Weapon Info in Grand Theft Auto IV.
<weaponinfo version="1"> <!-- --> <!-- MELEE WEAPONS --> <!-- --> <weapon type="UNARMED"> <data slot="UNARMED" firetype="MELEE" damagetype="MELEE" group="PUNCH_KICK" targetrange="10.0" weaponrange="1.6"> <damage base="0" networkplayermod="1.0" networkpedmod="1.0"/> <pickup regentime="0"/> <controller> <rumble duration="60" intensity="0.23"/> </controller> <flags> <flag>CAN_AIM</flag> <flag>ARMOUR_PENETRATING</flag> </flags> </data> </weapon> <weapon type="BASEBALLBAT"> <data slot="MELEE" firetype="MELEE" damagetype="MELEE" group="MELEE_WOOD" targetrange="10.0" weaponrange="1.6"> <damage base="1" networkplayermod="1.0" networkpedmod="1.0"/> <pickup regentime="120000"/> <controller> <rumble duration="60" intensity="0.23"/> </controller> <flags> <flag>CAN_AIM</flag> <flag>MELEE_CLUB</flag> <flag>ARMOUR_PENETRATING</flag> </flags> </data> <assets model="w_bat"> <anim meleegroup1="club_core" meleegroup2="club_extra"/> </assets> </weapon> <weapon type="POOLCUE"> <data slot="MELEE" firetype="MELEE" damagetype="MELEE" group="MELEE_WOOD" targetrange="10.0" weaponrange="1.6"> <damage base="1" networkplayermod="1.0" networkpedmod="1.0"/> <pickup regentime="120000"/> <controller> <rumble duration="60" intensity="0.23"/> </controller> <flags> <flag>CAN_AIM</flag> <flag>MELEE_CLUB</flag> <flag>ARMOUR_PENETRATING</flag> </flags> </data> <assets model="w_cue"/> </weapon> <weapon type="KNIFE"> <data slot="MELEE" firetype="MELEE" damagetype="MELEE" group="MELEE_SHARP" targetrange="10.0" weaponrange="1.6"> <damage base="1" networkplayermod="1.0" networkpedmod="1.0"/> <pickup regentime="120000"/> <controller> <rumble duration="60" intensity="0.1"/> </controller> <flags> <flag>CAN_AIM</flag> <flag>MELEE_BLADE</flag> <flag>INSTANT_KILL_IN_MP</flag> <flag>ARMOUR_PENETRATING</flag> </flags> </data> <assets model="w_knife"> <anim meleegroup1="blade_core" meleegroup2="blade_extra"/> </assets> </weapon> <!-- --> <!-- GUN WEAPONS --> <!-- --> <weapon type="PISTOL"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_SMALL" targetrange="45.0" weaponrange="50.0" clipsize="17" ammomax="1500" timebetweenshots="333"> <damage base="25" networkplayermod="3.0" networkpedmod="1.0"/> <physics force="50.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="0.5"> <offset x="0.15" y="1.0" z="0.55"/> <crouchedoffset x="0.2" y="1.0" z="0.05"/> <reticule standing="0.65" ducked="0.55" scale="0.3"/> </aiming> <pickup regentime="120000" ammoonstreet="30"/> <controller> <rumble duration="110" intensity="0.02"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> </flags> </data> <assets model="w_glock"> <anim group="gun@handgun" meleegroup1="firearm_core"/> <effects> <muzzle fx="muz_pistol_small"/> <shell fx="weap_ejected_pistol"/> </effects> </assets> </weapon> <weapon type="DEAGLE"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" timebetweenshots="333"> <damage base="40" networkplayermod="4.0" networkpedmod="1.0"/> <physics force="75.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="0.5"> <offset x="0.15" y="1.0" z="0.55"/> <crouchedoffset x="0.2" y="1.0" z="0.05"/> <reticule standing="0.6" ducked="0.5" scale="0.3"/> </aiming> <pickup regentime="240000" ammoonstreet="30"/> <controller> <rumble duration="150" intensity="0.1"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> </flags> </data> <assets model="w_eagle"> <anim group="gun@deagle" meleegroup1="firearm_core"/> <effects> <muzzle fx="muz_pistol_large"/> <shell fx="weap_ejected_pistol"/> </effects> </assets> </weapon> <weapon type="SHOTGUN"> <data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="35.0" clipsize="8" ammomax="80" timebetweenshots="1233"> <damage base="20" networkplayermod="5.0" networkpedmod="1.0"/> <physics force="15.0"/> <reload time="2933" fasttime="2933" crouchtime="2933"/> <aiming accuracy="0.08"> <offset x="0.16" y="1.0" z="0.44"/> <crouchedoffset x="0.16" y="1.0" z="0.0"/> <reticule standing="1.0" ducked="1.0" scale="0.0"/> </aiming> <pickup regentime="240000" ammoonstreet="16"/> <controller> <rumble duration="200" intensity="1.0"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> <flag>HIGHER_BREAK_FORCE</flag> </flags> </data> <assets model="w_shotgun"> <anim group="gun@shotgun"/> <effects> <muzzle fx="muz_shotgun"/> <shell fx="weap_ejected_shotgun"/> </effects> </assets> </weapon> <weapon type="BARETTA"> <data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="40.0" clipsize="10" ammomax="80" timebetweenshots="433"> <damage base="10" networkplayermod="5.0" networkpedmod="1.0"/> <physics force="12.0"/> <reload time="2933" fasttime="2933" crouchtime="2933"/> <aiming accuracy="0.05"> <offset x="0.15" y="1.0" z="0.55"/> <crouchedoffset x="0.15" y="1.0" z="0.05"/> <reticule standing="1.0" ducked="1.0" scale="0.0"/> </aiming> <pickup regentime="480000" ammoonstreet="15"/> <controller> <rumble duration="200" intensity="1.0"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> <flag>HIGHER_BREAK_FORCE</flag> </flags> </data> <assets model="w_pumpshot"> <anim group="gun@baretta"/> <effects> <muzzle fx="muz_shotgun"/> <shell fx="weap_ejected_shotgun"/> </effects> </assets> </weapon> <weapon type="MICRO_UZI"> <data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="45.0" weaponrange="50.0" clipsize="50" ammomax="1200" timebetweenshots="66"> <damage base="20" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="40.0"/> <reload time="2266" fasttime="2266" crouchtime="2000"/> <aiming accuracy="0.55"> <offset x="0.15" y="1.0" z="0.55"/> <crouchedoffset x="0.2" y="1.0" z="0.1"/> <reticule standing="0.75" ducked="0.6" scale="0.3"/> </aiming> <pickup regentime="240000" ammoonstreet="60"/> <controller> <rumble duration="100" intensity="0.02"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> </flags> </data> <assets model="w_uzi"> <anim group="gun@uzi" meleegroup1="firearm_core"/> <effects> <muzzle fx="muz_smg"/> <shell fx="weap_ejected_smg"/> </effects> </assets> </weapon> <weapon type="MP5"> <data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="55.0" weaponrange="60.0" clipsize="30" ammomax="1200" timebetweenshots="66"> <damage base="20" networkplayermod="2.5" networkpedmod="1.25"/> <physics force="50.0"/> <reload time="1666" fasttime="1666" crouchtime="2533"/> <aiming accuracy="0.55"> <offset x="0.13" y="1.0" z="0.45"/> <crouchedoffset x="0.11" y="1.0" z="-0.02"/> <reticule standing="0.75" ducked="0.6" scale="0.3"/> </aiming> <pickup regentime="360000" ammoonstreet="60"/> <controller> <rumble duration="100" intensity="0.02"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>TREAT_AS_2HANDED_IN_COVER</flag> </flags> </data> <assets model="w_mp5"> <anim group="gun@mp5k" meleegroup1="firearm_core"> <rates firerate="1.0" blindfirerate="1.4"/> </anim> <effects> <muzzle fx="muz_smg"/> <shell fx="weap_ejected_smg"/> </effects> </assets> </weapon> <weapon type="AK47"> <data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="55.0" weaponrange="65.0" clipsize="30" ammomax="600" timebetweenshots="133"> <damage base="30" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="75.0"/> <reload time="2066" fasttime="1166" crouchtime="2066"/> <aiming accuracy="0.5"> <offset x="0.16" y="1.0" z="0.55"/> <crouchedoffset x="0.1" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.3"/> </aiming> <pickup regentime="480000" ammoonstreet="80"/> <controller> <rumble duration="90" intensity="0.1"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> </flags> </data> <assets model="w_ak47"> <anim group="gun@ak47"> <rates firerate="1.2" blindfirerate="1.2"/> </anim> <effects> <muzzle fx="muz_machine"/> <shell fx="weap_ejected_rifle"/> </effects> </assets> </weapon> <weapon type="M4"> <data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="65.0" weaponrange="70.0" clipsize="30" ammomax="600" timebetweenshots="133"> <damage base="30" networkplayermod="2.5" networkpedmod="1.25"/> <physics force="75.0"/> <reload time="2066" fasttime="1166" crouchtime="2066"/> <aiming accuracy="0.5"> <offset x="0.14" y="1.0" z="0.55"/> <crouchedoffset x="0.08" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.3"/> </aiming> <pickup regentime="600000" ammoonstreet="80"/> <controller> <rumble duration="90" intensity="0.1"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> </flags> </data> <assets model="w_m4"> <anim group="gun@ak47"> <rates firerate="1.2" blindfirerate="1.2"/> </anim> <effects> <muzzle fx="muz_machine"/> <shell fx="weap_ejected_rifle"/> </effects> </assets> </weapon> <weapon type="SNIPERRIFLE"> <data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="1500.0" clipsize="10" ammomax="50" timebetweenshots="400"> <damage base="20" fps="75" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="100.0"/> <reload time="2066" fasttime="2066" crouchtime="2066"/> <aiming accuracy="10.0" accuracyfps="0.0"> <offset x="0.16" y="1.0" z="0.55"/> <crouchedoffset x="0.16" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.05"/> </aiming> <pickup regentime="360000" ammoonstreet="20"/> <controller> <rumble duration="120" intensity="0.3"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>FIRST_PERSON</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> </flags> </data> <assets model="w_psg1"> <anim group="gun@rifle"/> </assets> </weapon> <weapon type="M40a1"> <data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="1500.0" clipsize="5" ammomax="50" timebetweenshots="333"> <damage base="20" fps="75" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="100.0"/> <reload time="1300" fasttime="2066" crouchtime="2066"/> <aiming accuracy="10.0" accuracyfps="0.0"> <offset x="0.16" y="1.0" z="0.55"/> <crouchedoffset x="0.16" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.05"/> </aiming> <pickup regentime="360000" ammoonstreet="10"/> <controller> <rumble duration="120" intensity="0.3"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>FIRST_PERSON</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> </flags> </data> <assets model="w_rifle"> <anim group="gun@m40a1"/> </assets> </weapon> <weapon type="RLAUNCHER"> <data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="50.0" weaponrange="100.0" clipsize="1" ammomax="8" timebetweenshots="800"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <reload time="2066" fasttime="2066" crouchtime="2066"/> <aiming accuracy="1.0"> <offset x="0.15" y="1.0" z="0.53"/> <crouchedoffset x="0.12" y="1.0" z="0.05"/> <reticule standing="1.0" ducked="1.0" scale="0.0"/> </aiming> <pickup regentime="600000" ammoonstreet="4"/> <controller> <rumble duration="200" intensity="0.4"/> </controller> <flags> <flag>GUN</flag> <flag>HEAVY</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>CREATE_VISIBLE_ORDNANCE</flag> <flag>2HANDED</flag> <flag>KEEP_CAMERA_BEHIND</flag> </flags> <projectile> <typetocreate type="ROCKET"/> <offset x="0.54" y="0.0" z="0.055"/> <rotoffset x="0.0" y="0.0" z="-1.571"/> </projectile> </data> <assets model="rpg"> <anim group="gun@rocket"/> <effects> <muzzle fx="muz_rocket"/> </effects> </assets> </weapon> <weapon type="MINIGUN"> <data slot="HEAVY" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="100.0" weaponrange="400.0" clipsize="750" timebetweenshots="36"> <damage base="1000" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="500.0"/> <reload time="3000" fasttime="3000" crouchtime="3000"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="0" ammoonstreet="500"/> <controller> <rumble duration="60" intensity="0.3"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>HEAVY</flag> </flags> </data> <assets> <effects> <muzzle fx="muz_minigun"/> </effects> </assets> </weapon> <weapon type="FTHROWER"/> <weapon type="CAMERA"/> <!-- --> <!-- PROJECTILE WEAPONS --> <!-- --> <weapon type="GRENADE"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="35.0" clipsize="1" ammomax="25"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="360000" ammoonstreet="8"/> <controller> <rumble duration="50" intensity="0.1"/> </controller> <flags> <flag>THROWN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>ADD_SMOKE_ON_EXPLOSION</flag> <flag>SILENCED</flag> </flags> <projectile type="FUSE" fusetime="5000"> <explosion type="GRENADE"/> <physics force="33.0" vehiclevelocity="5.0"/> </projectile> </data> <assets model="w_grenade"> <anim group="grenade"/> </assets> </weapon> <weapon type="MOLOTOV"> <data slot="THROWN" firetype="PROJECTILE" damagetype="FIRE" group="MOLOTOV" targetrange="35.0" clipsize="1" ammomax="25"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="240000" ammoonstreet="8"/> <controller> <rumble duration="50" intensity="0.3"/> </controller> <flags> <flag>THROWN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>SILENCED</flag> </flags> <projectile type="IMPACT"> <explosion type="MOLOTOV"/> <physics force="33.0" vehiclevelocity="8.0"/> </projectile> </data> <assets model="w_molotov"> <anim group="molotov"/> </assets> </weapon> <weapon type="ROCKET"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="35.0" clipsize="1" stattype="RLAUNCHER"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> <reticule standing="0.65" ducked="0.55" scale="0.3"/> </aiming> <pickup regentime="360000" ammoonstreet="8"/> <controller> <rumble duration="0" intensity="0.0"/> </controller> <flags> <flag>THROWN</flag> <flag>EXPLOSION_BASED_ON_IMPACT</flag> <flag>ADD_SMOKE_ON_EXPLOSION</flag> </flags> <projectile type="ROCKET"> <explosion type="ROCKET"/> <physics force="30.0" explodeimpactthreshold="0.25" explodeimpactwithvehiclethreshold="0.05"/> </projectile> </data> <assets model="cj_rpg_rocket"> <effects> <trail fx="weap_rocket_player"/> </effects> </assets> </weapon> <weapon type="OBJECT"> <data slot="SPECIAL" firetype="PROJECTILE" damagetype="COLLISION" group="MELEE_GENERIC" targetrange="30.0" clipsize="1"> <damage base="5" networkplayermod="2.0" networkpedmod="1.0"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="75" ammoonstreet="1"/> <controller> <rumble duration="0" intensity="0.0"/> </controller> <flags> <flag>THROWN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> </flags> <projectile type="NONE"> <physics force="20.0"/> </projectile> </data> <assets> <anim group="grenade"/> </assets> </weapon> </weaponinfo>
The Ballad of Gay Tony
<weaponinfo version="1"> <!-- GRENADE LAUNCHER --> <weapon type="EPISODIC_1"> <data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="25.0" weaponrange="27.5" clipsize="1" ammomax="20" timebetweenshots="800"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <reload time="2066" fasttime="2066" crouchtime="2066"/> <aiming accuracy="1.0"> <offset x="0.15" y="1.0" z="0.53"/> <crouchedoffset x="0.12" y="1.0" z="0.05"/> <reticule standing="1.0" ducked="1.0" scale="0.0"/> <ordnanceoffset pitch="0.1"/> </aiming> <pickup regentime="600000" ammoonstreet="4"/> <controller> <rumble duration="100" intensity="0.8"/> </controller> <flags> <flag>GUN</flag> <flag>HEAVY</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <!--<flag>CREATE_VISIBLE_ORDNANCE</flag>--> <flag>2HANDED</flag> <flag>HEAVY_WEAPON_USES_RIFLE_ANIMS</flag> </flags> <projectile> <typetocreate type="EPISODIC_5"/> <offset x="0.55" y="0.0" z="0.08"/> <rotoffset x="0.0" y="0.0" z="0.0"/> </projectile> </data> <assets model="w_e2_glauncher"> <anim group="gun@grnde_launch"/> <!-- <effects> --> <!-- <muzzle fx="muz_grenade_launcher"/> --> <!-- </effects> --> </assets> </weapon> <!-- GRENADE for GRENADE LAUNCHER (not usable as a thrown weapon on its own) --> <weapon type="EPISODIC_5"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="35.0" clipsize="1" stattype="EPISODIC_1"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <projectile type="FUSE" fusetime="2000"> <explosion type="EPISODIC_1"/> <physics force="33.0"/> </projectile> </data> <assets model="w_e2_grenade"> <effects> <trail fx="weap_pipe_bomb_trail"/> </effects> </assets> </weapon> <!-- PISTOL 44 AUTOMAG --> <weapon type="EPISODIC_9"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="8" ammomax="1500" timebetweenshots="333"> <damage base="60" networkplayermod="4.0" networkpedmod="1.0"/> <physics force="100.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="0.5"> <offset x="0.15" y="1.0" z="0.55"/> <crouchedoffset x="0.2" y="1.0" z="0.05"/> <reticule standing="0.6" ducked="0.5" scale="0.3"/> </aiming> <pickup regentime="240000" ammoonstreet="30"/> <controller> <rumble duration="150" intensity="0.1"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> </flags> </data> <assets model="w_e2_44amag"> <anim group="gun@44A" meleegroup1="firearm_core"/> <effects> <muzzle fx="muz_pistol_large"/> <shell fx="weap_ejected_pistol"/> </effects> </assets> </weapon> <!-- EXPLOSIVE ROUND FIRING SHOTGUN --> <weapon type="EPISODIC_10"> <data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="65.0" weaponrange="70.0" clipsize="20" ammomax="600" timebetweenshots="133"> <damage base="30" networkplayermod="2.5" networkpedmod="1.25"/> <physics force="200.0"/> <reload time="2066" fasttime="1166" crouchtime="2066"/> <aiming accuracy="0.7" pellets="1"> <offset x="0.14" y="1.0" z="0.55"/> <crouchedoffset x="0.08" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.3"/> </aiming> <pickup regentime="600000" ammoonstreet="80"/> <controller> <rumble duration="90" intensity="0.1"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> </flags> </data> <assets model="w_e2_aa12_exp"> <anim group="gun@aa12"> <rates firerate="1.0" blindfirerate="1.0"/> </anim> <effects> <muzzle fx="muz_AA12"/> <shell fx="weap_ejected_AA12_grn"/> </effects> </assets> </weapon> <!-- AUTO ASSAULT SHOTGUN --> <weapon type="EPISODIC_11"> <data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="35.0" clipsize="20" ammomax="250" timebetweenshots="1500"> <damage base="25" networkplayermod="5.0" networkpedmod="1.0"/> <physics force="15.0"/> <reload time="2933" fasttime="2933" crouchtime="2933"/> <aiming accuracy="0.06"> <offset x="0.16" y="1.0" z="0.44"/> <crouchedoffset x="0.16" y="1.0" z="0.0"/> <reticule standing="1.0" ducked="1.0" scale="0.0"/> </aiming> <pickup regentime="240000" ammoonstreet="16"/> <controller> <rumble duration="180" intensity="0.8"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> <flag>HIGHER_BREAK_FORCE</flag> <flag>MISSION_CAN_FORCE_DRIVEBY_USE</flag> <flag>DONT_RUMBLE_WHEN_DOING_DRIVE_BY</flag> </flags> </data> <assets model="w_e2_aa12"> <anim group="gun@aa12"> <rates firerate="1.0" blindfirerate="1.0"/> </anim> <effects> <muzzle fx="muz_AA12"/> <shell fx="weap_ejected_AA12_red"/> </effects> </assets> </weapon> <!-- P90 --> <weapon type="EPISODIC_12"> <data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="45.0" weaponrange="50.0" clipsize="50" ammomax="1200" timebetweenshots="66"> <damage base="25" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="50.0"/> <reload time="2266" fasttime="2266" crouchtime="2000"/> <aiming accuracy="0.7"> <offset x="0.1" y="0.8" z="0.55"/> <crouchedoffset x="0.1" y="0.8" z="0.1"/> <reticule standing="0.75" ducked="0.6" scale="0.3"/> </aiming> <pickup regentime="240000" ammoonstreet="60"/> <controller> <rumble duration="100" intensity="0.04"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>TREAT_AS_2HANDED_IN_COVER</flag> <flag>2HANDED</flag> </flags> </data> <assets model="w_e2_p90"> <anim group="gun@p90"> <rates firerate="1.0" blindfirerate="1.45"/> </anim> <effects> <muzzle fx="muz_P90"/> <shell fx="weap_ejected_p90"/> </effects> </assets> </weapon> <!-- SOLID GOLD UZI --> <weapon type="EPISODIC_13"> <data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="45.0" weaponrange="50.0" clipsize="30" ammomax="1200" timebetweenshots="66"> <damage base="25" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="50.0"/> <reload time="2266" fasttime="2266" crouchtime="2000"/> <aiming accuracy="0.55"> <offset x="0.15" y="1.0" z="0.55"/> <crouchedoffset x="0.2" y="1.0" z="0.1"/> <reticule standing="0.75" ducked="0.6" scale="0.3"/> </aiming> <pickup regentime="240000" ammoonstreet="60"/> <controller> <rumble duration="100" intensity="0.04"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> </flags> </data> <assets model="w_e2_uzi"> <anim group="gun@GOLD_UZI" meleegroup1="firearm_core"/> <effects> <muzzle fx="muz_smg"/> <shell fx="weap_ejected_smg"/> </effects> </assets> </weapon> <!-- M249 AUTOMATIC WEAPON --> <weapon type="EPISODIC_14"> <data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="65.0" weaponrange="70.0" clipsize="200" ammomax="600" timebetweenshots="133"> <damage base="15" networkplayermod="2.5" networkpedmod="1.25"/> <physics force="80.0"/> <reload time="2066" fasttime="1166" crouchtime="2066"/> <aiming accuracy="1.0"> <offset x="0.14" y="1.0" z="0.55"/> <crouchedoffset x="0.08" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.2"/> </aiming> <pickup regentime="600000" ammoonstreet="80"/> <controller> <rumble duration="90" intensity="0.1"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> </flags> </data> <assets model="w_e2_m249"> <anim group="gun@m249"> <rates firerate="0.8" blindfirerate="2.0"/> </anim> <effects> <muzzle fx="muz_M249"/> <shell fx="weap_ejected_rifle"/> </effects> </assets> </weapon> <!-- DSR-1 SNIPER RIFLE --> <weapon type="EPISODIC_15"> <data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="50.0" weaponrange="1500.0" clipsize="10" ammomax="50" timebetweenshots="333"> <damage base="20" fps="75" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="150.0"/> <reload time="1300" fasttime="2066" crouchtime="2066"/> <aiming accuracy="10.0" accuracyfps="0.0"> <offset x="0.16" y="1.0" z="0.55"/> <crouchedoffset x="0.16" y="1.0" z="0.12"/> <reticule standing="0.6" ducked="0.5" scale="0.05"/> </aiming> <pickup regentime="360000" ammoonstreet="10"/> <controller> <rumble duration="120" intensity="0.3"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>FIRST_PERSON</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> </flags> </data> <assets model="w_e2_dsr1"> <anim group="gun@DSR1"> <rates firerate="1.3" blindfirerate="1.0"/> </anim> </assets> </weapon> <!-- STICKY BOMB --> <weapon type="EPISODIC_16"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="35.0" clipsize="1" ammomax="25"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="360000" ammoonstreet="8"/> <controller> <rumble duration="50" intensity="0.1"/> </controller> <flags> <flag>THROWN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>ADD_SMOKE_ON_EXPLOSION</flag> <flag>SILENCED</flag> </flags> <projectile type="STICKY" fusetime="90000"> <explosion type="EPISODIC_7"/> <physics force="45.0" vehiclevelocity="10.0"/> </projectile> </data> <assets model="w_e2_stickybomb"> <anim group="grenade"/> <effects> <trail fx="weap_sticky_trail"/> </effects> </assets> </weapon> <!-- BUZZARD (heli) rocket launcher --> <weapon type="EPISODIC_17"> <data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="50.0" weaponrange="80.0" clipsize="1" timebetweenshots="66"> <damage base="100" networkplayermod="1.0" networkpedmod="1.0"/> <reload time="400" fasttime="400" crouchtime="400"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="0" ammoonstreet="500"/> <controller> <rumble duration="60" intensity="0.3"/> </controller> <projectile> <typetocreate type="EPISODIC_18"/> </projectile> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>HEAVY</flag> </flags> </data> </weapon> <!-- BUZZARD (heli) rocket for BUZZARD rocket launcher. Not for use on its own --> <weapon type="EPISODIC_18"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="ROCKET" targetrange="80.0" clipsize="1" timebetweenshots="180"> <damage networkplayermod="1.0" networkpedmod="1.0"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> <reticule standing="0.65" ducked="0.55" scale="0.3"/> </aiming> <pickup regentime="360000" ammoonstreet="8"/> <controller> <rumble duration="0" intensity="0.0"/> </controller> <flags> <flag>THROWN</flag> <flag>EXPLOSION_BASED_ON_IMPACT</flag> <flag>ADD_SMOKE_ON_EXPLOSION</flag> </flags> <projectile type="ROCKET" fusetime="170"> <explosion type="EPISODIC_5"/> <physics force="149.9" explodeimpactthreshold="0.0" explodeimpactwithvehiclethreshold="0.0"/> </projectile> </data> <assets model="W_e2_rocket"> <effects> <trail fx="weap_rocket_buzzard"/> </effects> </assets> </weapon> <!-- BUZZARD (heli) minigun --> <weapon type="EPISODIC_19"> <data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="50.0" weaponrange="200.0" clipsize="1" timebetweenshots="0"> <damage base="100" networkplayermod="1.0" networkpedmod="1.0"/> <physics force="300.0"/> <reload time="66" fasttime="66" crouchtime="66"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="0" ammoonstreet="500"/> <controller> <rumble duration="60" intensity="0.3"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>HEAVY</flag> </flags> </data> <assets> <effects> <muzzle fx="muz_buzzard"/> </effects> </assets> </weapon> <!-- APC cannon --> <weapon type="EPISODIC_20"> <data slot="HEAVY" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="50.0" weaponrange="200.0" clipsize="1" timebetweenshots="0"> <damage base="100" networkplayermod="1.0" networkpedmod="1.0"/> <physics force="300.0"/> <reload time="200" fasttime="200" crouchtime="200"/> <aiming accuracy="0.3"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="0" ammoonstreet="500"/> <controller> <rumble duration="75" intensity="0.30"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>HEAVY</flag> </flags> </data> <assets> <effects> <muzzle fx="muz_buzzard"/> </effects> </assets> </weapon> <!-- PARACHUTE --> <weapon type="EPISODIC_21"> <data slot="PARACHUTE" firetype="MELEE" damagetype="MELEE" group="PUNCH_KICK"/> </weapon> <!-- OVERRIDE GTA MINIGUN --> <weapon type="MINIGUN"> <data slot="HEAVY" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="50.0" weaponrange="200.0" clipsize="100" timebetweenshots="66"> <damage base="100" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="500.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="0" ammoonstreet="500"/> <controller> <rumble duration="60" intensity="0.3"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>HEAVY</flag> </flags> </data> <assets> <effects> <muzzle fx="muz_minigun"/> </effects> </assets> </weapon> <!-- OVERRIDE GTA DEAGLE WITH NEW MODEL --> <weapon type="DEAGLE"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_LARGE" targetrange="45.0" weaponrange="50.0" clipsize="9" ammomax="1500" timebetweenshots="333"> <damage base="40" networkplayermod="4.0" networkpedmod="1.0"/> <physics force="75.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="0.5"> <offset x="0.15" y="1.0" z="0.55"/> <crouchedoffset x="0.2" y="1.0" z="0.05"/> <reticule standing="0.6" ducked="0.5" scale="0.3"/> </aiming> <pickup regentime="240000" ammoonstreet="30"/> <controller> <rumble duration="150" intensity="0.1"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> </flags> </data> <assets model="w_e2_eagle"> <anim group="gun@deagle" meleegroup1="firearm_core"/> <effects> <muzzle fx="muz_pistol_large"/> <shell fx="weap_ejected_pistol"/> </effects> </assets> </weapon> </weaponinfo>
The Lost and Damned
<weaponinfo version="1"> <!-- --> <!-- MELEE WEAPONS --> <!-- --> <!-- POOL CUE --> <weapon type="EPISODIC_4"> <data slot="MELEE" firetype="MELEE" damagetype="MELEE" group="MELEE_WOOD" targetrange="10.0" weaponrange="1.6"> <damage base="1" networkplayermod="1.0" networkpedmod="1.0"/> <pickup regentime="120000"/> <controller> <rumble duration="60" intensity="0.23"/> </controller> <flags> <flag>CAN_AIM</flag> <flag>MELEE_CLUB</flag> <flag>ARMOUR_PENETRATING</flag> </flags> </data> <assets model="w_e1_cuehalf"> <anim meleegroup1="cue_e1_core" meleegroup2="cue_e1_extra"/> </assets> </weapon> <!-- --> <!-- GUN WEAPONS --> <!-- --> <!-- GRENADE LAUNCHER --> <weapon type="EPISODIC_1"> <data slot="HEAVY" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="25.0" weaponrange="27.5" clipsize="1" ammomax="20" timebetweenshots="800"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <reload time="2066" fasttime="2066" crouchtime="2066"/> <aiming accuracy="1.0"> <offset x="0.15" y="1.0" z="0.53"/> <crouchedoffset x="0.12" y="1.0" z="0.05"/> <reticule standing="1.0" ducked="1.0" scale="0.0"/> <ordnanceoffset pitch="0.1"/> </aiming> <pickup regentime="600000" ammoonstreet="4"/> <controller> <rumble duration="100" intensity="0.8"/> </controller> <flags> <flag>GUN</flag> <flag>HEAVY</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <!--<flag>CREATE_VISIBLE_ORDNANCE</flag>--> <flag>2HANDED</flag> <flag>HEAVY_WEAPON_USES_RIFLE_ANIMS</flag> </flags> <projectile> <typetocreate type="EPISODIC_5"/> <offset x="0.55" y="0.0" z="0.08"/> <rotoffset x="0.0" y="0.0" z="0.0"/> </projectile> </data> <assets model="w_e1_glauncher"> <anim group="gun@grnde_launch"/> <effects> <muzzle fx="muz_grenade_launcher"/> </effects> </assets> </weapon> <!-- SWEEPER SHOTGUN --> <weapon type="EPISODIC_2"> <data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="35.0" clipsize="8" ammomax="250" timebetweenshots="1233"> <damage base="25" networkplayermod="5.0" networkpedmod="1.0"/> <physics force="15.0"/> <reload time="2933" fasttime="2933" crouchtime="2933"/> <aiming accuracy="0.06"> <offset x="0.16" y="1.0" z="0.44"/> <crouchedoffset x="0.16" y="1.0" z="0.0"/> <reticule standing="1.0" ducked="1.0" scale="0.0"/> </aiming> <pickup regentime="240000" ammoonstreet="16"/> <controller> <rumble duration="180" intensity="0.8"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> <flag>HIGHER_BREAK_FORCE</flag> <flag>MISSION_CAN_FORCE_DRIVEBY_USE</flag> <flag>DONT_RUMBLE_WHEN_DOING_DRIVE_BY</flag> </flags> </data> <assets model="w_e1_sweeper"> <anim group="gun@test_gun"> <rates firerate="1.2" blindfirerate="1.2"/> </anim> <effects> <muzzle fx="muz_street_shotgun"/> <shell fx="weap_ejected_shotgun"/> </effects> </assets> </weapon> <!-- SAWNOFF SHOTGUN --> <weapon type="EPISODIC_6"> <data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="35.0" clipsize="2" ammomax="160" timebetweenshots="1233"> <damage base="30" networkplayermod="5.0" networkpedmod="1.0"/> <physics force="27.0"/> <reload time="1001" fasttime="1001" crouchtime="1001"/> <aiming accuracy="0.16" pellets="28"> <offset x="0.16" y="1.0" z="0.44"/> <crouchedoffset x="0.16" y="1.0" z="0.0"/> <reticule standing="1.4" ducked="1.4" scale="0.0"/> </aiming> <pickup regentime="240000" ammoonstreet="16"/> <controller> <rumble duration="200" intensity="1.0"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>2HANDED</flag> <flag>HIGHER_BREAK_FORCE</flag> <flag>CAN_BE_USED_AS_DRIVEBY</flag> </flags> </data> <assets model="w_e1_sawnoff"> <anim group="gun@sawnoff"> <rates firerate="1.0" blindfirerate="1.0"/> </anim> <effects> <muzzle fx="muz_sawn_off"/> <shell fx="weap_ejected_shotgun"/> </effects> </assets> </weapon> <!-- SEMI-AUTO PISTOL (cz75) --> <weapon type="EPISODIC_7"> <data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="PISTOL_SMALL" targetrange="55.0" weaponrange="65.0" clipsize="17" ammomax="1200" timebetweenshots="333"> <damage base="20" networkplayermod="3.0" networkpedmod="1.0"/> <physics force="50.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="1.0" accuracyTime="1500.0"> <offset x="0.15" y="1.0" z="0.55"/> <crouchedoffset x="0.2" y="1.0" z="0.05"/> <reticule standing="0.65" ducked="0.55" scale="0.3"/> </aiming> <pickup regentime="120000" ammoonstreet="30"/> <controller> <rumble duration="110" intensity="0.02"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> </flags> </data> <assets model="w_e1_cz75"> <anim group="gun@cz75" meleegroup1="firearm_core"> <rates firerate="0.9" blindfirerate="2.9"/> </anim> <effects> <muzzle fx="muz_pistol_cz75"/> <shell fx="weap_ejected_pistol_cz75"/> </effects> </assets> </weapon> <!-- --> <!-- PROJECTILE WEAPONS --> <!-- --> <!-- GRENADE for GRENADE LAUNCHER (not usable as a thrown weapon on its own) --> <weapon type="EPISODIC_5"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="35.0" clipsize="1" stattype="EPISODIC_1"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <projectile type="FUSE" fusetime="4000"> <explosion type="EPISODIC_2"/> <physics force="33.0"/> </projectile> </data> <assets model="w_e1_grenade"> <effects> <trail fx="weap_pipe_bomb_trail"/> </effects> </assets> </weapon> <!-- PIPE BOMB --> <weapon type="EPISODIC_8"> <data slot="THROWN" firetype="PROJECTILE" damagetype="EXPLOSIVE" group="GRENADE" targetrange="35.0" clipsize="1" ammomax="25"> <damage networkplayermod="2.0" networkpedmod="1.0"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="360000" ammoonstreet="8"/> <controller> <rumble duration="50" intensity="0.1"/> </controller> <flags> <flag>THROWN</flag> <flag>CAN_AIM</flag> <flag>CAN_FREE_AIM</flag> <flag>ANIM_RELOAD</flag> <flag>ANIM_CROUCH_FIRE</flag> <flag>CAN_BE_USED_AS_DRIVEBY</flag> </flags> <projectile type="FUSE" fusetime="5000"> <explosion type="EPISODIC_1"/> <physics force="33.0" vehiclevelocity="5.0"/> </projectile> </data> <assets model="w_e1_pipebomb"> <anim group="grenade"/> <effects> <trail fx="weap_pipe_bomb_trail"/> </effects> </assets> </weapon> <weapon type="MINIGUN"> <data slot="HEAVY" firetype="INSTANT_HIT" damagetype="EXPLOSIVE" group="RIFLE_ASSAULT" targetrange="50.0" weaponrange="200.0" clipsize="100" timebetweenshots="66"> <damage base="100" networkplayermod="2.0" networkpedmod="1.0"/> <physics force="500.0"/> <reload time="2000" fasttime="2000" crouchtime="2000"/> <aiming accuracy="1.0"> <offset x="0.0" y="1.0" z="0.0"/> <crouchedoffset x="0.0" y="1.0" z="0.0"/> </aiming> <pickup regentime="0" ammoonstreet="500"/> <controller> <rumble duration="60" intensity="0.3"/> </controller> <flags> <flag>GUN</flag> <flag>CAN_FREE_AIM</flag> <flag>HEAVY</flag> </flags> </data> <assets> <effects> <muzzle fx="muz_minigun"/> </effects> </assets> </weapon> </weaponinfo>