, having this ticked will ignore that threshold and instead create it as a physically simulated bullet as normal.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>AutoAdjustMuzzlesOnEnemyTarget</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If enabled, the muzzles of the weapon will point towards an enemy target, if that target is under the aiming reticule.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>CanShatterMeshes</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>true</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If disabled, this projectile will not shatter meshes that are set to "Shatter" in 3DS Max.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>IsTracking</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					Does this ammo track (it will attempt to fly to the point under the reticule or the target under the reticule)?
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>TrackingIgnoreTarget</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>false</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>If set, the ammo won't track targets, it will only attempt to fly to the point under the reticule at fire time.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>TrackingLockTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					How long does it take the weapon to lock? This is most useful with an appropriate texture set for a locking indicator in hud.ini.
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>UntrackTime</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How long does a weapon stay locked, once locked? This is useful for fast movers that can't maintain a lock on for very long, and yet need to be locked on to a target.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>RecoilStrength</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>0.000</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>How much recoil strength does this ammo type impart to the gun. See the recoil page for more details.</span>
				</p>
			</td>
		</tr>
		<tr>
			<td style="border-top:none; border:solid windowtext 1.0pt; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>CanLockOnto...</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					<span>All ticked</span>
				</p>
			</td>
			<td style="border-bottom:solid windowtext 1.0pt; border-left:none; border-right:solid windowtext 1.0pt; border-top:none; padding:3.75pt 3.75pt 3.75pt 3.75pt">
				<p>
					These tickboxes determine the type of vehicles that this ammo type can lock onto. This is based on the Type field in a vehicle object. There are 9 types:
				</p>

				<ul type="disc">
					<li>
						<span>Car</span>
					</li>
					<li>
						<span>Tank</span>
					</li>
					<li>
						<span>Bike</span>
					</li>
					<li>
						<span>Aircraft_VTOL</span>
					</li>
					<li>
						<span>Turret</span>
					</li>
					<li>
						<span>Boat</span>
					</li>
					<li>
						<span>Sub</span>
					</li>
					<li>
						<span>Hover</span>
					</li>
					<li>
						<span>Aircraft_CTOL</span>
					</li>
				</ul>

				<p>
					These are all fairly arbitrary, and need to be set up correctly in the vehicles to make sense. This is useful for something like a stinger missile, where it should only lock onto aircraft. (Combined with the CannotFireWithoutLock flag in the weapon, this can feel really nice.)
				</p>
			</td>
		</tr>
	</tbody>
</table>

<p>
	<span> </span>
</p>
]]></description><guid isPermaLink="false">13</guid><pubDate>Wed, 26 Jan 2022 20:21:07 +0000</pubDate></item><item><title>Weapon View Model Ammo Counters/C4 Timer Counter</title><link>https://w3dhub.com/forum/documentation/w3d-engine-documentation/weapons/weapon-view-model-ammo-countersc4-timer-counter-r45/</link><description><![CDATA[<p>
	This tutorial will cover both adding an ammo counter to a weapon (imagine the Halo Assault Rifle's ammo display), as well as adding a timer to the C4 object in the world, instead of having to use an animation to display the timer. It's simple, but does require some setup.
</p>

<p>
	 
</p>

<h2>
	Setting up the Number Texture
</h2>

<p>
	The first step is creating a texture for the counters. It needs to have the numbers laid out in a grid format, like this:
</p>

<table border="1" cellpadding="1" cellspacing="1" style="width:100px; text-align: center;">
	<tbody>
		<tr>
			<td>
				0
			</td>
			<td>
				1
			</td>
			<td>
				2
			</td>
			<td>
				3
			</td>
		</tr>
		<tr>
			<td>
				4
			</td>
			<td>
				5
			</td>
			<td>
				6
			</td>
			<td>
				7
			</td>
		</tr>
		<tr>
			<td>
				8
			</td>
			<td>
				9
			</td>
			<td>
				-
			</td>
			<td>
				 
			</td>
		</tr>
		<tr>
			<td>
				 
			</td>
			<td>
				 
			</td>
			<td>
				 
			</td>
			<td>
				 
			</td>
		</tr>
	</tbody>
</table>

<p>
	The dash in the grid is for when a weapon is reloading. It could be any graphic, but a dash works well.
</p>

<p>
	It doesn't matter if the texture has an alpha channel or not, that more depends on how the texture will be applied to the digit meshes in the model. A sample texture is included in the sample pack at the end of this post.
</p>

<p>
	 
</p>

<h2>
	Setting up the W3D Material
</h2>

<p>
	One important part of the counter system is the material. You will need a <strong>W3D Material</strong> for this. Set up the material for how you want the texture to look on the weapon, including blending modes, vertex material colours, etc. There is one limitation: You can only use the Stage 0 texture for this (so no detail texture. However, you shouldn't need it.)
</p>

<p>
	Once you have the rest of the material set up, it's time to set up the <strong>Stage 0 Mapping</strong>. Set the Type to <strong>Grid</strong> and fill in the <strong>Args</strong> box with this text:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted" id="ips_uid_9069_9" style=""><span class="pln">FPS=0.0
Log2Width=2
Last=10
Offset=0</span></pre>

<p>
	Once that is done, the material is ready, and it's time to set up the model part of this.
</p>

<p>
	 
</p>

<h2>
	Setting up a weapon view model to have an ammo counter
</h2>

<p>
	Setting up a weapon to have an ammo counter requires up to 3 meshes to act as the digits (you can have two or even one depending on what you want the weapon to show.)
</p>

<p>
	Apply the texture to the mesh, then make sure that the mesh you want the number to appear on is unwrapped so that the UVs only cover the zero on the number texture. Then name the 3 digits appropriately:
</p>

<table border="1" cellpadding="8" cellspacing="1">
	<thead>
		<tr>
			<th scope="col">
				Name
			</th>
			<th scope="col">
				Purpose
			</th>
		</tr>
	</thead>
	<tbody>
		<tr>
			<td>
				AmmoCH
			</td>
			<td>
				Displays the hundreds digit (eg <u><strong>1</strong></u>23)
			</td>
		</tr>
		<tr>
			<td>
				AmmoCT
			</td>
			<td>
				Displays the tens digit (eg 1<u><strong>2</strong></u>3)
			</td>
		</tr>
		<tr>
			<td>
				AmmoCO
			</td>
			<td>
				Displays the ones digit (eg 12<u><strong>3</strong></u>)
			</td>
		</tr>
	</tbody>
</table>

<p>
	Included in the sample pack at the end of this post is an example weapon view model with the digits set up.
</p>

<p>
	 
</p>

<h2>
	Setting up a C4 Timer
</h2>

<p>
	Setting up a C4 timer is much the same as setting up a view model ammo counter, just that the names that are used are different:
</p>

<table border="1" cellpadding="8" cellspacing="1">
	<thead>
		<tr>
			<th scope="col">
				Name
			</th>
			<th scope="col">
				Purpose
			</th>
		</tr>
	</thead>
	<tbody>
		<tr>
			<td>
				TIMERDTM
			</td>
			<td>
				Displays the tens digit of the minutes on the display (eg <u><strong>1</strong></u>2:34)
			</td>
		</tr>
		<tr>
			<td>
				TIMERDOM
			</td>
			<td>
				Displays the ones digit of the minutes on the display (eg 1<u><strong>2</strong></u>:34)
			</td>
		</tr>
		<tr>
			<td>
				TIMERDT
			</td>
			<td>
				Displays the tens digit of the seconds on the display (eg 12:<u><strong>3</strong></u>4)
			</td>
		</tr>
		<tr>
			<td>
				TIMERDO
			</td>
			<td>
				Displays the ones digit of the seconds on the display (eg 12:3<u><strong>4</strong></u>)
			</td>
		</tr>
	</tbody>
</table>

<p>
	Included in the sample pack at the end of this post is an example weapon view model with the digits set up.
</p>

<p>
	 
</p>

<h2>
	Sample Pack
</h2>

<p>
	<a class="ipsAttachLink" data-fileext="zip" data-fileid="33286" href="https://w3dhub.com/forum/applications/core/interface/file/attachment.php?id=33286&amp;key=62ad8fd92e1d1e27cbe5d4a6223e34c3" rel="">AmmoCounterC4TimerSamplePack.zip</a>
</p>

<p>
	This sample pack contains the texture for the counter digits, as well as an example of the weapon ammo counter and C4 timers, in Max 2017 format.
</p>

<p>
	The <strong>Counter Material</strong> is the material that is applied to the digits, to make them work.
</p>

<p style="padding:0px">
	 
</p>

<p>
	<a class="ipsAttachLink" data-fileext="tga" data-fileid="33287" data-filekey="022c9fd39046e934a4f3aaed7f13c76e" href="https://w3dhub.com/forum/applications/core/interface/file/attachment.php?id=33287&amp;key=022c9fd39046e934a4f3aaed7f13c76e" rel="">19366083.tga</a>
</p>
]]></description><guid isPermaLink="false">45</guid><pubDate>Tue, 03 May 2022 21:08:31 +0000</pubDate></item></channel></rss>
