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Discussion Got a few Questions.. Can anyone help

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tonymarco134

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Just wondering how i change the guns in weap.xml from shooting rockets to bullets
Also what do u change for the guns to shoot rapid fire if anyone can make a weapons line and tell me what they did it would help me alot..
 
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xDFA

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Just wondering how i change the guns in weap.xml from shooting rockets to bullets
Also what do u change for the guns to shoot rapid fire if anyone can make a weapons line and tell me what they did it would help me alot..
[sup]<weapon type="EPISODIC_14">
<data slot="HEAVY" firetype="PROJECTILE" damagetype="BULLET" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="15" networkplayermod="0" networkpedmod="9.9"/>
<physics force="80.0"/>
<reload time="2066" fasttime="1166" crouchtime="2066"/>

<aiming accuracy="0.0">
<offset x="0.0" y="1.0" z="0.0"/>
<crouchedoffset x="0.0" y="1.0" z="0.0"/>
<reticule standing="0.5" ducked="0.5" scale="0.0"/>
</aiming>[/sup]

For bullets, you can have RIFLE_ASSAULT ^^ And all the other bold text, and for rockets v v v its the ROCKET and all the bold text
[sup]<weapon type="EPISODIC_14">
<data slot="HEAVY" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="15" networkplayermod="0" networkpedmod="9.9"/>
<physics force="80.0"/>
<reload time="2066" fasttime="1166" crouchtime="2066"/>

<aiming accuracy="0.0">
<offset x="0.0" y="1.0" z="0.0"/>
<crouchedoffset x="0.0" y="1.0" z="0.0"/>
<reticule standing="0.5" ducked="0.5" scale="0.0"/>
</aiming>[/sup]


To edit fire rate, it should be time within shots (set as 0.1 on that weapon, which is the M249 Assault Rifle). 0.1 Is the fastest rate of fire, slowing it down would be done by changing it too 0.5 or something.

~Heinous
 
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tonymarco134

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ok i think i got the rapid fire thing now But to shoot bullets would be the first epesodic 14 and to shoot rockets would be the second epesodic 14 u posted right and also ur saying if i want them to be bullets instead of rockets i just take out or erase the group that says rockets
 
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xDFA

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ok i think i got the rapid fire thing now But to shoot bullets would be the first epesodic 14 and to shoot rockets would be the second epesodic 14 u posted right and also ur saying if i want them to be bullets instead of rockets i just take out or erase the group that says rockets
Yes, everything in bold is theimportant bits +Rep pleashe!
 
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tonymarco134

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Also what is the difference between firetype instant hit or firetype projectile and to change to bullets i would just change the group from rockets to rifle assault or smg or something...

k i got one made i just want to know if i did it right. i got the p90 shooting firehydrants. 2.gold uzi tazer and 2 mod killers because i wanted to see if im doing it right so please look at it and tell me if i did any of those wrong.. one of the mod killers is the ak47 and the other one is the m4..

<weaponinfo version="1">
<weapon type="EPISODIC_1">
<data slot="SHOTGUN" firetype="PROJECTILE" damagetype="BULLET" group="PISTOL_LARGE" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="40" networkplayermod="0.0" networkpedmod="9.9"/>
<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>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>

<projectile>
<typetocreate type="EPISODIC_23"/>
<offset x="0.54" y="0.0" z="0.055"/>
<rotoffset x="0.0" y="0.0" z="-1.571"/>
</projectile>
</data>

<assets model="w_e2_eagle">
<anim group="[email protected]" meleegroup1="firearm_core">
<rates firerate="3.0" blindfirerate="3.0"/>
</anim>
<effects>
<muzzle fx="muz_pistol_large"/>
<shell fx="weap_ejected_pistol"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_5">
<data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="GRENADE" targetrange="35.0" clipsize="1" stattype="EPISODIC_1">
<damage networkplayermod="0" networkpedmod="9.9"/>

<projectile type="IMPACT">
<explosion type="SHIP_DESTROY"/>
<physics force="800" vehiclevelocity="800"/>
</projectile>
</data>

<assets model="w_e2_grenade">
<effects>
<trail fx="weap_pipe_bomb_trail"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_9">
<data slot="rifle" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="66">
<damage base="25" networkplayermod="0.0" networkpedmod="1.0"/>
<physics force="0.0"/>
<reload time="2266" fasttime="2266" crouchtime="2000"/>

<aiming accuracy="0.0">
<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="0.4" scale="0.3"/>
</aiming>

<pickup regentime="1" ammoonstreet="999999"/>

<controller>
<rumble duration="100" intensity="0.04"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>
</data>

<assets model="w_e2_uzi">
<anim group="[email protected]_UZI" meleegroup1="firearm_core">
<rates firerate="2.0" blindfirerate="2.0"/>
</anim>
<effects>
<muzzle fx="muz_smg"/>
<shell fx="weap_ejected_smg"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_10">
<data slot="SHOTGUN" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="999" weaponrange="999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="30" networkplayermod="0" networkpedmod="9.9"/>
<physics force="200.0"/>
<reload time="2066" fasttime="1166" crouchtime="2066"/>

<aiming accuracy="0.7">
<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="1" ammoonstreet="80"/>

<controller>
<rumble duration="90" intensity="0.1"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>

<projectile>
<typetocreate type="GRENADE"/>
<offset x="0.54" y="0.0" z="0.055"/>
<rotoffset x="0.0" y="0.0" z="-1.571"/>
</projectile>
</data>

<assets model="w_e2_aa12_exp">
<anim group="[email protected]">
<rates firerate="4.0" blindfirerate="4.0"/>
</anim>
<effects>
<muzzle fx="muz_AA12"/>
<shell fx="weap_ejected_AA12_grn"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_11">
<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="35.0" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="25" networkplayermod="0" networkpedmod="9.9"/>
<physics force="15.0"/>
<reload time="2933" fasttime="2933" crouchtime="2933"/>

<aiming accuracy="0">
<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="1" ammoonstreet="16"/>

<controller>
<rumble duration="180" intensity="0.8"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>HIGHER_BREAK_FORCE</flag>
</flags>
</data>

<assets model="w_e2_aa12">
<anim group="[email protected]">
<rates firerate="9.0" blindfirerate="9.0"/>
</anim>
<effects>
<muzzle fx="muz_AA12"/>
<shell fx="weap_ejected_AA12_red"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_12">
<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="66">
<damage base="25" networkplayermod="0" networkpedmod="9.9"/>
<physics force="50.0"/>
<reload time="2266" fasttime="2266" crouchtime="2000"/>

<aiming accuracy="0">
<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="1" ammoonstreet="999999"/>

<controller>
<rumble duration="100" intensity="0.04"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>TREAT_AS_2HANDED_IN_COVER</flag>
</flags>

<projectile type="ROCKET">
<explosion type="DIR_WATER_HYDRANT"/>
<physics force="750" vehiclevelocity="750" explodeimpactthreshold="0.25" explodeimpactwithvehiclethreshold="0.05"/>
</projectile>
</data>


<assets model="w_e2_p90">
<anim group="[email protected]">
<rates firerate="1.0" blindfirerate="1.45"/>
</anim>
<effects>
<muzzle fx="muz_P90"/>
<shell fx="weap_ejected_p90"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_13">
<data slot="SMG" firetype="PROJECTILE" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="30" networkplayermod="0.0" networkpedmod="9.9"/>
<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>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</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="w_ak47">
<anim group="[email protected]">
<rates firerate="1.2" blindfirerate="1.2"/>
</anim>
<effects>
<muzzle fx="muz_machine"/>
<shell fx="weap_ejected_rifle"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_14">
<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="15" networkplayermod="0" networkpedmod="9.9"/>
<physics force="80.0"/>
<reload time="2066" fasttime="1166" crouchtime="2066"/>

<aiming accuracy="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="1" ammoonstreet="80"/>

<controller>
<rumble duration="90" intensity="0.1"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>
</data>

<assets model="w_e2_m249">
<anim group="[email protected]">
<rates firerate="4.0" blindfirerate="4.0"/>
</anim>
<effects>
<muzzle fx="muz_M249"/>
<shell fx="weap_ejected_rifle"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_15">
<data slot="SNIPER" firetype="PROJECTILE" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="20" fps="75" networkplayermod="0" networkpedmod="1.0"/>
<physics force="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="1" ammoonstreet="10"/>

<controller>
<rumble duration="120" intensity="0.3"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>FIRST_PERSON</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>

<projectile>
<typetocreate type="EPISODIC_16"/>
<offset x="0.0" y="0.0" z="0.0"/>
<rotoffset x="0.0" y="0.0" z="0.0"/>
</projectile>
</data>

<assets model="w_e2_dsr1">
<anim group="[email protected]">
<rates firerate="3.3" blindfirerate="3.0"/>
</anim>
</assets>
</weapon>

<weapon type="EPISODIC_16">
<data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="GRENADE" targetrange="35.0" clipsize="9999" ammomax="9999">
<damage networkplayermod="0" networkpedmod="9.9"/>

<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="1" ammoonstreet="8"/>

<controller>
<rumble duration="50" intensity="0.1"/>
</controller>

<flags>
<flag>THROWN</flag>
<flag>CAN_AIM</flag>
<flag>SILENCED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>ADD_SMOKE_ON_EXPLOSION</flag>
</flags>

<projectile type="STICKY" fusetime="90000">
<explosion type="EPISODIC_7"/>
<physics force="10000" vehiclevelocity="200"/>
</projectile>
</data>

<assets model="gb_suitcase_lev">
<anim group="grenade"/>
<effects>
<trail fx="weap_sticky_trail"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_17">
<data slot="HEAVY" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="100" networkplayermod="0" networkpedmod="9.9"/>
<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>

<flags>
<flag>GUN</flag>
<flag>HEAVY</flag>
<flag>CAN_FREE_AIM</flag>
</flags>

<projectile>
<typetocreate type="EPISODIC_18"/>
</projectile>
</data>
</weapon>

<weapon type="EPISODIC_18">
<data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage networkplayermod="0" networkpedmod="9.9"/>

<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>ADD_SMOKE_ON_EXPLOSION</flag>
<flag>EXPLOSION_BASED_ON_IMPACT</flag>
</flags>

<projectile type="ROCKET">
<explosion type="PLANE"/>
<physics force="1800" vehiclevelocity="1800" explodeimpactthreshold="0.0" explodeimpactwithvehiclethreshold="0.0"/>
</projectile>
</data>

<assets model="W_e2_rocket">
<effects>
<trail fx="weap_rocket_buzzard"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_19">
<data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="99999" weaponrange="99999" clipsize="1" timebetweenshots="0">
<damage base="100" networkplayermod="0" networkpedmod="9.9"/>
<physics force="300.0"/>
<reload time="66" fasttime="66" crouchtime="66"/>

<aiming accuracy="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>HEAVY</flag>
<flag>CAN_FREE_AIM</flag>
</flags>
</data>

<assets>
<effects>
<muzzle fx="muz_buzzard"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_20">
<data slot="HEAVY" firetype="PROJECTILE" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="100" networkplayermod="0" networkpedmod="9.9"/>
<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>HEAVY</flag>
<flag>CAN_FREE_AIM</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>
<effects>
<muzzle fx="muz_buzzard"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_21">
<data slot="PARACHUTE" firetype="MELEE" damagetype="BULLET" group="PUNCH_KICK">
<damage/>
</data>
</weapon>

<weapon type="MINIGUN">
<data slot="HEAVY" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="100" networkplayermod="0" networkpedmod="9.9"/>
<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>HEAVY</flag>
<flag>CAN_FREE_AIM</flag>
</flags>

<projectile>
<typetocreate type="EPISODIC_18"/>
</projectile>
</data>

<assets>
<effects>
<muzzle fx="muz_minigun"/>
</effects>
</assets>
</weapon>

<weapon type="DEAGLE">
<data slot="HANDGUN" firetype="PROJECTILE" damagetype="BULLET" group="PISTOL_LARGE" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="40" networkplayermod="0.0" networkpedmod="9.9"/>
<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>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>

<projectile>
<typetocreate type="EPISODIC_23"/>
<offset x="0.54" y="0.0" z="0.055"/>
<rotoffset x="0.0" y="0.0" z="-1.571"/>
</projectile>
</data>

<assets model="w_e2_eagle">
<anim group="[email protected]" meleegroup1="firearm_core">
<rates firerate="3.0" blindfirerate="3.0"/>
</anim>
<effects>
<muzzle fx="muz_pistol_large"/>
<shell fx="weap_ejected_pistol"/>
</effects>
</assets>
</weapon>

<weapon type="UNARMED">
<data slot="UNARMED" firetype="MELEE" damagetype="BULLET" group="PUNCH_KICK" targetrange="10.0" weaponrange="1.6">
<damage base="0" networkplayermod="0.0" networkpedmod="9.9"/>
<physics force="900000000000000000"/>

<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="BULLET" group="MELEE_WOOD" targetrange="10.0" weaponrange="1.6">
<damage base="1" networkplayermod="0.0" networkpedmod="9.9"/>

<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 meleegroup2="club_extra" meleegroup1="club_core"/>
</assets>
</weapon>

<weapon type="POOLCUE">
<data slot="MELEE" firetype="MELEE" damagetype="BULLET" group="MELEE_WOOD" targetrange="10.0" weaponrange="1.6">
<damage base="1" networkplayermod="0.0" networkpedmod="9.9"/>

<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">
</assets>
</weapon>

<weapon type="KNIFE">
<data slot="MELEE" firetype="MELEE" damagetype="BULLET" group="MELEE_SHARP" targetrange="10.0" weaponrange="1.6">
<damage base="1" networkplayermod="0.0" networkpedmod="9.9"/>

<pickup regentime="120000"/>

<controller>
<rumble duration="60" intensity="0.1"/>
</controller>

<flags>
<flag>CAN_AIM</flag>
<flag>MELEE_BLADE</flag>
<flag>ARMOUR_PENETRATING</flag>
<flag>INSTANT_KILL_IN_MP</flag>
</flags>
</data>

<assets model="w_knife">
<anim group="blade_extra" meleegroup1="blade_core"/>
</assets>
</weapon>

<weapon type="PISTOL">
<data slot="HANDGUN" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="25" networkplayermod="0.0" networkpedmod="9.9"/>
<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>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</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="w_glock">
<anim group="[email protected]" meleegroup1="firearm_core">
<rates firerate="3.0" blindfirerate="3.0"/>
</anim>
<effects>
<muzzle fx="muz_pistol_small"/>
<shell fx="weap_ejected_pistol"/>
</effects>
</assets>
</weapon>

<weapon type="SHOTGUN">
<data slot="HANDGUN" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="20" networkplayermod="0.0" networkpedmod="9.9"/>
<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>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>HIGHER_BREAK_FORCE</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="w_shotgun">
<anim group="[email protected]">
<rates firerate="9.2" blindfirerate="9.2"/>
</anim>
<effects>
<muzzle fx="muz_shotgun"/>
<shell fx="weap_ejected_shotgun"/>
</effects>
</assets>
</weapon>

<weapon type="BARETTA">
<data slot="HANDGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="35.0" weaponrange="40.0" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="10" networkplayermod="0.0" networkpedmod="9.9"/>
<physics force="12.0"/>
<reload time="2933" fasttime="2933" crouchtime="2933"/>

<aiming accuracy="0">
<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="0.4"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>HIGHER_BREAK_FORCE</flag>
</flags>
</data>

<assets model="w_pumpshot">
<anim group="[email protected]">
<rates firerate="9.9"/>
</anim>
<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="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="20" networkplayermod="0.0" networkpedmod="9.9"/>
<physics force="40.0"/>
<reload time="2266" fasttime="2266" crouchtime="2000"/>

<aiming accuracy="0">
<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>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>
</data>

<assets model="w_uzi">
<anim group="[email protected]" meleegroup1="firearm_core">
<rates firerate="9.2" blindfirerate="9.2"/>
</anim>
<effects>
<muzzle fx="muz_smg"/>
<shell fx="weap_ejected_smg"/>
</effects>
</assets>
</weapon>

<weapon type="MP5">
<data slot="SMG" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="20" networkplayermod="0.0" networkpedmod="9.9"/>
<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>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>TREAT_AS_2HANDED_IN_COVER</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="w_mp5">
<anim group="[email protected]" meleegroup1="firearm_core"/>
<effects>
<muzzle fx="muz_smg"/>
<shell fx="weap_ejected_smg"/>
</effects>
</assets>
</weapon>

<weapon type="AK47">
<data slot="HANDGUN" firetype="PROJECTILE" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="30" networkplayermod="0.0" networkpedmod="9.9"/>
<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>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</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="w_ak47">
<anim group="[email protected]">
<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="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="30" networkplayermod="0.0" networkpedmod="9.9"/>
<physics force="75.0"/>
<reload time="2066" fasttime="1166" crouchtime="2066"/>

<aiming accuracy="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="0.3"/>
</aiming>

<pickup regentime="600000" ammoonstreet="80"/>

<controller>
<rumble duration="90" intensity="0.1"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>
</data>

<assets model="w_m4">
<anim group="[email protected]">
<rates firerate="9.2" blindfirerate="9.2"/>
</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="0.0" networkpedmod="9.9"/>
<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>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>FIRST_PERSON</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>
</data>

<assets model="w_psg1">
<anim group="[email protected]"/>
</assets>
</weapon>

<weapon type="M40a1">
<data slot="SNIPER" firetype="DELAYED_HIT" damagetype="BULLET" group="RIFLE_SNIPER" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="333">
<damage base="20" fps="75" networkplayermod="0.0" networkpedmod="9.9"/>
<physics force="99"/>
<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>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>FIRST_PERSON</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>
</data>

<assets model="w_rifle">
<anim group="[email protected]"/>
</assets>
</weapon>

<weapon type="RLAUNCHER">
<data slot="HEAVY" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="50.0" weaponrange="100.0" clipsize="9" ammomax="8" timebetweenshots="0.1">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
<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>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>KEEP_CAMERA_BEHIND</flag>
<flag>CREATE_VISIBLE_ORDNANCE</flag>
</flags>

<projectile>
<typetocreate type="EPISODIC_24"/>
<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="[email protected]"/>
<effects>
<muzzle fx="muz_rocket"/>
</effects>
</assets>
</weapon>

<weapon type="GRENADE">
<data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="GRENADE" targetrange="35.0" clipsize="1" stattype="RLAUNCHER">
<damage networkplayermod="0.0" networkpedmod="9.9"/>

<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>
</flags>

<projectile type="ROCKET">
<explosion type="MOLOTOV"/>
<physics force="200" vehiclevelocity="200" explodeimpactthreshold="0.25" explodeimpactwithvehiclethreshold="0.05"/>
</projectile>
</data>

<assets model="w_grenade">
<anim group="grenade"/>
</assets>
</weapon>

<weapon type="MOLOTOV">
<data slot="rifle" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="66">
<damage base="25" networkplayermod="0.0" networkpedmod="1.0"/>
<physics force="0.0"/>
<reload time="2266" fasttime="2266" crouchtime="2000"/>

<aiming accuracy="0.0">
<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="0.4" scale="0.3"/>
</aiming>

<pickup regentime="1" ammoonstreet="999999"/>

<controller>
<rumble duration="100" intensity="0.04"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>
</data>

<assets model="w_e2_uzi">
<anim group="[email protected]_UZI" meleegroup1="firearm_core">
<rates firerate="2.0" blindfirerate="2.0"/>
</anim>
<effects>
<muzzle fx="muz_smg"/>
<shell fx="weap_ejected_smg"/>
</effects>
</assets>
</weapon>

<weapon type="ROCKET">
<data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="1" stattype="RLAUNCHER">
<damage networkplayermod="0.0" networkpedmod="9.9"/>

<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>ADD_SMOKE_ON_EXPLOSION</flag>
<flag>EXPLOSION_BASED_ON_IMPACT</flag>
</flags>

<projectile type="ROCKET">
<explosion type="EPISODIC_6"/>
<physics force="750" vehiclevelocity="750" 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="BULLET" group="MELEE_GENERIC" targetrange="30.0" clipsize="1">
<damage base="0" networkplayermod="0.0" networkpedmod="9.9"/>

<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>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>

<projectile type="NONE">
<physics force="20.0"/>
</projectile>
</data>

<assets>
<anim group="grenade"/>
</assets>
</weapon>

<weapon type="UNUSED0">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="UZI_DRIVEBY">
<data slot="SMG" firetype="PROJECTILE" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="30" networkplayermod="0.0" networkpedmod="9.9"/>
<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>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</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="w_ak47">
<anim group="[email protected]">
<rates firerate="1.2" blindfirerate="1.2"/>
</anim>
<effects>
<muzzle fx="muz_machine"/>
<shell fx="weap_ejected_rifle"/>
</effects>
</assets>
</weapon>

<weapon type="ARMOUR">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="RAMMEDBYCAR">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="RUNOVERBYCAR">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="EXPLOSION">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="UZI_DRIVEBY">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="DROWNING">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="FALL">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="UNIDENTIFIED">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="ANYMELEE">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="ANYWEAPON">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="FTHROWER">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="CAMERA">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="EPISODIC_22">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="EPISODIC_23">
<data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="1" stattype="RLAUNCHER">
<damage networkplayermod="0.0" networkpedmod="9.9"/>

<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>ADD_SMOKE_ON_EXPLOSION</flag>
<flag>EXPLOSION_BASED_ON_IMPACT</flag>
</flags>

<projectile type="ROCKET">
<explosion type="DIR_FLAME"/>
<physics force="750" vehiclevelocity="750" explodeimpactthreshold="0.25" explodeimpactwithvehiclethreshold="0.05"/>
</projectile>
</data>

<assets model="cj_rpg_rocket">
<effects>
<trail fx="weap_rocket_player"/>
</effects>
</assets>
</weapon>

<weapon type="WEAPONTYPE_LAST_WEAPONTYPE">
<data slot="RIFLE" firetype="INSTANT_HIT" damagetype="BULLET" group="RIFLE_ASSAULT" targetrange="99999" weaponrange="99999" clipsize="999999" ammomax="999999" timebetweenshots="0.1">
<damage base="30" networkplayermod="0.0" networkpedmod="9.9"/>
<physics force="75.0"/>
<reload time="2066" fasttime="1166" crouchtime="2066"/>

<aiming accuracy="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="0.3"/>
</aiming>

<pickup regentime="600000" ammoonstreet="80"/>

<controller>
<rumble duration="90" intensity="0.1"/>
</controller>

<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
</flags>
</data>

<assets model="w_m4">
<anim group="[email protected]">
<rates firerate="9.2" blindfirerate="9.2"/>
</anim>
<effects>
<muzzle fx="muz_machine"/>
<shell fx="weap_ejected_rifle"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_24">
<data slot="THROWN" firetype="PROJECTILE" damagetype="BULLET" group="ROCKET" targetrange="99999" weaponrange="99999" clipsize="1" stattype="RLAUNCHER">
<damage networkplayermod="0.0" networkpedmod="9.9"/>

<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>ADD_SMOKE_ON_EXPLOSION</flag>
<flag>EXPLOSION_BASED_ON_IMPACT</flag>
</flags>

<projectile type="ROCKET">
<explosion type="DIR_WATER_HYDRANT"/>
<physics force="750" vehiclevelocity="750" explodeimpactthreshold="0.25" explodeimpactwithvehiclethreshold="0.05"/>
</projectile>
</data>

<assets model="cj_rpg_rocket">
<effects>
<trail fx="weap_rocket_player"/>
</effects>
</assets>
</weapon>

<weapon type="EPISODIC_2">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="EPISODIC_3">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="EPISODIC_4">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="EPISODIC_6">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="EPISODIC_7">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>

<weapon type="EPISODIC_8">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>
</weaponinfo>

<weapon type="EPISODIC_25">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>
</weaponinfo>

<weapon type="EPISODIC_26">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>
</weaponinfo>

<weapon type="EPISODIC_27">
<data damagetype="BULLET">
<damage networkplayermod="0.0" networkpedmod="9.9"/>
</data>
</weapon>
</weaponinfo>
 
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