cod5-sdk/deffiles/gasweapon.gdf

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2008-11-20 00:00:00 +00:00
#name "gasweapon"
#dll "all" "weapon"
#target_dir "weapons/sp/" // target location 1 (single-player)
#target_dir "weapons/mp/" // target location 2 (multi-player)
#target_dir "xmodel/"
#target_dir ""
#target_dir "xanim/"
#file_ext "*"
#version 45
// This tells the configstring converter what the file type identifier should be
enum { "WEAPONFILE" } configstringFileType
// This uses the config string convert's multi-target folder
// mechanism to make the weapon either a single-player weapon
// or a multi-player weapon.
// The first character is used to specify which target folder to go in
enum { "1: Single-Player", "2: Multi-Player" } targetFolder
enum { "gas" } weaponType
enum { "gas" } weaponClass
enum { "primary", "offhand", "item", "altmode" } inventoryType
float 3000 0 1000000 maxSteeringAccel
string displayName
string AIOverlayDescription
string modeName
enum { "gas", "none" } playerAnimType
string gunModel
string handModel
int 1 0 1 isHandModelOverridable
int 0 0 1 aimDownSight
string flameTableFirstPerson
string flameTableThirdPerson
int 100 1 1000 rechamberBoltTime
string idleAnim
string emptyIdleAnim
string fireAnim
string lastShotAnim
string meleeAnim
string reloadAnim
string raiseAnim
string dropAnim
string firstRaiseAnim
string altRaiseAnim
string altDropAnim
string quickRaiseAnim
string quickDropAnim
string emptyRaiseAnim
string emptyDropAnim
string sprintInAnim
string sprintLoopAnim
string sprintOutAnim
string nightVisionWearAnim
string nightVisionRemoveAnim
string adsFireAnim
string adsLastShotAnim
string adsUpAnim
string adsDownAnim
string meleeChargeAnim
string knifeModel
string worldKnifeModel
float 1 0 5 moveSpeedScale
float 1 0 5 adsMoveSpeedScale
float 1 0 5 sprintDurationScale
int 10 0 1000 damage
float 5000.0 0.0 10000.0 damageDuration
float 1000.0 0.0 10000.0 damageInterval
int 0 0 1000 meleeDamage
float 0.1 0 10.0 fireDelay
float 0.1 0.0 10.0 fireTime
float 0.7 0.0 10.0 meleeTime
float 0.0 0.0 10.0 meleeChargeTime
float 0.25 0.05 10.0 meleeDelay
float 0.0 0.0 10.0 meleeChargeDelay
float 2.0 0.0 10.0 reloadTime
float 0 0.0 10.0 reloadAddTime
float 0.5 0.0 10.0 dropTime
float 0.5 0.0 10.0 raiseTime
float 0.5 0.0 10.0 altDropTime
float 0.5 0.0 10.0 altRaiseTime
float 0.5 0.0 10.0 quickDropTime
float 0.5 0.0 10.0 quickRaiseTime
float 0.5 0.0 10.0 firstRaiseTime
float 0.5 0.0 10.0 emptyDropTime
float 0.5 0.0 10.0 emptyRaiseTime
float 0.5 0.0 10.0 sprintInTime
float 0.5 0.0 10.0 sprintLoopTime
float 0.5 0.0 10.0 sprintOutTime
float 0.5 0.0 10.0 nightVisionWearTime
float 0.5 0.0 10.0 nightVisionRemoveTime
int 0 0 1 clipOnly
float 0 0 1 hipReticleSidePos
int 25 0 150 adsIdleAmount
int 80 0 150 hipIdleAmount
float 1.0 0 100 hipIdleSpeed
float 1.0 0 100 adsIdleSpeed
float 0.5 0 1 idleCrouchFactor
float 0.15 0 1 idleProneFactor
float 0 0 10 adsSpread
float 0 -30 30 adsAimPitch
float 0.3 0 10 adsTransInTime
float 0.6 0 10 adsTransOutTime
float 0.1 0 5 adsTransBlendTime
float 0.6 0 5 adsReloadTransTime
float 1 0 1 adsCrosshairInFrac
float 0.2 0 1 adsCrosshairOutFrac
float 65 1 160 adsZoomFov
float 0.5 0 1 adsZoomInFrac
float 0.1 0 1 adsZoomOutFrac
float 1.0 0 10 adsBobFactor
float 0 0 100 adsViewBobMult
float 0 0 90 adsViewErrorMin
float 0 0 90 adsViewErrorMax
int 30 0 80 gunMaxPitch
int 30 0 80 gunMaxYaw
float -30 -100 100 adsGunKickPitchMin
float -20 -100 100 adsGunKickPitchMax
float -17 -100 100 adsGunKickYawMin
float 17 -100 100 adsGunKickYawMax
float 250 0 1000 adsGunKickAccel
float 1000 0 10000 adsGunKickSpeedMax
float 10 0 100 adsGunKickSpeedDecay
float 1 0 100 adsGunKickStaticDecay
float 20 -200 200 adsViewKickPitchMin
float 95 -200 200 adsViewKickPitchMax
float -10 -200 200 adsViewKickYawMin
float 30 -200 200 adsViewKickYawMax
float 2000 10 10000 adsViewKickCenterSpeed
//float 0.25 0 45 adsViewScatterMin
//float 0.5 0 45 adsViewScatterMax
float -5 -100 100 hipGunKickPitchMin
float -3 -100 100 hipGunKickPitchMax
float -15 -100 100 hipGunKickYawMin
float 15 -100 100 hipGunKickYawMax
float 250 0 1000 hipGunKickAccel
float 500 0 10000 hipGunKickSpeedMax
float 15 0 100 hipGunKickSpeedDecay
float 1 0 100 hipGunKickStaticDecay
float 20 -200 200 hipViewKickPitchMin
float 40 -200 200 hipViewKickPitchMax
float -15 -200 200 hipViewKickYawMin
float 15 -200 200 hipViewKickYawMax
float 2000 10 10000 hipViewKickCenterSpeed
//float 0 0 45 hipViewScatterMin
//float 0 0 45 hipViewScatterMax
float 30 0 180 swayMaxAngle
float 6 1 50 swayLerpSpeed
float 0.1 -2 2 swayPitchScale
float 0.1 -2 2 swayYawScale
float 0.1 -2 2 swayHorizScale
float 0.1 -2 2 swayVertScale
float 5 0 20 swayShellShockScale
float 30 0 180 adsSwayMaxAngle
float 6 1 50 adsSwayLerpSpeed
float 0.1 -2 2 adsSwayPitchScale
float 0.1 -2 2 adsSwayYawScale
float 0.1 -2 2 adsSwayHorizScale
float 0.1 -2 2 adsSwayVertScale
// info for filling in the gitem_t for the weapon
string worldModel
string worldClipModel
string hudIcon
string modeIcon
int 0 0 1 unlimitedAmmo
string ammoName
enum { "4:1", "1:1", "2:1" } hudIconRatio
enum { "4:1", "1:1", "2:1" } modeIconRatio
enum { "4:1", "1:1", "2:1" } killIconRatio
int 100 0 2147483647 maxAmmo
int 0 0 2147483647 startAmmo
string clipName
int 10 0 2147483647 clipSize
string dpadIcon
enum { "4:1", "1:1", "2:1" } dpadIconRatio
int 0 0 1 overheatWeapon
int 0 0 1 coolWhileFiring
float 1.0 0.1 100.0 overheatRate
float 30.0 0.1 100.0 cooldownRate
float 25.0 0.0 99.0 overheatEndVal
int 0 0 2147483647 dropAmmoMin
int 0 0 2147483647 dropAmmoMax
// client-side info
string viewFlashEffect
string worldFlashEffect
string shellEjectEffect
string lastShotEjectEffect
string worldClipDropEffect
string projTrailEffect
string projExplosionEffect
string pickupSound
string pickupSoundPlayer
string ammoPickupSound
string ammoPickupSoundPlayer
string fireSound
string fireSoundPlayer
string lastShotSound
string lastShotSoundPlayer
string emptyFireSound
string emptyFireSoundPlayer
string meleeSwipeSound
string meleeSwipeSoundPlayer
string meleeHitSound
string meleeMissSound
string rechamberSound
string rechamberSoundPlayer
string reloadSound
string reloadSoundPlayer
string reloadEmptySound
string reloadEmptySoundPlayer
string reloadStartSound
string reloadStartSoundPlayer
string reloadEndSound
string reloadEndSoundPlayer
string altSwitchSound
string altSwitchSoundPlayer
string raiseSound
string raiseSoundPlayer
string firstRaiseSound
string firstRaiseSoundPlayer
string putawaySound
string putawaySoundPlayer
string nightVisionWearSound
string nightVisionWearSoundPlayer
string nightVisionRemoveSound
string nightVisionRemoveSoundPlayer
string flameOffLoopSound
string flameOffLoopSoundPlayer
string flameIgniteSound
string flameIgniteSoundPlayer
string flameOnLoopSound
string flameOnLoopSoundPlayer
string flameCooldownSound
string flameCooldownSoundPlayer
string noteTrackSoundA
string noteTrackSoundB
string noteTrackSoundC
string noteTrackSoundD
string reticleCenter
string reticleSide
int 32 1 480 reticleCenterSize
int 16 1 480 reticleSideSize
int 4 0 480 reticleMinOfs
float 0 0 10000 enemyCrosshairRange
int 1 0 1 crosshairColorChange
// additional weapon info
string altWeapon
//int 1 0 1 twoHanded
int 0 0 1 semiAuto
int 0 0 1 boltAction
int 1 0 1 wideListIcon
int 0 0 1 adsFire
int 0 0 1 cancelAutoHolsterWhenEmpty
int 0 0 1 blocksProne
string killIcon
int 1 0 1 wideKillIcon
int 1 0 1 flipKillIcon
int 0 0 1 noPartialReload
int 0 0 999 reloadAmmoAdd
float 1600 0 50000 autoAimRange
float 50000 0 50000 slowdownAimRange
float 50000 0 50000 slowdownAimRangeAds
float 50000 0 50000 lockonAimRange
float 50000 0 50000 lockonAimRangeAds
// AI ranges
float 720 1 100000 fightDist
float 1400 1 100000 maxDist
string aiVsAiAccuracyGraph
string aiVsPlayerAccuracyGraph
// settings for view model position movement
float 0 -300 300 sprintOfsF
float 0 -300 300 sprintOfsR
float 0 -300 300 sprintOfsU
float 0 -300 300 sprintRotP
float 0 -300 300 sprintRotY
float 0 -300 300 sprintRotR
float 1 0 10 sprintBobH
float 1 0 10 sprintBobV
float 1 0.01 10 sprintScale
float 0 -300 300 standMoveF
float 1 -300 300 standMoveR
float -1.5 -300 300 standMoveU
float 0 -300 300 standRotP
float 0 -300 300 standRotY
float 0 -300 300 standRotR
float 0 -300 300 duckedSprintOfsF
float 0 -300 300 duckedSprintOfsR
float 0 -300 300 duckedSprintOfsU
float 0 -300 300 duckedSprintRotP
float 0 -300 300 duckedSprintRotY
float 0 -300 300 duckedSprintRotR
float 1 0 10 duckedSprintBobH
float 1 0 10 duckedSprintBobV
float 1 0.01 10 duckedSprintScale
float -2 -300 300 duckedOfsF
float 2 -300 300 duckedOfsR
float -0.2 -300 300 duckedOfsU
float 0 -300 300 duckedMoveF
float 1 -300 300 duckedMoveR
float -1.5 -300 300 duckedMoveU
float 0 -300 300 duckedRotP
float 0 -300 300 duckedRotY
float 0 -300 300 duckedRotR
float -6 -300 300 proneOfsF
float 3.5 -300 300 proneOfsR
float 0.8 -300 300 proneOfsU
float 0 -300 300 proneMoveF
float 1 -300 300 proneMoveR
float -1.5 -300 300 proneMoveU
float 0 -300 300 proneRotP
float 0 -300 300 proneRotY
float 0 -300 300 proneRotR
float 4 0 300 posMoveRate
float 10 0 300 posProneMoveRate
float 110 0 3000 standMoveMinSpeed
float 60 0 3000 duckedMoveMinSpeed
float 0 0 3000 proneMoveMinSpeed
float 5 0 300 posRotRate
float 10 0 300 posProneRotRate
float 110 0 1000 standRotMinSpeed
float 60 0 1000 duckedRotMinSpeed
float 0 0 1000 proneRotMinSpeed
float 0.5 0.0 1.0 parallelDefaultBounce
float 0.5 0.0 1.0 parallelBarkBounce
float 0.5 0.0 1.0 parallelBrickBounce
float 0.5 0.0 1.0 parallelCarpetBounce
float 0.5 0.0 1.0 parallelClothBounce
float 0.5 0.0 1.0 parallelConcreteBounce
float 0.5 0.0 1.0 parallelDirtBounce
float 0.5 0.0 1.0 parallelFleshBounce
float 0.5 0.0 1.0 parallelFoliageBounce
float 0.5 0.0 1.0 parallelGlassBounce
float 0.5 0.0 1.0 parallelGrassBounce
float 0.5 0.0 1.0 parallelGravelBounce
float 0.5 0.0 1.0 parallelIceBounce
float 0.5 0.0 1.0 parallelMetalBounce
float 0.5 0.0 1.0 parallelMudBounce
float 0.5 0.0 1.0 parallelPaperBounce
float 0.5 0.0 1.0 parallelPlasterBounce
float 0.5 0.0 1.0 parallelRockBounce
float 0.5 0.0 1.0 parallelSandBounce
float 0.5 0.0 1.0 parallelSnowBounce
float 0.5 0.0 1.0 parallelWaterBounce
float 0.5 0.0 1.0 parallelWoodBounce
float 0.5 0.0 1.0 parallelAsphaltBounce
float 0.5 0.0 1.0 parallelCeramicBounce
float 0.5 0.0 1.0 parallelPlasticBounce
float 0.5 0.0 1.0 parallelRubberBounce
float 0.5 0.0 1.0 parallelCushionBounce
float 0.5 0.0 1.0 parallelFruitBounce
float 0.5 0.0 1.0 parallelPaintedMetalBounce
float 0.5 0.0 1.0 perpendicularDefaultBounce
float 0.5 0.0 1.0 perpendicularBarkBounce
float 0.5 0.0 1.0 perpendicularBrickBounce
float 0.5 0.0 1.0 perpendicularCarpetBounce
float 0.5 0.0 1.0 perpendicularClothBounce
float 0.5 0.0 1.0 perpendicularConcreteBounce
float 0.5 0.0 1.0 perpendicularDirtBounce
float 0.5 0.0 1.0 perpendicularFleshBounce
float 0.5 0.0 1.0 perpendicularFoliageBounce
float 0.5 0.0 1.0 perpendicularGlassBounce
float 0.5 0.0 1.0 perpendicularGrassBounce
float 0.5 0.0 1.0 perpendicularGravelBounce
float 0.5 0.0 1.0 perpendicularIceBounce
float 0.5 0.0 1.0 perpendicularMetalBounce
float 0.5 0.0 1.0 perpendicularMudBounce
float 0.5 0.0 1.0 perpendicularPaperBounce
float 0.5 0.0 1.0 perpendicularPlasterBounce
float 0.5 0.0 1.0 perpendicularRockBounce
float 0.5 0.0 1.0 perpendicularSandBounce
float 0.5 0.0 1.0 perpendicularSnowBounce
float 0.5 0.0 1.0 perpendicularWaterBounce
float 0.5 0.0 1.0 perpendicularWoodBounce
float 0.5 0.0 1.0 perpendicularAsphaltBounce
float 0.5 0.0 1.0 perpendicularCeramicBounce
float 0.5 0.0 1.0 perpendicularPlasticBounce
float 0.5 0.0 1.0 perpendicularRubberBounce
float 0.5 0.0 1.0 perpendicularCushionBounce
float 0.5 0.0 1.0 perpendicularFruitBounce
float 0.5 0.0 1.0 perpendicularPaintedMetalBounce
keyenum("rumble.gdf") fireRumble
keyenum("rumble.gdf") meleeImpactRumble
float 0 0 100 adsDofStart
float 0 0 100 adsDofEnd
float 0 0 100 hipDofStart
float 0 0 100 hipDofEnd
vcontainer
{
scrollbox(targetFolder)
[
exec
{
label("Target Folder")
tooltip("Select platform-gametype this weapon will be used in.")
width(270)
}
]
edit(displayName)
[
exec
{
label("Display Name")
tooltip("Localization alias for weapon name displayed on HUD in game.")
width(500)
}
]
edit(modeName)
[
exec
{
label("Mode Name")
tooltip("Localization alias for selective fire mode text displayed on HUD in game.")
width(500)
}
]
scrollbox(playerAnimType)
[
exec
{
label("Player Anim Type")
tooltip("Select an Player Anim Type - specifies \"playerAnimType\" in playeranim.script")
width(300)
}
]
edit(altWeapon)
[
exec
{
label("Alt Weapon Name")
tooltip("Weapon to switch to when this weapon's selective fire mode is switched in the game.")
width(500)
}
]
edit(AIOverlayDescription)
[
exec
{
label("AI Description")
tooltip("Localization alias for text shown when crosshair is placed over a friendly. Eg. Rifleman, Submachine Gunner, etc.")
width(500)
}
]
scrollbox(inventoryType)
[
exec
{
label("Inventory")
tooltip("Select what sort of inventory this weapon is.")
}
]
scrollbox(weaponType)
[
exec
{
label("Type")
tooltip("Select a weapon type.")
width(300)
}
]
scrollbox(weaponClass)
[
exec
{
label("Class")
tooltip("Select an appropriate class for this weapon.")
width(300)
}
]
hcontainer
{
checkbox(semiAuto)
[
exec
{
label("Semi Auto")
tooltip("Turn this on for any weapon that requires the trigger to be pulled for each bullet fired, including bolt-action weapons.")
righttext()
}
]
checkbox(boltAction)
[
exec
{
label("Bolt Action")
tooltip("Turn this on for bolt-action weapons only. Animation control.")
righttext()
}
]
}
hcontainer
{
checkbox(noPartialReload)
[
exec
{
label("No Partial Reload")
tooltip("When noPartialReload is set for a weapon, it can not be reloaded unless reloadAmmoAdd amount of ammo can be put into the gun. If reloadAmmoAdd is 0, it's treated as the weapon's clip size.")
righttext()
}
]
checkbox(aimDownSight)
[
exec
{
label("ADS")
tooltip("Must be turned on for proper viewmodel appearance of a weapon that can be Aimed Down the Sight (ADS).")
righttext()
}
]
}
hcontainer
{
checkbox(blocksProne)
[
exec
{
label("Cannot Go Prone")
tooltip("The player cannot go prone when they have this weapon equiped.")
righttext()
}
]
}
hcontainer
{
floatedit(enemyCrosshairRange, 1, 100)
[
exec
{
label("Enemy Crosshair Range")
tooltip("The range in world units at which an enemy will change your crosshair color. (1 world unit = 1 inch)")
width(280)
labelwidth(180)
}
]
checkbox(crosshairColorChange)
[
exec
{
label("Crosshair Color Change")
tooltip("Change crosshair color if pointing at friendly or enemy")
width(200)
labelwidth(200)
righttext()
}
]
}
hcontainer
{
floatedit(moveSpeedScale, 0.1, 1)
[
exec
{
label("Move Speed Scale")
tooltip("When using this weapon, player movement speed is multiplied by this amount.")
width(280)
labelwidth(180)
}
]
floatedit(adsMoveSpeedScale, 0.1, 1)
[
exec
{
label("ADS Move Speed Scale")
tooltip("When using this weapon and in ADS, player movement speed is multiplied by this amount.")
labelwidth(180)
}
]
}
floatedit(sprintDurationScale, 0.1, 5)
[
exec
{
label("Sprint Duration Scale")
tooltip("When sprinting with this weapon, sprint duration is multiplied by this amount.")
width(280)
labelwidth(180)
}
]
hcontainer
{
spinedit(gunMaxPitch, 1, 10)
[
exec
{
label("Max Gun Pitch")
tooltip("Maximum allowed vertical ascent of the viewmodel due to recoil (degrees).")
width(280)
labelwidth(180)
}
]
spinedit(gunMaxYaw, 1, 10)
[
exec
{
label("Max Gun Yaw")
tooltip("Maximum allowed horizontal travel of the viewmodel due to recoil (degrees).")
width(280)
labelwidth(180)
}
]
}
////////////////////////////////////////
// Flamethrower Details
////////////////////////////////////////
vcontainer
{
edit(flameTableFirstPerson)
[
exec
{
label("1st Person Flame Table")
width(500)
}
]
edit(flameTableThirdPerson)
[
exec
{
label("3rd Person Flame Table")
width(500)
}
]
spinedit(rechamberBoltTime, 1, 100)
[
exec
{
label("MuzzleEffect Time")
tooltip("Time to wait in-between spawning a new MuzzleEffect")
}
]
}
[
exec
{
groupBox("Flamethrower")
}
]
////////////////////////////////////////
// Aim Assist
////////////////////////////////////////
vcontainer
{
floatedit(autoAimRange, 1, 100)
[
exec
{
label("Auto Aim Range")
tooltip("(Console only.) The range in world units up to which entering ADS will lock-on to enemies. (1 world unit = 1 inch)")
}
]
hcontainer
{
floatedit(slowdownAimRange, 1, 100)
[
exec
{
label("Slowdown Range")
tooltip("(Console only.) The range in world units which the crosshair will slowdown over a target. (1 world unit = 1 inch)")
}
]
floatedit(slowdownAimRangeAds, 1, 100)
[
exec
{
label("Slowdown Range ADS")
tooltip("(Console only.) The range in world units which the crosshair will slowdown over a target in ADS. (1 world unit = 1 inch)")
width(260)
labelwidth(160)
}
]
}
hcontainer
{
floatedit(lockonAimRange, 1, 100)
[
exec
{
label("Lock-On Range")
tooltip("(Console only.) The range in world units up to which the view will lock onto a target. (1 world unit = 1 inch)")
}
]
floatedit(lockonAimRangeAds, 1, 100)
[
exec
{
label("Lock-On Range ADS")
tooltip("(Console only.) The range in world units up to which the view will lock onto a target in ADS. (1 world unit = 1 inch)")
width(260)
labelwidth(160)
}
]
}
}
[
exec
{
groupBox("Aim Assist (Console only)")
}
]
////////////////////////////////////////
// Ammunition
////////////////////////////////////////
vcontainer
{
checkbox(unlimitedAmmo)
[
exec
{
label("Unlimited Ammo")
tooltip("This weapon does not use ammo")
}
]
edit(ammoName)
[
exec
{
label("Ammo Name")
tooltip("Allows different weapons to share the same ammo pool.")
width(500)
}
]
edit(clipName)
[
exec
{
label("Clip Name")
tooltip("Allows different weapons to share clips. Used for weapons that have a selective fire option, and would therefore need to use the same type of clip.")
width(500)
}
]
hcontainer
{
spinedit(maxAmmo, 10, 20)
[
exec
{
label("Max Ammo")
tooltip("Max ammo the player can collect for this weapon. No effect on AI.")
}
]
spinedit(startAmmo, 1, 10)
[
exec
{
label("Start Ammo")
tooltip("How much ammo the player gets when starting with this weapon. One clip/magazine from this amount will be already in the weapon. No effect on AI.")
}
]
spinedit(clipSize, 1, 10)
[
exec
{
label("Clip Size")
tooltip("Specifies how many bullets per clip/magazine.")
}
]
}
hcontainer
{
spinedit(dropAmmoMin, 1, 10)
[
exec
{
label("Drop Min")
tooltip("When dropped by AI/player/hand-placed in editor, contains at least this much ammo. Not limited to real-life clip/magazine size.")
}
]
spinedit(dropAmmoMax, 1, 10)
[
exec
{
label("Drop Max")
tooltip("When dropped by AI/player/hand-placed in editor, contains no more than this much ammo. Not limited to real-life clip/magazine size.")
}
]
checkbox(clipOnly)
[
exec
{
label("Clip Only")
tooltip("Used for weapons that use clips only")
righttext()
}
]
}
hcontainer
{
spinedit(reloadAmmoAdd, 1, 10)
[
exec
{
label("Reload Ammo Add")
tooltip("For weapons with Segmented Reload turned on. Amount to add when reloading with some amount of bullets still remaining in the weapon.")
}
]
}
checkbox(cancelAutoHolsterWhenEmpty)
[
exec
{
label("Do Not Auto-Holster When Empty")
tooltip("When weapons are empty, they are normally auto-swapped to the next usable weapon in the player's inventory. This disables that.")
width(300)
labelwidth(280)
righttext()
}
]
}
[
exec
{
groupBox("Ammunition")
}
]
////////////////////////////////////////
// Overheating
////////////////////////////////////////
vcontainer
{
hcontainer
{
checkbox(overheatWeapon)
[
exec
{
label("Overheating Weapon")
tootip("This weapon can overheat")
width(300)
labelwidth(280)
righttext()
}
]
checkbox(coolWhileFiring)
[
exec
{
label("Cool While Firing")
tootip("This weapon's heat decreases, even when it is being fired")
width(300)
labelwidth(280)
righttext()
}
]
}
floatedit(overheatRate, 1.0, 10.0)
[
exec
{
label("Overheating Rate")
tooltip("Percent of heat added per shot for this weapon")
}
]
floatedit(cooldownRate, 1.0, 10.0)
[
exec
{
label("Cooldown Rate")
tooltip("Percent of heat that is bled off per second for this weapon")
}
]
floatedit(overheatEndVal, 1.0, 10.0)
[
exec
{
label("Overheating Ends At")
tooltip("Percent of heat at which, if this weapon is overheating, it is able to fire again")
}
]
}
[
exec
{
groupBox("Overheating")
}
]
////////////////////////////////////////
// Damage
////////////////////////////////////////
vcontainer
{
hcontainer
{
vcontainer
{
spinedit(damage, 1, 10)
[
exec
{
label("Damage")
tooltip("Damage per projectile")
}
]
floatedit(damageDuration, 1, 10)
[
exec
{
label("Damage Duration")
tooltip("Duration that flame damage will be applied in ms")
}
]
floatedit(damageInterval, 1, 10)
[
exec
{
lable("Damage Interval")
tooltip("Frequency for degraded damage in ms")
}
]
}
spinedit(meleeDamage, 1, 10)
[
exec
{
label("Melee")
tooltip("Damage per melee hit.")
}
]
}
}
[
exec
{
groupBox("Damage")
}
]
////////////////////////////////////////
// State Timers
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(fireTime, 0.05, 0.2)
[
exec
{
label("Fire")
tooltip("Rate of fire in seconds per round. Maximum possible rate is 0.05 seconds per round, or 1200 rounds per minute.")
}
]
floatedit(fireDelay, 0.05, 0.2)
[
exec
{
label("Fire Delay")
tooltip("Delay in seconds between pressing the fire button and the weapon actually firing.")
}
]
}
hcontainer
{
floatedit(meleeTime, 0.05, 0.2)
[
exec
{
label("Melee")
tooltip("Rate of fire in seconds per melee attack.")
}
]
floatedit(meleeDelay, 0.05, 0.2)
[
exec
{
label("Melee Delay")
tooltip("Delay in seconds between pressing the fire button and the melee attack actually happening.")
}
]
}
hcontainer
{
floatedit(meleeChargeTime, 0.05, 0.2)
[
exec
{
label("Melee Charge")
tooltip("Rate of fire in seconds per melee charge attack.")
}
]
floatedit(meleeChargeDelay, 0.05, 0.2)
[
exec
{
label("Melee Charge Delay")
tooltip("Delay in seconds between pressing the fire button and the melee charge attack actually happening.")
}
]
}
hcontainer
{
floatedit(reloadTime, 0.05, 0.2)
[
exec
{
label("Reload")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
}
hcontainer
{
floatedit(reloadAddTime, 0.05, 0.2)
[
exec
{
label("Reload Add")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
}
hcontainer
{
floatedit(dropTime, 0.05, 0.2)
[
exec
{
label("Drop")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
floatedit(raiseTime, 0.05, 0.2)
[
exec
{
label("Raise")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
floatedit(firstRaiseTime, 0.05, 0.2)
[
exec
{
label("First Raise")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
}
hcontainer
{
floatedit(altDropTime, 0.05, 0.2)
[
exec
{
label("Alt Drop")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
floatedit(altRaiseTime, 0.05, 0.2)
[
exec
{
label("Alt Raise")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
}
hcontainer
{
floatedit(quickDropTime, 0.05, 0.2)
[
exec
{
label("Quick Drop")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
floatedit(quickRaiseTime, 0.05, 0.2)
[
exec
{
label("Quick Raise")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
}
hcontainer
{
floatedit(emptyDropTime, 0.05, 0.2)
[
exec
{
label("Empty Drop")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
floatedit(emptyRaiseTime, 0.05, 0.2)
[
exec
{
label("Empty Raise")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
}
hcontainer
{
floatedit(sprintInTime, 0.05, 0.2)
[
exec
{
label("Sprint In")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
floatedit(sprintLoopTime, 0.05, 0.2)
[
exec
{
label("Sprint Loop")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
floatedit(sprintOutTime, 0.05, 0.2)
[
exec
{
label("Sprint Out")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
}
hcontainer
{
floatedit(nightVisionWearTime, 0.05, 0.2)
[
exec
{
label("Nightvision Wear")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
floatedit(nightVisionRemoveTime, 0.05, 0.2)
[
exec
{
label("Nightvision Remove")
tooltip("How long this weapon state will last. The viewmodel animations will get scaled to match the times set.")
}
]
}
}
[
exec
{
groupBox("State Timers")
}
]
////////////////////////////////////////
// Sprint Movement Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(sprintOfsF, 0.1, 1)
[
exec
{
label("Offset Forward")
tooltip("When the player changes to this stance, the viewmodel will slide forward by this amount. (-ive for backward)")
}
]
floatedit(sprintOfsR, 0.1, 1)
[
exec
{
label("Offset Right")
tooltip("When the player changes to this stance, the viewmodel will translate horizontally by this amount. (+/- for left/right respectively)")
}
]
floatedit(sprintOfsU, 0.1, 1)
[
exec
{
label("Offset Up")
tooltip("When the player changes to this stance, the viewmodel will translate vertically by this amount. (+/- for up/down respectively)")
}
]
}
hcontainer
{
floatedit(sprintRotP, 0.1, 1)
[
exec
{
label("Rot Pitch")
tooltip("Viewmodel will pitch by this amount if the player is moving in this stance. (+/- for down/up respectively)")
}
]
floatedit(sprintRotY, 0.1, 1)
[
exec
{
label("Rot Yaw")
tooltip("Viewmodel will yaw by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(sprintRotR, 0.1, 1)
[
exec
{
label("Rot Roll")
tooltip("Viewmodel will roll by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
}
hcontainer
{
floatedit(sprintBobH, 0.1, 1)
[
exec
{
label("Horiz Bob")
tooltip("A multiplier applied to the standard horizontal bob for weapons when sprinting domain 0-10")
}
]
floatedit(sprintBobV, 0.1, 1)
[
exec
{
label("Vert Bob")
tooltip("A multiplier applied to the standard vertical bob for weapons when sprinting domain 0-10")
}
]
floatedit(sprintScale, 0.01, 1)
[
exec
{
label("MoveSpeed Scale")
tooltip("A multiplier applied to xy movement of the viewmodel during sprint higher is faster")
}
]
}
}
[
exec
{
groupBox("Sprint Movement Settings")
}
]
////////////////////////////////////////
// Stand Movement Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(standMoveF, 0.1, 1)
[
exec
{
label("Move Forward")
tooltip("Viewmodel will translate forward/backward by this amount if the player is moving in this stance. (+/- for forward/backward respectively)")
}
]
floatedit(standMoveR, 0.1, 1)
[
exec
{
label("Move Right")
tooltip("Viewmodel will translate horizontally by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(standMoveU, 0.1, 1)
[
exec
{
label("Move Up")
tooltip("Viewmodel will translate vertically by this amount if the player is moving in this stance. (+/- for up/down respectively)")
}
]
}
hcontainer
{
floatedit(standRotP, 0.1, 1)
[
exec
{
label("Rot Pitch")
tooltip("Viewmodel will pitch by this amount if the player is moving in this stance. (+/- for down/up respectively)")
}
]
floatedit(standRotY, 0.1, 1)
[
exec
{
label("Rot Yaw")
tooltip("Viewmodel will yaw by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(standRotR, 0.1, 1)
[
exec
{
label("Rot Roll")
tooltip("Viewmodel will roll by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
}
hcontainer
{
floatedit(standMoveMinSpeed, 1, 10)
[
exec
{
label("Move Min Speed")
tooltip("Not used.")
}
]
floatedit(posMoveRate, 0.1, 1)
[
exec
{
label("Pos Move Rate")
tooltip("Controls speed of viewmodel translation while moving in stand and crouch, transitions between stand and crouch, and crouch into prone.")
}
]
}
hcontainer
{
floatedit(standRotMinSpeed, 1, 10)
[
exec
{
label("Rot Min Speed")
tooltip("Not used.")
}
]
floatedit(posRotRate, 0.1, 1)
[
exec
{
label("Pos Rot Rate")
tooltip("Rotational speed of viewmodel in standing and crouching. If this is set in the prone section, a value should be entered here so that the viewmodel is able to rotate back to normal in crouch and stand.")
}
]
}
}
[
exec
{
groupBox("Stand Movement Settings")
}
]
////////////////////////////////////////
// Crouch Sprinting Movement Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(duckedSprintOfsF, 0.1, 1)
[
exec
{
label("Offset Forward")
tooltip("Viewmodel will translate forward/backward by this amount if the player is moving in this stance. (+/- for forward/backward respectively)")
}
]
floatedit(duckedSprintOfsR, 0.1, 1)
[
exec
{
label("Offset Right")
tooltip("Viewmodel will translate horizontally by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(duckedSprintOfsU, 0.1, 1)
[
exec
{
label("Offset Up")
tooltip("Viewmodel will translate vertically by this amount if the player is moving in this stance. (+/- for up/down respectively)")
}
]
}
hcontainer
{
floatedit(duckedSprintRotP, 0.1, 1)
[
exec
{
label("Rot Pitch")
tooltip("Viewmodel will pitch by this amount if the player is moving in this stance. (+/- for down/up respectively)")
}
]
floatedit(duckedSprintRotY, 0.1, 1)
[
exec
{
label("Rot Yaw")
tooltip("Viewmodel will yaw by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(duckedSprintRotR, 0.1, 1)
[
exec
{
label("Rot Roll")
tooltip("Viewmodel will roll by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
}
hcontainer
{
floatedit(duckedSprintBobH, 0.1, 1)
[
exec
{
label("Horiz Bob")
tooltip("A multiplier applied to the standard horizontal bob for weapons when crouch sprinting domain 0-10")
}
]
floatedit(duckedSprintBobV, 0.1, 1)
[
exec
{
label("Vert Bob")
tooltip("A multiplier applied to the standard vertical bob for weapons when crouch sprinting domain 0-10")
}
]
floatedit(duckedSprintScale, 0.01, 1)
[
exec
{
label("MoveSpeed Scale")
tooltip("A multiplier applied to xy movement of the viewmodel during crouched sprint higher is faster")
}
]
}
}
[
exec
{
groupBox("Crouch Sprinting Movement Settings")
}
]
////////////////////////////////////////
// Crouch Movement Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(duckedMoveF, 0.1, 1)
[
exec
{
label("Move Forward")
tooltip("Viewmodel will translate forward/backward by this amount if the player is moving in this stance. (+/- for forward/backward respectively)")
}
]
floatedit(duckedMoveR, 0.1, 1)
[
exec
{
label("Move Right")
tooltip("Viewmodel will translate horizontally by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(duckedMoveU, 0.1, 1)
[
exec
{
label("Move Up")
tooltip("Viewmodel will translate vertically by this amount if the player is moving in this stance. (+/- for up/down respectively)")
}
]
}
hcontainer
{
floatedit(duckedRotP, 0.1, 1)
[
exec
{
label("Rot Pitch")
tooltip("Viewmodel will pitch by this amount if the player is moving in this stance. (+/- for down/up respectively)")
}
]
floatedit(duckedRotY, 0.1, 1)
[
exec
{
label("Rot Yaw")
tooltip("Viewmodel will yaw by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(duckedRotR, 0.1, 1)
[
exec
{
label("Rot Roll")
tooltip("Viewmodel will roll by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
}
hcontainer
{
floatedit(duckedOfsF, 0.1, 1)
[
exec
{
label("Offset Forward")
tooltip("When the player changes to this stance, the viewmodel will slide forward by this amount. (-ive for backward)")
}
]
floatedit(duckedOfsR, 0.1, 1)
[
exec
{
label("Offset Right")
tooltip("When the player changes to this stance, the viewmodel will translate horizontally by this amount. (+/- for left/right respectively)")
}
]
floatedit(duckedOfsU, 0.1, 1)
[
exec
{
label("Offset Up")
tooltip("When the player changes to this stance, the viewmodel will translate vertically by this amount. (+/- for up/down respectively)")
}
]
}
floatedit(duckedMoveMinSpeed, 1, 10)
[
exec
{
label("Move Min Speed")
tooltip("Not used.")
}
]
floatedit(duckedRotMinSpeed, 1, 10)
[
exec
{
label("Rot Min Speed")
tooltip("Not used.")
}
]
}
[
exec
{
groupBox("Crouch Movement Settings")
}
]
////////////////////////////////////////
// Prone Movement Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(proneMoveF, 0.1, 1)
[
exec
{
label("Move Forward")
tooltip("Viewmodel will translate forward/backward by this amount if the player is moving in this stance. (+/- for forward/backward respectively)")
}
]
floatedit(proneMoveR, 0.1, 1)
[
exec
{
label("Move Right")
tooltip("Viewmodel will translate horizontally by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(proneMoveU, 0.1, 1)
[
exec
{
label("Move Up")
tooltip("Viewmodel will translate vertically by this amount if the player is moving in this stance. (+/- for up/down respectively)")
}
]
}
hcontainer
{
floatedit(proneRotP, 0.1, 1)
[
exec
{
label("Rot Pitch")
tooltip("Viewmodel will pitch by this amount if the player is moving in this stance. (+/- for down/up respectively)")
}
]
floatedit(proneRotY, 0.1, 1)
[
exec
{
label("Rot Yaw")
tooltip("Viewmodel will yaw by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
floatedit(proneRotR, 0.1, 1)
[
exec
{
label("Rot Roll")
tooltip("Viewmodel will roll by this amount if the player is moving in this stance. (+/- for left/right respectively)")
}
]
}
hcontainer
{
floatedit(proneOfsF, 0.1, 1)
[
exec
{
label("Offset Forward")
tooltip("When the player changes to this stance, the viewmodel will slide forward by this amount. (-ive for backward)")
}
]
floatedit(proneOfsR, 0.1, 1)
[
exec
{
label("Offset Right")
tooltip("When the player changes to this stance, the viewmodel will translate horizontally by this amount. (+/- for left/right respectively)")
}
]
floatedit(proneOfsU, 0.1, 1)
[
exec
{
label("Offset Up")
tooltip("When the player changes to this stance, the viewmodel will translate vertically by this amount. (+/- for up/down respectively)")
}
]
}
hcontainer
{
floatedit(proneMoveMinSpeed, 1, 10)
[
exec
{
label("Move Min Speed")
tooltip("Not used.")
}
]
floatedit(posProneMoveRate, 0.1, 1)
[
exec
{
label("Pos Move Rate")
tooltip("Controls the speed of viewmodel translation while moving in this stance and changing to crouched.")
}
]
}
hcontainer
{
floatedit(proneRotMinSpeed, 1, 10)
[
exec
{
label("Rot Min Speed")
tooltip("Not used.")
}
]
floatedit(posProneRotRate, 0.1, 1)
[
exec
{
label("Pos Rot Rate")
tooltip("Controls the speed of viewmodel rotation while moving in this stance.")
}
]
}
}
[
exec
{
groupBox("Prone Movement Settings")
}
]
////////////////////////////////////////
// Idle Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
spinedit(hipIdleAmount, 1, 10)
[
exec
{
label("Hip Amount")
tooltip("Strength of viewmodel wavering motion when in hipfire position.")
}
]
}
hcontainer
{
floatedit(hipIdleSpeed, 0.1, 1.0)
[
exec
{
label("Hip Speed")
tooltip("How fast the viewmodel wavers in hipfire position within Hip Amount.")
}
]
floatedit(adsIdleSpeed, 0.1, 1.0)
[
exec
{
label("ADS Speed")
tooltip("How fast the viewmodel wavers in ADS within ADS Amount.")
}
]
}
hcontainer
{
floatedit(idleCrouchFactor, 0.01, 0.1)
[
exec
{
label("Crouch Factor")
tooltip("Hip/ADS Amount multiplier for reducing viewmodel wavering when in this stance.")
}
]
floatedit(idleProneFactor, 0.01, 0.1)
[
exec
{
label("Prone Factor")
tooltip("Hip/ADS Amount multiplier for reducing viewmodel wavering when in this stance.")
}
]
}
}
[
exec
{
groupBox("Idle Settings")
}
]
////////////////////////////////////////
// ADS Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(adsSpread, 0.1, 1)
[
exec
{
label("Spread")
tooltip("Size of bullet spread cone when firing in ADS mode. Bullets will project randomly within the confines of the cone.")
}
]
floatedit(adsAimPitch, 0.1, 1)
[
exec
{
label("Aim Pitch")
tooltip("Adjusts the pitch of the viewmodel in ADS. Defaults to 0, -6 is perfectly centered.")
}
]
}
hcontainer
{
floatedit(adsTransInTime, 0.05, 0.1)
[
exec
{
label("Trans In Time")
tooltip("Time it will take to switch from hipfire to ADS.")
}
]
floatedit(adsTransOutTime, 0.05, 0.1)
[
exec
{
label("Trans Out Time")
tooltip("Time it will take to switch from ADS to hipfire.")
}
]
}
hcontainer
{
// floatedit(adsTransBlendTime, 0.01, 0.1)
// [
// exec
// {
// label("Trans Blend Time")
// tooltip("Not used in CoD2.")
// }
// ]
floatedit(adsReloadTransTime, 0.01, 0.1)
[
exec
{
label("Reload Trans Time")
tooltip("Time it takes once you start the reload to re-enter ADS. (ie: It allows you to finish up reloading while you enter ADS.")
}
]
}
hcontainer
{
floatedit(adsCrosshairInFrac, 0.05, 0.1)
[
exec
{
label("Crosshair In Frac")
tooltip("Fraction of the hipfire-to-ADS transition time over which the crosshair disappears.")
}
]
floatedit(adsCrosshairOutFrac, 0.05, 0.1)
[
exec
{
label("Crosshair Out Frac")
tooltip("Fraction of the ADS-to-hipfire transition time over which the crosshair appears.")
}
]
}
hcontainer
{
floatedit(adsZoomFov, 1, 5)
[
exec
{
label("Zoom FOV")
tooltip("Field of view when in ADS.")
}
]
floatedit(adsZoomInFrac, 0.05, 0.1)
[
exec
{
label("Zoom In Frac")
tooltip("Fraction of the hipfire-to-ADS transition time over which the FOV zoom-in effect happens.")
}
]
floatedit(adsZoomOutFrac, 0.05, 0.1)
[
exec
{
label("Zoom Out Frac")
tooltip("Fraction of the ADS-to-hipfire transition time over which the FOV zoom-out effect happens.")
}
]
}
hcontainer
{
floatedit(adsBobFactor, 0.05, 0.1)
[
exec
{
label("Bob Factor")
tooltip("Strength of viewmodel bobbing due to player movement when using this weapon.")
}
]
floatedit(adsViewBobMult, 0.1, 1)
[
exec
{
label("View Bob Mult")
tooltip("Bob Factor multiplier for view bobbing due to player movement when using this weapon in ADS.")
}
]
}
hcontainer
{
floatedit(adsViewErrorMin, 0.1, 1)
[
exec
{
label("Min View Error")
tooltip("Min View Error.")
}
]
floatedit(adsViewErrorMax, 0.1, 1)
[
exec
{
label("Max View Error")
tooltip("Max View Error.")
}
]
}
}
[
exec
{
groupBox("ADS Settings")
}
]
////////////////////////////////////////
// Gun Kick
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(hipGunKickPitchMin, 1, 5)
[
exec
{
label("Hip Pitch Min")
tooltip("Hipfire viewmodel control. +/- sign means 'kick down/up'. Larger absolute numbers increase viewmodel climb/descent. From -100 to 100. Actual viewmodel angle will not exceed Max Gun Pitch.")
}
]
floatedit(adsGunKickPitchMin, 1, 5)
[
exec
{
label("ADS Pitch Min")
tooltip("ADS viewmodel control. +/- sign means 'kick down/up'. Larger absolute numbers increase viewmodel climb/descent. From -100 to 100.")
}
]
}
hcontainer
{
floatedit(hipGunKickPitchMax, 1, 5)
[
exec
{
label("Hip Pitch Max")
tooltip("Hipfire viewmodel control. +/- sign means 'kick down/up'. Larger absolute numbers increase viewmodel climb/descent. From -100 to 100. Actual viewmodel angle will not exceed Max Gun Pitch.")
}
]
floatedit(adsGunKickPitchMax, 1, 5)
[
exec
{
label("ADS Pitch Max")
tooltip("ADS viewmodel control. +/- sign means 'kick down/up'. Larger absolute numbers increase viewmodel climb/descent. From -100 to 100.")
}
]
}
hcontainer
{
floatedit(hipGunKickYawMin, 1, 5)
[
exec
{
label("Hip Yaw Min")
tooltip("Hipfire viewmodel control. +/- sign means 'kick left/right'. Larger absolute numbers increase viewmodel yawing. From -100 to 100. Actual viewmodel angle will not exceed Max Gun Yaw.")
}
]
floatedit(adsGunKickYawMin, 1, 5)
[
exec
{
label("ADS Yaw Min")
tooltip("ADS viewmodel control. +/- sign means 'kick left/right'. Larger absolute numbers increase viewmodel yawing. From -100 to 100.")
}
]
}
hcontainer
{
floatedit(hipGunKickYawMax, 1, 5)
[
exec
{
label("Hip Yaw Max")
tooltip("Hipfire viewmodel control. +/- sign means 'kick left/right'. Larger absolute numbers increase viewmodel yawing. From -100 to 100. Actual viewmodel angle will not exceed Max Gun Yaw.")
}
]
floatedit(adsGunKickYawMax, 1, 5)
[
exec
{
label("ADS Yaw Max")
tooltip("ADS viewmodel control. +/- sign means 'kick left/right'. Larger absolute numbers increase viewmodel yawing. From -100 to 100.")
}
]
}
hcontainer
{
floatedit(hipGunKickAccel, 1, 10)
[
exec
{
label("Hip Accel")
tooltip("Rate at which viewmodel attempts to recenter in hipfire. Directly opposes yaws and pitch accumulation.")
}
]
floatedit(adsGunKickAccel, 1, 10)
[
exec
{
label("ADS Accel")
tooltip("Rate at which viewmodel attempts to recenter in ADS. Directly opposes yaws and pitch accumulation.")
}
]
}
hcontainer
{
floatedit(hipGunKickSpeedMax, 1, 10)
[
exec
{
label("Hip Speed Max")
tooltip("Maximum deflection speed reached by the viewmodel in hipfire.")
}
]
floatedit(adsGunKickSpeedMax, 1, 10)
[
exec
{
label("ADS Speed Max")
tooltip("Maximum deflection speed reached by the viewmodel in ADS.")
}
]
}
hcontainer
{
floatedit(hipGunKickSpeedDecay, 0.1, 1)
[
exec
{
label("Hip Speed Decay")
tooltip("Strength of decay on viewmodel deflection speed in hipfire.")
}
]
floatedit(adsGunKickSpeedDecay, 0.1, 1)
[
exec
{
label("ADS Speed Decay")
tooltip("Strength of decay on viewmodel deflection speed in ADS.")
}
]
}
hcontainer
{
floatedit(hipGunKickStaticDecay, 0.1, 1)
[
exec
{
label("Hip Static Decay")
tooltip("Strength of decay on viewmodel recentering once it has stopped deflecting.")
}
]
floatedit(adsGunKickStaticDecay, 0.1, 1)
[
exec
{
label("ADS Static Decay")
tooltip("Strength of decay on viewmodel recentering once it has stopped deflecting.")
}
]
}
}
[
exec
{
groupBox("Gun Kick Settings")
}
]
////////////////////////////////////////
// View Kick
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(hipViewKickPitchMin, 1, 10)
[
exec
{
label("Hip Pitch Min")
tooltip("Hipfire view kick control. -/+ sign means 'kick down/up'. Larger absolute numbers increase view kick climb/descent. From -100 to 100.")
}
]
floatedit(adsViewKickPitchMin, 1, 10)
[
exec
{
label("ADS Pitch Min")
tooltip("ADS view kick control. -/+ sign means 'kick down/up'. Larger absolute numbers increase view kick climb/descent. From -100 to 100.")
}
]
}
hcontainer
{
floatedit(hipViewKickPitchMax, 1, 10)
[
exec
{
label("Hip Pitch Max")
tooltip("Hipfire view kick control. -/+ sign means 'kick down/up'. Larger absolute numbers increase view kick climb/descent. From -100 to 100.")
}
]
floatedit(adsViewKickPitchMax, 1, 10)
[
exec
{
label("ADS Pitch Max")
tooltip("ADS view kick control. -/+ sign means 'kick down/up'. Larger absolute numbers increase view kick climb/descent. From -100 to 100.")
}
]
}
hcontainer
{
floatedit(hipViewKickYawMin, 1, 10)
[
exec
{
label("Hip Yaw Min")
tooltip("Hipfire view kick control. -/+ sign means 'kick right/left'. Larger absolute numbers increase view kick yaw. From -100 to 100.")
}
]
floatedit(adsViewKickYawMin, 1, 10)
[
exec
{
label("ADS Yaw Min")
tooltip("ADS view kick control. -/+ sign means 'kick right/left'. Larger absolute numbers increase view kick yaw. From -100 to 100.")
}
]
}
hcontainer
{
floatedit(hipViewKickYawMax, 1, 10)
[
exec
{
label("Hip Yaw Max")
tooltip("Hipfire view kick control. -/+ sign means 'kick right/left'. Larger absolute numbers increase view kick yaw. From -100 to 100.")
}
]
floatedit(adsViewKickYawMax, 1, 10)
[
exec
{
label("ADS Yaw Max")
tooltip("ADS view kick control. -/+ sign means 'kick right/left'. Larger absolute numbers increase view kick yaw. From -100 to 100.")
}
]
}
hcontainer
{
floatedit(hipViewKickCenterSpeed, 10, 100)
[
exec
{
label("Hip Center Speed")
tooltip("Speed with which the view continuously attempts to recenter in hipfire.")
}
]
floatedit(adsViewKickCenterSpeed, 10, 100)
[
exec
{
label("ADS Center Speed")
tooltip("Speed with which the view continuously attempts to recenter in ADS.")
}
]
}
}
[
exec
{
groupBox("View Kick Settings")
}
]
////////////////////////////////////////
// Sway settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(swayMaxAngle, 0.05, 0.1)
[
exec
{
label("Max Angle")
tooltip("Max angle change that will be applied to the hipfire viewmodel sway.")
}
]
floatedit(adsSwayMaxAngle, 0.05, 0.1)
[
exec
{
label("ADS Max Angle")
tooltip("Max angle change that will be applied to the ADS viewmodel sway.")
}
]
}
hcontainer
{
floatedit(swayLerpSpeed, 0.05, 0.1)
[
exec
{
label("Lerp Speed")
tooltip("Speed at which the sway will lerp in hipfire.")
}
]
floatedit(adsSwayLerpSpeed, 0.05, 0.1)
[
exec
{
label("ADS Lerp Speed")
tooltip("Speed at which the sway will lerp in ADS.")
}
]
}
hcontainer
{
floatedit(swayPitchScale, 0.05, 0.1)
[
exec
{
label("Pitch Scale")
tooltip("Amount of pitch change in the viewmodel to apply to the sway pitch in hipfire.")
}
]
floatedit(adsSwayPitchScale, 0.05, 0.1)
[
exec
{
label("ADS Pitch Scale")
tooltip("Amount of pitch change in the viewmodel to apply to the sway pitch in ADS.")
}
]
}
hcontainer
{
floatedit(swayYawScale, 0.05, 0.1)
[
exec
{
label("Yaw Scale")
tooltip("Amount of yaw change in the viewmodel to apply to the sway yaw in hipfire.")
}
]
floatedit(adsSwayYawScale, 0.05, 0.1)
[
exec
{
label("ADS Yaw Scale")
tooltip("Amount of yaw change in the viewmodel to apply to the sway yaw in ADS.")
}
]
}
hcontainer
{
floatedit(swayHorizScale, 0.05, 0.1)
[
exec
{
label("Horiz Scale")
tooltip("Amount of yaw change in the viewmodel to apply to the sway horizontal offset in hipfire.")
}
]
floatedit(adsSwayHorizScale, 0.05, 0.1)
[
exec
{
label("ADS Horiz Scale")
tooltip("Amount of yaw change in the viewmodel to apply to the sway horizontal offset in ADS.")
}
]
}
hcontainer
{
floatedit(swayVertScale, 0.05, 0.1)
[
exec
{
label("Vert Scale")
tooltip("Amount of pitch change in the view model to apply to the sway vertical offset in hipfire.")
}
]
floatedit(adsSwayVertScale, 0.05, 0.1)
[
exec
{
label("ADS Vert Scale")
tooltip("Amount of pitch change in the view model to apply to the sway vertical offset in ADS.")
}
]
}
floatedit(swayShellShockScale, 0.05, 0.1)
[
exec
{
label("Shell Shock Scale")
tooltip("This scale gets applied to the weapon sway while you're in shell shock.")
}
]
}
[
exec
{
groupBox("Sway Settings")
}
]
////////////////////////////////////////
// AI Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(fightDist, 1, 100)
[
exec
{
label("Fight Distance")
tooltip("Aggro radius. AI using this weapon try to fight enemies detected in this radius. Center of this circle constantly traces along AI's path up to maxdist.")
}
]
floatedit(maxDist, 1, 100)
[
exec
{
label("Max Distance")
tooltip("Effective range radius. AI must get to this distance before opening fire on their target with this weapon.")
}
]
}
fileedit(aiVsAiAccuracyGraph)
[
exec
{
label("AI Vs. AI Accuracy")
tooltip("Graph file for in-game editing of the non-linear accuracy curve used by the AI for this weapon against another AI.")
reldir("share/raw/accuracy/aivsai/")
width(500)
}
]
fileedit(aiVsPlayerAccuracyGraph)
[
exec
{
label("AI Vs. Player Accuracy")
tooltip("Graph file for in-game editing of the non-linear accuracy curve used by the AI for this weapon against the player.")
reldir("share/raw/accuracy/aivsplayer/")
width(500)
}
]
}
[
exec
{
groupBox("AI Settings")
}
]
////////////////////////////////////////
// Reticle Settings
////////////////////////////////////////
vcontainer
{
fileedit(reticleCenter)
[
exec
{
label("Center Reticle")
tooltip("Center Reticle.")
reldir("pc/main/")
width(500)
}
]
fileedit(reticleSide)
[
exec
{
label("Side Reticle")
tooltip("Side Reticle.")
reldir("pc/main/")
width(500)
}
]
hcontainer
{
spinedit(reticleCenterSize, 1, 2)
[
exec
{
label("Center Size")
tooltip("Center Size.")
}
]
spinedit(reticleSideSize, 1, 2)
[
exec
{
label("Side Size")
tooltip("Side Size.")
}
]
}
hcontainer
{
floatedit(hipReticleSidePos, 0.1, 0.2)
[
exec
{
label("Side Position")
tooltip("Side Position.")
}
]
spinedit(reticleMinOfs, 1, 2)
[
exec
{
label("Min Offset")
tooltip("Min Offset.")
}
]
}
}
[
exec
{
groupBox("Reticle Settings")
}
]
////////////////////////////////////////
// XModels
////////////////////////////////////////
vcontainer
{
fileedit(gunModel)
[
exec
{
label("View Gun")
reldir("pc/main/xmodel/")
width(500)
}
]
fileedit(handModel)
[
exec
{
label("Default view Hand")
reldir("pc/main/xmodel/")
width(500)
}
]
fileedit(worldModel)
[
exec
{
label("World Gun")
reldir("pc/main/xmodel/")
width(500)
}
]
checkbox(isHandModelOverridable)
[
exec
{
label("Update Hand Model From Script")
tooltip("If checked then the hand model can be updated from script")
}
]
fileedit(worldClipModel)
[
exec
{
label("World Clip Model")
reldir("pc/main/xmodel/")
width(500)
}
]
fileedit(knifeModel)
[
exec
{
label("Knife Model")
reldir("share/main/xmodel/")
width(500)
}
]
fileedit(worldKnifeModel)
[
exec
{
label("World Knife Model")
reldir("share/main/xmodel/")
width(500)
}
]
}
[
exec
{
groupBox("XModels")
}
]
////////////////////////////////////////
// XAnims
////////////////////////////////////////
vcontainer
{
fileedit(idleAnim)
[
exec
{
label("Idle")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(emptyIdleAnim)
[
exec
{
label("Empty Idle")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(fireAnim)
[
exec
{
label("Fire")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(lastShotAnim)
[
exec
{
label("Last Shot")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(meleeAnim)
[
exec
{
label("Melee")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(meleeChargeAnim)
[
exec
{
label("Melee Charge")
reldir("share/main/xanim/")
width(500)
tooltip("The anim played for a melee charge (use for bayonet weapons)")
}
]
fileedit(reloadAnim)
[
exec
{
label("Reload")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(raiseAnim)
[
exec
{
label("Raise")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(dropAnim)
[
exec
{
label("Drop")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(firstRaiseAnim)
[
exec
{
label("First Raise")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(altRaiseAnim)
[
exec
{
label("Alt Raise")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(altDropAnim)
[
exec
{
label("Alt Drop")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(quickRaiseAnim)
[
exec
{
label("Quick Raise")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(quickDropAnim)
[
exec
{
label("Quick Drop")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(emptyRaiseAnim)
[
exec
{
label("Empty Raise")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(emptyDropAnim)
[
exec
{
label("Empty Drop")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(sprintInAnim)
[
exec
{
label("Sprint In")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(sprintLoopAnim)
[
exec
{
label("Sprint Loop")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(sprintOutAnim)
[
exec
{
label("Sprint Out")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(nightVisionWearAnim)
[
exec
{
label("Nightvision Wear")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(nightVisionRemoveAnim)
[
exec
{
label("Nightvision Remove")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(adsFireAnim)
[
exec
{
label("ADS Fire")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(adsLastShotAnim)
[
exec
{
label("ADS Last Shot")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(adsUpAnim)
[
exec
{
label("ADS Up")
reldir("share/main/xanim/")
width(500)
}
]
fileedit(adsDownAnim)
[
exec
{
label("ADS Down")
reldir("share/main/xanim/")
width(500)
}
]
}
[
exec
{
groupBox("XAnims")
}
]
////////////////////////////////////////
// Particle Effects
////////////////////////////////////////
vcontainer
{
fileedit(viewFlashEffect)
[
exec
{
label("View Flash")
reldir("share/raw/")
width(500)
}
]
fileedit(worldFlashEffect)
[
exec
{
label("World Flash")
reldir("share/raw/")
width(500)
}
]
fileedit(shellEjectEffect)
[
exec
{
label("Shell Eject")
reldir("share/raw/")
width(500)
}
]
fileedit(lastShotEjectEffect)
[
exec
{
label("Last Shot Eject")
reldir("share/raw/")
width(500)
}
]
fileedit(worldClipDropEffect)
[
exec
{
label("World Clip Drop Effect")
reldir("share/raw/")
width(500)
}
]
}
[
exec
{
groupBox("Effects")
}
]
////////////////////////////////////////
// Sounds
////////////////////////////////////////
vcontainer
{
hcontainer
{
edit(pickupSound)
[
exec
{
label("Pickup")
width(400)
}
]
edit(pickupSoundPlayer)
[
exec
{
label("Pickup (Player)")
width(400)
}
]
}
hcontainer
{
edit(ammoPickupSound)
[
exec
{
label("Ammo Pickup")
width(400)
}
]
edit(ammoPickupSoundPlayer)
[
exec
{
label("Ammo Pickup (Player)")
width(400)
}
]
}
hcontainer
{
edit(fireSound)
[
exec
{
label("Fire")
width(400)
}
]
edit(fireSoundPlayer)
[
exec
{
label("Fire (Player)")
tooltip("Fire sound used by player. If not defined, player will play normal 'Fire' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(lastShotSound)
[
exec
{
label("Last Shot")
width(400)
}
]
edit(lastShotSoundPlayer)
[
exec
{
label("Last Shot (Player)")
tooltip("Last Shot sound used by player. If not defined, player will play normal 'Last Shot' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(emptyFireSound)
[
exec
{
label("Empty Fire")
width(400)
}
]
edit(emptyFireSoundPlayer)
[
exec
{
label("Empty Fire (Player)")
tooltip("Empty Fire sound used by player. If not defined, player will play normal 'Empty Fire' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(meleeSwipeSound)
[
exec
{
label("Melee Swipe")
width(400)
}
]
edit(meleeSwipeSoundPlayer)
[
exec
{
label("Melee Swipe (Player)")
width(400)
}
]
}
hcontainer
{
edit(rechamberSound)
[
exec
{
label("Rechamber")
width(400)
}
]
edit(rechamberSoundPlayer)
[
exec
{
label("Rechamber (Player)")
tooltip("Rechamber sound used by player. If not defined, player will play normal 'Rechamber' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(reloadSound)
[
exec
{
label("Reload")
width(400)
}
]
edit(reloadSoundPlayer)
[
exec
{
label("Reload (Player)")
tooltip("Reload sound used by player. If not defined, player will play normal 'Reload' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(reloadEmptySound)
[
exec
{
label("Reload Empty")
width(400)
}
]
edit(reloadEmptySoundPlayer)
[
exec
{
label("Reload Empty (Player)")
tooltip("Reload Empty sound used by player. If not defined, player will play normal 'Reload Empty' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(reloadStartSound)
[
exec
{
label("Reload Start")
width(400)
}
]
edit(reloadStartSoundPlayer)
[
exec
{
label("Reload Start (Player)")
tooltip("Reload Start sound used by player. If not defined, player will play normal 'Reload Start' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(reloadEndSound)
[
exec
{
label("Reload End")
width(400)
}
]
edit(reloadEndSoundPlayer)
[
exec
{
label("Reload End (Player)")
tooltip("Reload End sound used by player. If not defined, player will play normal 'Reload End' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(altSwitchSound)
[
exec
{
label("Alt Switch")
width(400)
}
]
edit(altSwitchSoundPlayer)
[
exec
{
label("Alt Switch (Player)")
width(400)
}
]
}
hcontainer
{
edit(raiseSound)
[
exec
{
label("Raise")
width(400)
}
]
edit(raiseSoundPlayer)
[
exec
{
label("Raise (Player)")
width(400)
}
]
}
hcontainer
{
edit(firstRaiseSound)
[
exec
{
label("First Raise")
width(400)
}
]
edit(firstRaiseSoundPlayer)
[
exec
{
label("First Raise (Player)")
width(400)
}
]
}
hcontainer
{
edit(putawaySound)
[
exec
{
label("Put Away")
width(400)
}
]
edit(putawaySoundPlayer)
[
exec
{
label("Put Away (Player)")
width(400)
}
]
}
hcontainer
{
edit(nightVisionWearSound)
[
exec
{
label("NightVis Wear")
width(400)
}
]
edit(nightVisionWearSoundPlayer)
[
exec
{
label("NightVis Wear (Player)")
width(400)
}
]
}
hcontainer
{
edit(nightVisionRemoveSound)
[
exec
{
label("NightVis Remove")
width(400)
}
]
edit(nightVisionRemoveSoundPlayer)
[
exec
{
label("NightVis Remove (Player)")
width(400)
}
]
}
hcontainer
{
edit(flameOffLoopSound)
[
exec
{
label("Flame Off Loop")
width(400)
}
]
edit(flameOffLoopSoundPlayer)
[
exec
{
label("Flame Off Loop (Player)")
tooltip("Flame Off Loop sound used by player. If not defined, player will play normal 'Flame Off Loop' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(flameIgniteSound)
[
exec
{
label("Flame Ignite")
width(400)
}
]
edit(flameIgniteSoundPlayer)
[
exec
{
label("Flame Ignite (Player)")
tooltip("Flame Ignite sound used by player. If not defined, player will play normal 'Flame Ignite' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(flameOnLoopSound)
[
exec
{
label("Flame On Loop")
width(400)
}
]
edit(flameOnLoopSoundPlayer)
[
exec
{
label("Flame On Loop (Player)")
tooltip("Flame On Loop sound used by player. If not defined, player will play normal 'Flame On Loop' that is used by the AI.")
width(400)
}
]
}
hcontainer
{
edit(flameCooldownSound)
[
exec
{
label("Flame Cooldown")
width(400)
}
]
edit(flameCooldownSoundPlayer)
[
exec
{
label("Flame Cooldown (Player)")
tooltip("Flame Cooldown sound used by player. If not defined, player will play normal 'Flame Cooldown' that is used by the AI.")
width(400)
}
]
}
edit(noteTrackSoundA)
[
exec
{
label("Note Track A")
width(500)
}
]
edit(noteTrackSoundB)
[
exec
{
label("Note Track B")
width(500)
}
]
edit(noteTrackSoundC)
[
exec
{
label("Note Track C")
width(500)
}
]
edit(noteTrackSoundD)
[
exec
{
label("Note Track D")
width(500)
}
]
}
[
exec
{
groupBox("Sound")
}
]
////////////////////////////////////////
// Rumbles
////////////////////////////////////////
vcontainer
{
scrollbox(fireRumble)
[
exec
{
width(500)
}
]
scrollbox(meleeImpactRumble)
[
exec
{
width(500)
}
]
}
[
exec
{
groupBox("Rumbles")
}
]
////////////////////////////////////////
// Icons
////////////////////////////////////////
vcontainer
{
hcontainer
{
fileedit(hudIcon)
[
exec
{
label("Hud")
reldir("pc/main/")
width(500)
}
]
scrollbox(hudIconRatio)
[
exec
{
label(" Aspect:")
width(110)
labelwidth(60)
}
]
}
hcontainer
{
fileedit(modeIcon)
[
exec
{
label("Mode")
reldir("pc/main/")
width(500)
}
]
scrollbox(modeIconRatio)
[
exec
{
label(" Aspect:")
width(110)
labelwidth(60)
}
]
}
hcontainer
{
fileedit(killIcon)
[
exec
{
label("Kill")
reldir("pc/main/")
width(500)
}
]
scrollbox(killIconRatio)
[
exec
{
label(" Aspect:")
width(110)
labelwidth(60)
}
]
}
hcontainer
{
fileedit(dpadIcon)
[
exec
{
label("DPad Icon")
reldir("pc/main/")
width(500)
}
]
scrollbox(dpadIconRatio)
[
exec
{
label(" Aspect:")
width(110)
labelwidth(60)
}
]
}
hcontainer
{
checkbox(wideListIcon)
[
exec
{
label("Wide List Icon")
tooltip("Used for weapons that use wide HUD icons when drawing cursor hints and MP weapon selection. (Rifle vs. Grenade)")
righttext()
}
]
checkbox(wideKillIcon)
[
exec
{
label("Wide Kill Icon")
tooltip("Used for weapons that have a wide kill icon in MP. (Rifle vs Grenade).")
righttext()
}
]
checkbox(flipKillIcon)
[
exec
{
label("Flip Kill Icon")
tooltip("Used for weapons that need to have their kill icon horizontally flipped before displaying. (For MP obituaries).")
righttext()
}
]
}
}
[
exec
{
groupBox("2D Icons")
}
]
////////////////////////////////////////
// Bounce factors
////////////////////////////////////////
hcontainer
{
vcontainer
{
floatedit(parallelDefaultBounce, 0.01, 0.1)
[
exec
{
label("default")
}
]
floatedit(parallelBarkBounce, 0.01, 0.1)
[
exec
{
label("bark")
}
]
floatedit(parallelBrickBounce, 0.01, 0.1)
[
exec
{
label("brick")
}
]
floatedit(parallelCarpetBounce, 0.01, 0.1)
[
exec
{
label("carpet")
}
]
floatedit(parallelClothBounce, 0.01, 0.1)
[
exec
{
label("cloth")
}
]
floatedit(parallelConcreteBounce, 0.01, 0.1)
[
exec
{
label("concrete")
}
]
floatedit(parallelDirtBounce, 0.01, 0.1)
[
exec
{
label("dirt")
}
]
floatedit(parallelFleshBounce, 0.01, 0.1)
[
exec
{
label("flesh")
}
]
floatedit(parallelFoliageBounce, 0.01, 0.1)
[
exec
{
label("foliage")
}
]
floatedit(parallelGlassBounce, 0.01, 0.1)
[
exec
{
label("glass")
}
]
floatedit(parallelGrassBounce, 0.01, 0.1)
[
exec
{
label("grass")
}
]
floatedit(parallelGravelBounce, 0.01, 0.1)
[
exec
{
label("gravel")
}
]
floatedit(parallelIceBounce, 0.01, 0.1)
[
exec
{
label("ice")
}
]
floatedit(parallelMetalBounce, 0.01, 0.1)
[
exec
{
label("metal")
}
]
floatedit(parallelMudBounce, 0.01, 0.1)
[
exec
{
label("mud")
}
]
floatedit(parallelPaperBounce, 0.01, 0.1)
[
exec
{
label("paper")
}
]
floatedit(parallelPlasterBounce, 0.01, 0.1)
[
exec
{
label("plaster")
}
]
floatedit(parallelRockBounce, 0.01, 0.1)
[
exec
{
label("rock")
}
]
floatedit(parallelSandBounce, 0.01, 0.1)
[
exec
{
label("sand")
}
]
floatedit(parallelSnowBounce, 0.01, 0.1)
[
exec
{
label("snow")
}
]
floatedit(parallelWaterBounce, 0.01, 0.1)
[
exec
{
label("water")
}
]
floatedit(parallelWoodBounce, 0.01, 0.1)
[
exec
{
label("wood")
}
]
floatedit(parallelAsphaltBounce, 0.01, 0.1)
[
exec
{
label("asphalt")
}
]
floatedit(parallelCeramicBounce, 0.01, 0.1)
[
exec
{
label("ceramic")
}
]
floatedit(parallelPlasticBounce, 0.01, 0.1)
[
exec
{
label("plastic")
}
]
floatedit(parallelRubberBounce, 0.01, 0.1)
[
exec
{
label("rubber")
}
]
floatedit(parallelCushionBounce, 0.01, 0.1)
[
exec
{
label("cushion")
}
]
floatedit(parallelFruitBounce, 0.01, 0.1)
[
exec
{
label("fruit")
}
]
floatedit(parallelPaintedMetalBounce, 0.01, 0.1)
[
exec
{
label("painted metal")
}
]
}
[
exec
{
groupBox("Parallel Bounce Factors")
}
]
vcontainer
{
floatedit(perpendicularDefaultBounce, 0.01, 0.1)
[
exec
{
label("default")
}
]
floatedit(perpendicularBarkBounce, 0.01, 0.1)
[
exec
{
label("bark")
}
]
floatedit(perpendicularBrickBounce, 0.01, 0.1)
[
exec
{
label("brick")
}
]
floatedit(perpendicularCarpetBounce, 0.01, 0.1)
[
exec
{
label("carpet")
}
]
floatedit(perpendicularClothBounce, 0.01, 0.1)
[
exec
{
label("cloth")
}
]
floatedit(perpendicularConcreteBounce, 0.01, 0.1)
[
exec
{
label("concrete")
}
]
floatedit(perpendicularDirtBounce, 0.01, 0.1)
[
exec
{
label("dirt")
}
]
floatedit(perpendicularFleshBounce, 0.01, 0.1)
[
exec
{
label("flesh")
}
]
floatedit(perpendicularFoliageBounce, 0.01, 0.1)
[
exec
{
label("foliage")
}
]
floatedit(perpendicularGlassBounce, 0.01, 0.1)
[
exec
{
label("glass")
}
]
floatedit(perpendicularGrassBounce, 0.01, 0.1)
[
exec
{
label("grass")
}
]
floatedit(perpendicularGravelBounce, 0.01, 0.1)
[
exec
{
label("gravel")
}
]
floatedit(perpendicularIceBounce, 0.01, 0.1)
[
exec
{
label("ice")
}
]
floatedit(perpendicularMetalBounce, 0.01, 0.1)
[
exec
{
label("metal")
}
]
floatedit(perpendicularMudBounce, 0.01, 0.1)
[
exec
{
label("mud")
}
]
floatedit(perpendicularPaperBounce, 0.01, 0.1)
[
exec
{
label("paper")
}
]
floatedit(perpendicularPlasterBounce, 0.01, 0.1)
[
exec
{
label("plaster")
}
]
floatedit(perpendicularRockBounce, 0.01, 0.1)
[
exec
{
label("rock")
}
]
floatedit(perpendicularSandBounce, 0.01, 0.1)
[
exec
{
label("sand")
}
]
floatedit(perpendicularSnowBounce, 0.01, 0.1)
[
exec
{
label("snow")
}
]
floatedit(perpendicularWaterBounce, 0.01, 0.1)
[
exec
{
label("water")
}
]
floatedit(perpendicularWoodBounce, 0.01, 0.1)
[
exec
{
label("wood")
}
]
floatedit(perpendicularAsphaltBounce, 0.01, 0.1)
[
exec
{
label("asphalt")
}
]
floatedit(perpendicularCeramicBounce, 0.01, 0.1)
[
exec
{
label("ceramic")
}
]
floatedit(perpendicularPlasticBounce, 0.01, 0.1)
[
exec
{
label("plastic")
}
]
floatedit(perpendicularRubberBounce, 0.01, 0.1)
[
exec
{
label("rubber")
}
]
floatedit(perpendicularCushionBounce, 0.01, 0.1)
[
exec
{
label("cushion")
}
]
floatedit(perpendicularFruitBounce, 0.01, 0.1)
[
exec
{
label("fruit")
}
]
floatedit(perpendicularPaintedMetalBounce, 0.01, 0.1)
[
exec
{
label("painted metal")
}
]
}
[
exec
{
groupBox("Perpendicular Bounce Factors")
}
]
}
////////////////////////////////////////
// Depth of Field Settings
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(adsDofStart, 0.1, 0.5)
[
exec
{
label("ADS Start")
}
]
floatedit(adsDofEnd, 0.1, 0.5)
[
exec
{
label("ADS End")
}
]
}
hcontainer
{
floatedit(hipDofStart, 0.1, 0.5)
[
exec
{
label("Hip Start")
}
]
floatedit(hipDofEnd, 0.1, 0.5)
[
exec
{
label("Hip End")
}
]
}
}
[
exec
{
groupBox("Depth of Field Settings")
}
]
}