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MPCustomizations

The document contains configuration settings for various types of ammo in a multiplayer game. It specifies attributes like the maximum amount that can be carried, damage levels and radii, and whether damage ignores armor, for ammo types including assault rifles, cannons, frag grenades, melee weapons, and missiles.

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anon-546116
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0% found this document useful (0 votes)
138 views

MPCustomizations

The document contains configuration settings for various types of ammo in a multiplayer game. It specifies attributes like the maximum amount that can be carried, damage levels and radii, and whether damage ignores armor, for ammo types including assault rifles, cannons, frag grenades, melee weapons, and missiles.

Uploaded by

anon-546116
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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; Specifies the maximum amount of ammo that can be "carried" of this type.

; Integer min=0 (Single value)


;Arsenal/Ammo/MultiPlayer/AssaultRifle/MaxAmount=450

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/AssaultRifle/PlacedAmount=30

; Specifies the amount of ammo that is allocated when a weapon using it is


acquired by any means other than a pickup. (Mission defaults, cheats, player
messages, etc.)
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/AssaultRifle/SelectionAmount=225

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/AssaultRifle/InstDamage=20.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/AssaultRifle/InstPenetration=0.400000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/MaxAmount=15

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/PlacedAmount=6

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/InstDamage=30.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/InstPenetration=0.300000

; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/AreaDamage=70.000000

; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/AreaPenetration=0.400000

; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/AreaDamageRadius=400.000000
; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Cannon/AreaDamageRadiusMin=100.000000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/MaxAmount=5

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/PlacedAmount=1

; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/AreaDamage=150.000000

; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/AreaPenetration=0.250000

; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/AreaDamageRadius=600.000000

; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Frag/AreaDamageRadiusMin=100.000000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee/InstDamage=200.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee/InstPenetration=0.000000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_JabLeft/InstDamage=100.000000
; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_JabLeft/InstPenetration=0.000000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_JabRight/InstDamage=100.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_JabRight/InstPenetration=0.000000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_JumpKick/InstDamage=1000.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_JumpKick/InstPenetration=0.000000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RifleButt/InstDamage=150.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RifleButt/InstPenetration=0.000000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RunKickLeft/InstDamage=1000.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RunKickLeft/InstPenetration=0.000000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RunKickRight/InstDamage=1000.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_RunKickRight/InstPenetration=0.000000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_SlideKick/InstDamage=1000.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_SlideKick/InstPenetration=0.000000
; Specifies the amount of Instantaneous damage done by this type of ammo.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_SweepKick/InstDamage=1000.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Melee_SweepKick/InstPenetration=0.000000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/MaxAmount=18

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/PlacedAmount=9

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/InstDamage=70.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/InstPenetration=0.000000

; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/AreaDamage=80.000000

; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/AreaPenetration=0.800000

; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/AreaDamageRadius=400.000000

; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Missile/AreaDamageRadiusMin=150.000000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/NailGun/MaxAmount=250
; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/NailGun/PlacedAmount=25

; Specifies the amount of ammo that is allocated when a weapon using it is


acquired by any means other than a pickup. (Mission defaults, cheats, player
messages, etc.)
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/NailGun/SelectionAmount=125

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/NailGun/InstDamage=34.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/NailGun/InstPenetration=0.800000

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Pistol/PlacedAmount=18

; Specifies the amount of ammo that is allocated when a weapon using it is


acquired by any means other than a pickup. (Mission defaults, cheats, player
messages, etc.)
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Pistol/SelectionAmount=90

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Pistol/InstDamage=35.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Pistol/InstPenetration=0.270000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Plasma/MaxAmount=10

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Plasma/PlacedAmount=10

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Plasma/InstDamage=150.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Plasma/InstPenetration=0.000000
; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/MaxAmount=5

; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/AreaDamage=150.000000

; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/AreaPenetration=0.400000

; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/AreaDamageRadius=500.000000

; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Proximity/AreaDamageRadiusMin=100.000000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/MaxAmount=5

; Specifies the Max amount of Area damage done by this type of ammo (i.e., damage
done if you are in the center of the damage).
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/AreaDamage=150.000000

; Specifies the percentage of Area damage done by this type of ammo that ignores
armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/AreaPenetration=0.400000

; Specifies the radius of effect in game units for the Area damage. The damage
amount is linearly scaled from 100% of the AreaDamage value to 0 between
AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount is
applied to any objects inside the AreaDamageRadiusMin radius.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/AreaDamageRadius=500.000000

; Specifies the minimum radius of 100% effect in game units for the Area damage.
The damage amount is linearly scaled from 100% of the AreaDamage value to 0
between AreaDamageRadiusMin and AreaDamageRadius. The full 100% AreaDamage amount
is applied to any objects inside the AreaDamageRadiusMin radius. NOTE: for
backwards compatibility if 0 is specified for AreaDamageRadiusMin then 25% of the
AreaDamageRadius is used as the AreaDamageRadiusMin value.
; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Remote Charge/AreaDamageRadiusMin=300.000000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Rifle/MaxAmount=200

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Rifle/PlacedAmount=30

; Specifies the amount of ammo that is allocated when a weapon using it is


acquired by any means other than a pickup. (Mission defaults, cheats, player
messages, etc.)
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Rifle/SelectionAmount=60

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Rifle/InstDamage=37.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Rifle/InstPenetration=0.500000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Shotgun/MaxAmount=180

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Shotgun/PlacedAmount=24

; Specifies the amount of ammo that is allocated when a weapon using it is


acquired by any means other than a pickup. (Mission defaults, cheats, player
messages, etc.)
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/Shotgun/SelectionAmount=48

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Shotgun/InstDamage=20.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Shotgun/InstPenetration=0.300000

; Specifies the maximum amount of ammo that can be "carried" of this type.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/MaxAmount=500

; Specifies the amount of ammo that will be picked up when the weapon was placed
by level design.
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/PlacedAmount=50
; Specifies the amount of ammo that is allocated when a weapon using it is
acquired by any means other than a pickup. (Mission defaults, cheats, player
messages, etc.)
; Integer min=0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/SelectionAmount=300

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/InstDamage=13.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/SMG/InstPenetration=0.300000

; Specifies the amount of Instantaneous damage done by this type of ammo.


; Float min=0.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Turret_Street/InstDamage=50.000000

; Specifies the percentage of Instantaneous damage done by this type of ammo that
ignores armor.
; Float min=0.0;max=1.0 (Single value)
;Arsenal/Ammo/MultiPlayer/Turret_Street/InstPenetration=0.500000

; Specifies the amount of armor this type of gear provides.


; Float (Single value)
;Arsenal/Gear/Armor Heavy/Armor=50.000000

; Specifies the how long the gear item waits before respawning in MP
; Float (Single value)
;Arsenal/Gear/Armor Heavy/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Gear/Armor Heavy/RespawnWaitVisible=1

; Specifies the amount of armor this type of gear provides.


; Float (Single value)
;Arsenal/Gear/Armor Light/Armor=35.000000

; Specifies the how long the gear item waits before respawning in MP
; Float (Single value)
;Arsenal/Gear/Armor Light/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Gear/Armor Light/RespawnWaitVisible=1

; Specifies the amount of armor this type of gear provides.


; Float (Single value)
;Arsenal/Gear/MedKit/Armor=0.000000

; Specifies the amount of health this type of gear provides.


; Float (Single value)
;Arsenal/Gear/MedKit/Health=50.000000
; Specifies the maximum number of gear items of this type that can be carried.
Setting this to 0 indicates there is no limit. Items with MaxAmount set to 0
activate automatically, otherwise they require an activation.
; Integer (Single value)
;Arsenal/Gear/MedKit/MaxAmount=10

; Specifies the how long the gear item waits before respawning in MP
; Float (Single value)
;Arsenal/Gear/MedKit/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Gear/MedKit/RespawnWaitVisible=1

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Gear/SlowMo Recharger/RespawnWaitVisible=1

; Magnification power of scope.


; Float (Single value)
;Arsenal/Mods/IronSights/Scope.0.MagPower=1.300000

; Time in seconds it takes to zoom in.


; Float (Single value)
;Arsenal/Mods/IronSights/Scope.0.ZoomTimeIn=0.200000

; Time in seconds it takes to zoom out.


; Float (Single value)
;Arsenal/Mods/IronSights/Scope.0.ZoomTimeOut=0.200000

; Magnification power of scope.


; Float (Single value)
;Arsenal/Mods/PlasmaScope/Scope.0.MagPower=4.000000

; Time in seconds it takes to zoom in.


; Float (Single value)
;Arsenal/Mods/PlasmaScope/Scope.0.ZoomTimeIn=0.500000

; Time in seconds it takes to zoom out.


; Float (Single value)
;Arsenal/Mods/PlasmaScope/Scope.0.ZoomTimeOut=0.500000

; Magnification power of scope.


; Float (Single value)
;Arsenal/Mods/SemiAutoScope/Scope.0.MagPower=3.000000

; Time in seconds it takes to zoom in.


; Float (Single value)
;Arsenal/Mods/SemiAutoScope/Scope.0.ZoomTimeIn=0.130000

; Time in seconds it takes to zoom out.


; Float (Single value)
;Arsenal/Mods/SemiAutoScope/Scope.0.ZoomTimeOut=0.130000

; Specifies the distance from the refill station a player must be within in order
to recieve inventory from the RefillStation.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Radius=150

; Specifies the rate at which a RefillStation will update players inventory.


; Time (Single value)
;Arsenal/RefillStations/AmmoStation_MP/UpdateRate=1000

; Specifies the amount of this inventory type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Health.0.AmountPerUpdate=0

; Specifies the total amount of this inventory type the refill station is
initially supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Health.0.TotalAmount=0

; Specifies the amount of this inventory type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Armor.0.AmountPerUpdate=0

; Specifies the total amount of this inventory type the refill station is
initially supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Armor.0.TotalAmount=0

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.0.AmountPerUpdate=10

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.0.TotalAmount=-1

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.1.AmountPerUpdate=10

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.1.TotalAmount=-1

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.2.AmountPerUpdate=1

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.2.TotalAmount=-1

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.3.AmountPerUpdate=3

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.3.TotalAmount=-1

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.4.AmountPerUpdate=5

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.4.TotalAmount=-1

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.5.AmountPerUpdate=5

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.5.TotalAmount=-1

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.6.AmountPerUpdate=1

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.6.TotalAmount=-1

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.7.AmountPerUpdate=3

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.7.TotalAmount=-1

; Specifies the amount of this ammo type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.8.AmountPerUpdate=3

; Specifies the total amount of this ammo type the refill station is initially
supplied with.
; Integer (Single value)
;Arsenal/RefillStations/AmmoStation_MP/Ammo.8.TotalAmount=-1

; Specifies the distance from the refill station a player must be within in order
to recieve inventory from the RefillStation.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Radius=150

; Specifies the rate at which a RefillStation will update players inventory.


; Time (Single value)
;Arsenal/RefillStations/MedStation_MP/UpdateRate=1000
; Specifies the amount of this inventory type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Health.0.AmountPerUpdate=10

; Specifies the total amount of this inventory type the refill station is
initially supplied with.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Health.0.TotalAmount=-1

; Specifies the amount of this inventory type a player will recieve per update.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Armor.0.AmountPerUpdate=0

; Specifies the total amount of this inventory type the refill station is
initially supplied with.
; Integer (Single value)
;Arsenal/RefillStations/MedStation_MP/Armor.0.TotalAmount=0

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Perturb=5.000000,70.000000

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/ShotsPerClip=30

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/FireRecoilKick=5.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/FireRecoilYawRatio=0.666000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/FireRecoilDecay=3.500000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/EffectiveVectorRange=1700

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/VectorHalfDamageDist=1700

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/MovementMultiplier=0.850000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.PerturbDecreaseRate=5.000000

; accuracy penalty while standing still


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Stand=0.250000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Walk=0.600000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Crouch=0.200000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Aim=0.000000
; accuracy penalty while crouching and aiming
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Aim_Walk=0.400000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Aim_Crouch_Walk=0.250000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Assault Rifle/Accuracy.0.Recoil=1.000000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Perturb=0.000000,50.000000

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/ShotsPerClip=50

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/FireRecoilKick=10.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/FireRecoilYawRatio=0.800000
; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/FireRecoilDecay=8.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/EffectiveVectorRange=3000

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/VectorHalfDamageDist=1000

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/RespawnWait=60.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/MovementMultiplier=0.750000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.PerturbDecreaseRate=1.000000

; accuracy penalty while standing still


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Stand=0.250000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Walk=0.500000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Crouch=0.150000
; accuracy penalty while crouching and moving
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Aim_Walk=0.170000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Aim_Crouch_Walk=0.130000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Cannon/Accuracy.0.Recoil=1.000000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Perturb=5.000000,60.000000

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/ShotsPerClip=36

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/FireRecoilKick=7.000000
; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/FireRecoilYawRatio=0.330000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/FireRecoilDecay=5.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/EffectiveVectorRange=1000

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/VectorHalfDamageDist=750

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/MovementMultiplier=0.900000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.PerturbDecreaseRate=5.000000

; accuracy penalty while standing still


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Stand=0.250000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Walk=0.500000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Crouch=0.150000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Aim_Walk=0.170000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Aim_Crouch_Walk=0.130000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Dual Pistols/Accuracy.0.Recoil=1.000000

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Frag Grenade/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Frag Grenade/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Frag Grenade/MovementMultiplier=1.000000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Perturb=0.000000,10.000000
; Specifies whether or not the weapon has unlimited ammo.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/ShotsPerClip=15

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/FireRecoilKick=0.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/FireRecoilYawRatio=0.330000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/FireRecoilDecay=2.000000

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/RespawnWait=60.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/MovementMultiplier=0.750000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile
Launcher/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile
Launcher/Accuracy.0.PerturbDecreaseRate=1.000000

; accuracy penalty while standing still


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Stand=0.250000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Walk=0.500000
; accuracy penalty while running
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Crouch=0.150000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Aim_Walk=0.170000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Aim_Crouch_Walk=0.130000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Missile Launcher/Accuracy.0.Recoil=0.250000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Perturb=0.000000,60.000000

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/InfiniteAmmo=0
; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/ShotsPerClip=25

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/FireRecoilKick=0.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/FireRecoilYawRatio=0.330000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/FireRecoilDecay=3.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/EffectiveVectorRange=1500

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/VectorHalfDamageDist=1500

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/MovementMultiplier=0.830000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.PerturbDecreaseRate=5.000000
; accuracy penalty while standing still
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Stand=0.250000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Walk=0.500000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Crouch=0.150000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Aim_Walk=0.170000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Aim_Crouch_Walk=0.130000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Nail Gun/Accuracy.0.Recoil=0.250000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Perturb=5.000000,70.000000
; Specifies the number of vectors (rays cast) per round fired.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/ShotsPerClip=18

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/FireRecoilKick=7.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/FireRecoilYawRatio=0.330000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/FireRecoilDecay=5.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/EffectiveVectorRange=1000

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/VectorHalfDamageDist=750

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/MovementMultiplier=0.950000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.PerturbDecreaseRate=5.000000

; accuracy penalty while standing still


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Stand=0.250000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Walk=0.500000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Crouch=0.150000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Aim_Walk=0.170000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Aim_Crouch_Walk=0.130000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Pistol/Accuracy.0.Recoil=1.000000
; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Perturb=0.000000,60.000000

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/ShotsPerClip=5

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/FireRecoilKick=20.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/FireRecoilYawRatio=0.600000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/FireRecoilDecay=2.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/EffectiveVectorRange=5000

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/VectorHalfDamageDist=5000

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/RespawnWait=60.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/MovementMultiplier=0.750000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.PerturbDecreaseRate=5.000000

; accuracy penalty while standing still


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Stand=0.000000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Walk=0.500000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Crouch=0.000000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Aim_Walk=0.170000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Aim_Crouch_Walk=0.130000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Swim=1.000000
; accuracy penalty for turning
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Plasma weapon/Accuracy.0.Recoil=0.250000

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Proximity/RespawnWait=30.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Proximity/RespawnWaitVisible=1

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Remote Charge/RespawnWait=30.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Remote Charge/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Remote Detonator/MovementMultiplier=1.000000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Perturb=5.000000,75.000000

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/ShotsPerClip=12

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/FireRecoilKick=3.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/FireRecoilYawRatio=0.330000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/FireRecoilDecay=3.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/EffectiveVectorRange=4500

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/VectorHalfDamageDist=4000

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/MovementMultiplier=0.750000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto
rifle/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto
rifle/Accuracy.0.PerturbDecreaseRate=3.000000

; accuracy penalty while standing still


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Stand=0.100000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Walk=0.500000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Crouch=0.100000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Aim_Walk=0.170000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Aim_Crouch_Walk=0.130000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Semi-auto rifle/Accuracy.0.Recoil=1.000000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Perturb=30.000000,100.000000

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/VectorsPerRound=6

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/InfiniteClip=0
; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/ShotsPerClip=12

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/FireRecoilKick=10.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/FireRecoilYawRatio=0.330000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/FireRecoilDecay=7.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/EffectiveVectorRange=300

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/VectorHalfDamageDist=500

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/MovementMultiplier=0.880000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.PerturbDecreaseRate=5.000000

; accuracy penalty while standing still


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Stand=0.250000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Walk=0.500000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Crouch=0.150000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Crouch_Walk=0.400000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Aim_Walk=0.400000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Aim_Crouch_Walk=0.250000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Shotgun/Accuracy.0.Recoil=0.500000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Perturb=5.000000,50.000000

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/InfiniteAmmo=0

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/InfiniteClip=0

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/ShotsPerClip=50

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/FireRecoilKick=5.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/FireRecoilYawRatio=0.150000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/FireRecoilDecay=4.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/EffectiveVectorRange=750

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/VectorHalfDamageDist=750

; Specifies the how long the item waits before respawning in MP


; Float (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/RespawnWait=15.000000

; If <b>False</b> the item will become invisible once it is picked up and is


waiting to respawn. If <b>True</b> the item will remain visible.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/RespawnWaitVisible=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/MovementMultiplier=0.900000

; speed at which the weapon loses accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.PerturbIncreaseRate=3.000000

; speed at which the weapon regains accuracy


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.PerturbDecreaseRate=2.000000
; accuracy penalty while standing still
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Stand=0.250000

; accuracy penalty while walking


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Walk=0.500000

; accuracy penalty while running


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Run=1.000000

; accuracy penalty while jumping


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Jump=1.000000

; accuracy penalty while crouching


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Crouch=0.150000

; accuracy penalty while crouching and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Crouch_Walk=0.350000

; accuracy penalty while standing still and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Aim=0.000000

; accuracy penalty while crouching and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Aim_Crouch=0.000000

; accuracy penalty while walking and aiming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Aim_Walk=0.170000

; accuracy penalty while crouching, aiming, and moving


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Aim_Crouch_Walk=0.130000

; accuracy penalty while swimming


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Swim=1.000000

; accuracy penalty for turning


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Turn=1.000000

; accuracy penalty when suffering from full recoil


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Submachinegun/Accuracy.0.Recoil=1.000000

; The amount of perturb on each vector or projectile fired by the weapon. A value
in range from min to max is added to the Up and Right components of the firing
direction vector based on the current accuracy of the player/ai firing the weapon.
; Range (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/Perturb=5.000000,70.000000
; Specifies the number of vectors (rays cast) per round fired.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/VectorsPerRound=1

; Specifies whether or not the weapon has unlimited ammo.


; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/InfiniteAmmo=1

; Specifies whether or not the weapon has an unlimited clip. If true this will
ignore the ShotsPerClip property.
; Boolean (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/InfiniteClip=1

; The number of rounds the weapon can fire before it must be reloaded.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/ShotsPerClip=45

; Specifies how much recoil the weapon generates when fired.


; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/FireRecoilKick=0.000000

; Specifies how much the weapon's recoil will move the weapon side to
side.<ul><li>A ratio of less than 1.0 will move the weapon more vertically than
horizontally<li>A ratio of more than 1.0 will move the weapon more horizonatlly
than vertically.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/FireRecoilYawRatio=0.330000

; Specifies how quickly the player recovers from recoil caused by firing.
; Float min=0.0 (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/FireRecoilDecay=3.000000

; The range a vector weapon does full damage.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/EffectiveVectorRange=5000

; Specifies the distance beyond the EffectiveVectorRange that the damage will be
cut in half. The damage rolls off after the efffective range. This value tells
you the "half-life" of the damage. If EffectiveVectorRange is set to 1000, and
VectorHalfDamageDist is set to 500, then damage will be 100% at 1000, 50% at 1500,
25% at 2000, etc.
; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Turret_Street/VectorHalfDamageDist=3000

; Specifies the range of the weapon.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Unarmed/Range=130

; Specifies the number of vectors (rays cast) per round fired.


; Integer (Single value)
;Arsenal/Weapons/Multiplayer/Unarmed/VectorsPerRound=1

; How much the player's movement is affected while carrying this weapon.
; Float (Single value)
;Arsenal/Weapons/Multiplayer/Unarmed/MovementMultiplier=1.150000

; The initial hitpoints for the model.


; Float (Single value)
;Character/Models/DeltaForce_multi/HitPoints=100.000000

; The maximum hitpoints for the model


; Float (Single value)
;Character/Models/DeltaForce_multi/MaxHitPoints=100.000000

; The initial amount of armor for the model


; Float (Single value)
;Character/Models/DeltaForce_multi/Armor=0.000000

; The maximum amount of armor for the model


; Float (Single value)
;Character/Models/DeltaForce_multi/MaxArmor=100.000000

; The initial hitpoints for the model.


; Float (Single value)
;Character/Models/DeltaForce_multi_team/HitPoints=100.000000

; The maximum hitpoints for the model


; Float (Single value)
;Character/Models/DeltaForce_multi_team/MaxHitPoints=100.000000

; The initial amount of armor for the model


; Float (Single value)
;Character/Models/DeltaForce_multi_team/Armor=0.000000

; The maximum amount of armor for the model


; Float (Single value)
;Character/Models/DeltaForce_multi_team/MaxArmor=100.000000

; The initial hitpoints for the model.


; Float (Single value)
;Character/Models/DeltaForce_Special_multi/HitPoints=100.000000

; The maximum hitpoints for the model


; Float (Single value)
;Character/Models/DeltaForce_Special_multi/MaxHitPoints=100.000000

; The initial amount of armor for the model


; Float (Single value)
;Character/Models/DeltaForce_Special_multi/Armor=0.000000

; The maximum amount of armor for the model


; Float (Single value)
;Character/Models/DeltaForce_Special_multi/MaxArmor=100.000000

; The initial hitpoints for the model.


; Float (Single value)
;Character/Models/DeltaForce_Special_multi_team/HitPoints=100.000000

; The maximum hitpoints for the model


; Float (Single value)
;Character/Models/DeltaForce_Special_multi_team/MaxHitPoints=100.000000

; The initial amount of armor for the model


; Float (Single value)
;Character/Models/DeltaForce_Special_multi_team/Armor=0.000000
; The maximum amount of armor for the model
; Float (Single value)
;Character/Models/DeltaForce_Special_multi_team/MaxArmor=100.000000

; The initial hitpoints for the model.


; Float (Single value)
;Character/Models/Soldier_multi/HitPoints=100.000000

; The maximum hitpoints for the model


; Float (Single value)
;Character/Models/Soldier_multi/MaxHitPoints=100.000000

; The initial amount of armor for the model


; Float (Single value)
;Character/Models/Soldier_multi/Armor=0.000000

; The maximum amount of armor for the model


; Float (Single value)
;Character/Models/Soldier_multi/MaxArmor=100.000000

; The initial hitpoints for the model.


; Float (Single value)
;Character/Models/Soldier_multi_team/HitPoints=100.000000

; The maximum hitpoints for the model


; Float (Single value)
;Character/Models/Soldier_multi_team/MaxHitPoints=100.000000

; The initial amount of armor for the model


; Float (Single value)
;Character/Models/Soldier_multi_team/Armor=0.000000

; The maximum amount of armor for the model


; Float (Single value)
;Character/Models/Soldier_multi_team/MaxArmor=100.000000

; The initial hitpoints for the model.


; Float (Single value)
;Character/Models/Soldier_special_multi/HitPoints=100.000000

; The maximum hitpoints for the model


; Float (Single value)
;Character/Models/Soldier_special_multi/MaxHitPoints=100.000000

; The initial amount of armor for the model


; Float (Single value)
;Character/Models/Soldier_special_multi/Armor=0.000000

; The maximum amount of armor for the model


; Float (Single value)
;Character/Models/Soldier_special_multi/MaxArmor=100.000000

; The initial hitpoints for the model.


; Float (Single value)
;Character/Models/Soldier_special_multi_team/HitPoints=100.000000

; The maximum hitpoints for the model


; Float (Single value)
;Character/Models/Soldier_special_multi_team/MaxHitPoints=100.000000

; The initial amount of armor for the model


; Float (Single value)
;Character/Models/Soldier_special_multi_team/Armor=0.000000

; The maximum amount of armor for the model


; Float (Single value)
;Character/Models/Soldier_special_multi_team/MaxArmor=100.000000

; The factor by which damage received to this node is scaled.


; Float (Single value)
;Character/Models/Skeletons/Nodes/Skeleton3_Head/DamageFactor=1.500000

; The factor by which damage received to this node is scaled.


; Float (Single value)
;Character/Models/Skeletons/Nodes/Skeleton3_Head_Alt/DamageFactor=1.000000

; How far can the player fall without receiving any damage.
; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/FallDamageMinHeight=500.000000

; How far the player has to fall to receive the maximum fall damage.
; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/FallDamageMaxHeight=1200.000000

; How much damage the player receives after falling the minimum distance.
; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/FallDamageMin=5.000000

; The most damage a player can receive from falling.


; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/FallDamageMax=200.000000

; Minimum distance the player must fall from in order to apply a camera offset.
; Float min=0.0 (Single value)
;Client/PlayerMovement/PlayerMovement/CamLandMinHeight=100.000000

; Vertical distance the camera moves if the player lands after a fall greater than
the CamLandMinHeight.
; Float (Single value)
;Client/PlayerMovement/PlayerMovement/CamLandMoveDist=-3.000000

; Angle, in degrees, of the camera roll when the player lands.


; Float (Single value)
;Client/PlayerMovement/PlayerMovement/CamLandRollVal=5.000000

; Angle, in degrees, of the camera pitch when the player lands.


; Float (Single value)
;Client/PlayerMovement/PlayerMovement/CamLandPitchVal=5.000000

; Acceleration multiplayer while the player is in the air. This adjusts how much
the player can move while in the air.
; Float (Single value)
;Client/PlayerMovement/PlayerMovement/InAirAccelMultiplier=0.100000

; How fast the projectile moves.


; Integer (Single value)
;FX/ProjectileFX/missile/Velocity=2750

; The distance at which the grenade will detect a character and detonate.
; Float min=0.0 (Single value)
;FX/ProjectileFX/ProjectileClassData/ProximityClassData/Proximity/ActivationRadius
=300.000000

; The speed at which the grenade will pop up just before detonating.
; Float min=0.0 (Single value)
;FX/ProjectileFX/ProjectileClassData/ProximityClassData/Proximity/PopUpVelocity=40
0.000000

; The radius of effect


; Float (Single value)
;FX/PusherFX/CannonPusher/Radius=200.000000

; Delay before the effect starts


; Float (Single value)
;FX/PusherFX/CannonPusher/StartDelay=0.050000

; How long the effect lasts


; Float (Single value)
;FX/PusherFX/CannonPusher/Duration=0.500000

; Velocity added each frame based on the distance to center of the pushed object.
; Float (Single value)
;FX/PusherFX/CannonPusher/Strength=500.000000

; The radius of effect


; Float (Single value)
;FX/PusherFX/Pusher1/Radius=200.000000

; Delay before the effect starts


; Float (Single value)
;FX/PusherFX/Pusher1/StartDelay=0.050000

; How long the effect lasts


; Float (Single value)
;FX/PusherFX/Pusher1/Duration=0.500000

; Velocity added each frame based on the distance to center of the pushed object.
; Float (Single value)
;FX/PusherFX/Pusher1/Strength=800.000000

; Default value to use.


; Integer (Single value)
;GameModes/CaptureAll/FragScorePlayer.0.Default=5

; Default value to use.


; Integer (Single value)
;GameModes/CaptureAll/DeathScorePlayer.0.Default=-1

; Default value to use.


; Integer (Single value)
;GameModes/CaptureAll/TeamKillScore.0.Default=-5

; Default value to use.


; Integer (Single value)
;GameModes/CaptureHold/FragScorePlayer.0.Default=5

; Default value to use.


; Integer (Single value)
;GameModes/CaptureHold/DeathScorePlayer.0.Default=-1

; Default value to use.


; Integer (Single value)
;GameModes/CaptureHold/TeamKillScore.0.Default=-5

; Default value to use.


; Integer (Single value)
;GameModes/CaptureHold/SuicideScorePlayer.0.Default=-3

; Default value to use.


; Integer (Single value)
;GameModes/CTF/FragScorePlayer.0.Default=5

; Default value to use.


; Integer (Single value)
;GameModes/CTF/DeathScorePlayer.0.Default=-1

; Default value to use.


; Integer (Single value)
;GameModes/CTF/TeamKillScore.0.Default=-5

; Default value to use.


; Integer (Single value)
;GameModes/CTF/SuicideScorePlayer.0.Default=-3

; Default value to use.


; Integer (Single value)
;GameModes/DeathMatch/FragScorePlayer.0.Default=5

; Default value to use.


; Integer (Single value)
;GameModes/DeathMatch/DeathScorePlayer.0.Default=-1

; Default value to use.


; Integer (Single value)
;GameModes/DeathMatch/SuicideScorePlayer.0.Default=-3

; Default value to use.


; Integer min=0 (Single value)
;GameModes/DeathMatch/RespawnWaitTime.0.Default=0

; Default value to use.


; Integer (Single value)
;GameModes/Elimination/FragScorePlayer.0.Default=5

; Default value to use.


; Boolean (Single value)
;GameModes/Elimination/AllowSpectatorToLiveChatting.0.Default=0

; Default value to use.


; Integer (Single value)
;GameModes/Slowmo CTF/FragScorePlayer.0.Default=5
; Default value to use.
; Integer (Single value)
;GameModes/Slowmo CTF/DeathScorePlayer.0.Default=-1

; Default value to use.


; Integer (Single value)
;GameModes/Slowmo CTF/TeamKillScore.0.Default=-5

; Default value to use.


; Integer (Single value)
;GameModes/Slowmo CTF/SuicideScorePlayer.0.Default=-3

; Default value to use.


; Integer (Single value)
;GameModes/SlowMoDeathmatch/FragScorePlayer.0.Default=5

; Default value to use.


; Integer (Single value)
;GameModes/SlowMoDeathmatch/DeathScorePlayer.0.Default=-1

; Default value to use.


; Integer (Single value)
;GameModes/SlowMoDeathmatch/SuicideScorePlayer.0.Default=-3

; Default value to use.


; Integer min=0 (Single value)
;GameModes/SlowMoDeathmatch/RespawnWaitTime.0.Default=0

; Default value to use.


; Integer (Single value)
;GameModes/TeamDeathMatch/FragScorePlayer.0.Default=5

; Default value to use.


; Integer (Single value)
;GameModes/TeamDeathMatch/DeathScorePlayer.0.Default=-1

; Default value to use.


; Integer (Single value)
;GameModes/TeamDeathMatch/TeamKillScore.0.Default=-5

; Default value to use.


; Integer (Single value)
;GameModes/TeamDeathMatch/SuicideScorePlayer.0.Default=-3

; Default value to use.


; Integer min=0 (Single value)
;GameModes/TeamDeathMatch/RespawnWaitTime.0.Default=0

; Default value to use.


; Integer (Single value)
;GameModes/TeamElimination/FragScorePlayer.0.Default=5

; Default value to use.


; Integer (Single value)
;GameModes/TeamElimination/TeamKillScore.0.Default=0

; Default value to use.


; Boolean (Single value)
;GameModes/TeamElimination/AllowSpectatorToLiveChatting.0.Default=0

; Default value to use.


; Integer (Single value)
;GameModes/TeamSlowMoDeathmatch/FragScorePlayer.0.Default=5

; Default value to use.


; Integer (Single value)
;GameModes/TeamSlowMoDeathmatch/DeathScorePlayer.0.Default=-1

; Default value to use.


; Integer (Single value)
;GameModes/TeamSlowMoDeathmatch/TeamKillScore.0.Default=-5

; Default value to use.


; Integer (Single value)
;GameModes/TeamSlowMoDeathmatch/SuicideScorePlayer.0.Default=-3

; Default value to use.


; Integer min=0 (Single value)
;GameModes/TeamSlowMoDeathmatch/RespawnWaitTime.0.Default=0

; Default value to use.


; Boolean (Single value)
;GameModes/TeamSlowMoDeathmatch/SlowMoRespawnAfterUse.0.Default=0

; Number of non-gib deaths that must occur between gibs


; Integer min=0 (Single value)
;Server/Limits/Limits/GibFrequencyCap=5

; Number of non-sever deaths that must occur between severs


; Integer min=0 (Single value)
;Server/Limits/Limits/SeverFrequencyCap=7

; Number of bodies with severed parts that are allowed in a level at one time
; Integer min=0 (Single value)
;Server/Limits/Limits/SeverTotalCap=2

; Total number of bodies to allow in the level before removing old ones.
; Integer min=1 (Single value)
;Server/Limits/Limits/BodyCapTotalCount=10

; Number of bodies to allow in radius around a newly created body before removing
old ones.
; Integer min=1 (Single value)
;Server/Limits/Limits/BodyCapRadiusCount=4

; Radius to around a new body to check against the body cap


; Float min=0.0 (Single value)
;Server/Limits/Limits/BodyCapRadius=500.000000

; Number of proximity mines a player is allowed to place before removing old ones.
; Integer min=1 (Single value)
;Server/Limits/Limits/ProximityLimit=5

; Number of remote charges a player is allowed to place before removing old ones.
; Integer min=1 (Single value)
;Server/Limits/Limits/RemoteChargeLimit=5

; Indicates the gravity to use for the player in the Y direction. This is measured
in cm/s^2. Earth gravity is -980 cm/s^2.
; Float (Single value)
;Server/Player/Player/Gravity=-2000.000000

; The maximum velocity the player walks at


; Float (Single value)
;Server/Player/Player/WalkSpeed=300.000000

; The maximum velocity the player runs at


; Float (Single value)
;Server/Player/Player/RunSpeed=440.000000

; The velocity given to the player when he jumps


; Float (Single value)
;Server/Player/Player/JumpSpeed=800.000000

; The maximum velocity when the player is climbing a ladder


; Float (Single value)
;Server/Player/Player/LadderSpeed=240.000000

; The maximum velocity when the player is swimming


; Float (Single value)
;Server/Player/Player/SwimSpeed=300.000000

; The maximum velocity when the player is crawling


; Float (Single value)
;Server/Player/Player/CrawlSpeed=200.000000

; The volume of the walking footstep sounds


; Float (Single value)
;Server/Player/Player/WalkFootstepVolume=1.000000

; The volume of the running footstep sounds


; Float (Single value)
;Server/Player/Player/RunFootstepVolume=1.000000

; The volume of the crouch footstep sounds


; Float (Single value)
;Server/Player/Player/CrouchFootstepVolume=1.000000

; Time in seconds the entire slowmo mode lasts.


; Float (Single value)
;SlowMo/Multiplayer/Period=12.000000

; Minimum 'charge' (i.e. time period) required to activate player controlled slow
mo.
; Float (Single value)
;SlowMo/Multiplayer/MinimumPeriod=10.000000

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