Melee Vars

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Name & Parameters

Description

Type

Default Value

Range

Identifier Flags

meleeadd <value>

the amount added when picking up the weapon or reloading it

variable

1

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeaidist1 <distance>

determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges

float variable

16.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeaidist2 <distance>

determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges

float variable

16.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeaiskew1 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeaiskew2 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeattackdelay1 <milliseconds>

the time it takes after each firing action for the weapon to be ready again

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeattackdelay2 <milliseconds>

the time it takes after each firing action for the weapon to be ready again

variable

1000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleecarried <#undocumented#>

#undocumented#

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeclipoffset <#undocumented#>

#undocumented#

float variable

0.25

0.0..0.5

IDF_PERSIST IDF_COMPLETE

meleecliprotate <#undocumented#>

#undocumented#

variable

12

0..7

IDF_PERSIST IDF_COMPLETE

meleeclipskew <#undocumented#>

#undocumented#

float variable

0.75

0.0..10.0

IDF_PERSIST IDF_COMPLETE

meleecliptex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/clips/melee

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

meleecollide1 <sum>

determines collision properties for a projectile from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256

variable

17

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleecollide2 <sum>

determines collision properties for a projectile from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256

variable

17

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleecolour <#undocumented#>

#undocumented#

variable

0x707070

0x000000..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleecooked1 <value>

determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleecooked2 <value>

determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleecrosshairtex <#undocumented#>

#undocumented#

string variable

crosshairs/triangle-02

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

meleedamage1 <value>

the amount of damage a projectile from each firing action does

variable

30

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleedamage2 <value>

the amount of damage a projectile from each firing action does

variable

40

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleedelta1 <value>

determines the amount by which each firing action is guided

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleedelta2 <value>

determines the amount by which each firing action is guided

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleedrill1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleedrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeelasticity1 <value>

multiplier of velocity for a projectile of each firing action when doing a bounce event

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeelasticity2 <value>

multiplier of velocity for a projectile of each firing action when doing a bounce event

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeescapedelay1 <milliseconds>

when more than zero, projectiles from this weapon will not be able to hurt its owner for this long

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeescapedelay2 <milliseconds>

when more than zero, projectiles from this weapon will not be able to hurt its owner for this long

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeexplcol1 <#undocumented#>

#undocumented#

variable

0xFFFFFFFF

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleeexplcol2 <#undocumented#>

#undocumented#

variable

0xFFFFFFFF

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleeexplode1 <value>

determines the explosion radius for a particle of this firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeexplode2 <value>

determines the explosion radius for a particle of this firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeextinguish1 <value>

determines if a projectile from each firing action is extinguished by water

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeextinguish2 <value>

determines if a projectile from each firing action is extinguished by water

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakcollide1 <#undocumented#>

#undocumented#

variable

21

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakcollide2 <#undocumented#>

#undocumented#

variable

21

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakdamage1 <value>

flak of this type deals this much damage

variable

25

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakdamage2 <value>

flak of this type deals this much damage

variable

10

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakdelta1 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakdelta2 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakdrill1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakdrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakelasticity1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakelasticity2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakexplcol1 <#undocumented#>

#undocumented#

variable

0xFFFFFFFF

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleeflakexplcol2 <#undocumented#>

#undocumented#

variable

0xFFFFFFFF

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleeflakexplode1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakexplode2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakextinguish1 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakextinguish2 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakguided1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakguided2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakguideddelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakguideddelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakhitpush1 <#undocumented#>

#undocumented#

float variable

100.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakhitpush2 <#undocumented#>

#undocumented#

float variable

200.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakinteracts1 <#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakinteracts2 <#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaklegdamage1 <#undocumented#>

#undocumented#

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaklegdamage2 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakminspeed1 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakminspeed2 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakpartcol1 <#undocumented#>

#undocumented#

variable

0xEEEE22

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleeflakpartcol2 <#undocumented#>

#undocumented#

variable

0xEEEE22

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleeflakpartlen1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakpartlen2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakpartsize1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakpartsize2 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakparttype1 <#undocumented#>

#undocumented#

variable

0

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakparttype2 <#undocumented#>

#undocumented#

variable

0

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakradial1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakradial2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakradius1 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakradius2 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakreflectivity1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakreflectivity2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakresidual1 <#undocumented#>

#undocumented#

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakresidual2 <#undocumented#>

#undocumented#

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakselfdamage1 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakselfdamage2 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakstunscale1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakstunscale2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakstuntime1 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakstuntime2 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaktaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaktaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaktaperin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaktaperin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaktaperout1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaktaperout2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaktorsodamage1 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflaktorsodamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakwaterfric1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakwaterfric2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakwavepush1 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakwavepush2 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakweight1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakweight2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeflakwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragjump1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragjump2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragoffset1 <value>

flak created by this firing action is offset by this distance if it impacts a player before being created

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragoffset2 <value>

flak created by this firing action is offset by this distance if it impacts a player before being created

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragrays1 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragrays2 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragrel1 <value>

flak created by this firing action retains this much of its parent relative momentum

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragrel2 <value>

flak created by this firing action retains this much of its parent relative momentum

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragscale1 <value>

flak created by this firing action is scaled by this much

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragscale2 <value>

flak created by this firing action is scaled by this much

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragskew1 <value>

flak created by this firing action spreads its direction randomly by this much when it impacts a player

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragskew2 <value>

flak created by this firing action spreads its direction randomly by this much when it impacts a player

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragspeed1 <value>

flak projectiles from this weapon start with this much speed (may be influenced by fragspread/fragskew and fragrel)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragspeed2 <value>

flak projectiles from this weapon start with this much speed (may be influenced by fragspread/fragskew and fragrel)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragspread1 <value>

flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragspread2 <value>

flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragtime1 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragtime2 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragweap1 <value>

when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon)

variable

-1

-1..21

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefragweap2 <value>

when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon)

variable

-1

-1..21

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefrequency <value>

determines the multiplier of itemspawntime in which items of this type respawn in

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefullauto1 <bool>

determines if each firing action is fully automatic (click-and-hold) or not (click-and-click)

variable

1

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleefullauto2 <bool>

determines if each firing action is fully automatic (click-and-hold) or not (click-and-click)

variable

1

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeguided1 <value>

determines guided style for a projectile, 0 = off, 1 = follow crosshair direction, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target), 6 = direct toward first crosshair direction

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeguided2 <value>

determines guided style for a projectile, 0 = off, 1 = follow crosshair direction, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target), 6 = direct toward first crosshair direction

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeguideddelay1 <milliseconds>

when more than zero, projectiles from this weapon will delay guided settings by this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeguideddelay2 <milliseconds>

when more than zero, projectiles from this weapon will delay guided settings by this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleehithairtex <#undocumented#>

#undocumented#

string variable

crosshairs/triangle-02-hit

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

meleehitpush1 <value>

multiplier of damage for a projectile or explosion of each firing action impacting a player

float variable

100.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleehitpush2 <value>

multiplier of damage for a projectile or explosion of each firing action impacting a player

float variable

200.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeinteracts1 <#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeinteracts2 <#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleekickpush1 <value>

determines the amount of pushback from shooting each firing action

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleekickpush2 <value>

determines the amount of pushback from shooting each firing action

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleelaser <value>

determines if this weapon has a laser pointer which is projected to the point where the player is aiming

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleelegdamage1 <value>

determines the multiplier of damage for leg shots

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleelegdamage2 <value>

determines the multiplier of damage for leg shots

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleelimspeed1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleelimspeed2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleemax <value>

the maximum amount the clip of this weapon can hold, can never be higher than default

variable

1

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeminspeed1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeminspeed2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleemodes <#undocumented#>

#undocumented#

variable

0

-255..255

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleemuts <#undocumented#>

#undocumented#

variable

0

-131071..131071

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleename <#undocumented#>

#undocumented#

string variable

melee

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleepartcol1 <#undocumented#>

#undocumented#

variable

0xEEEE22

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleepartcol2 <#undocumented#>

#undocumented#

variable

0xEEEE22

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

meleepartlen1 <value>

determines the maximum tape particle length of a projectile from each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleepartlen2 <value>

determines the maximum tape particle length of a projectile from each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleepartsize1 <value>

determines the maximum particle size of a projectile from each firing action

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleepartsize2 <value>

determines the maximum particle size of a projectile from each firing action

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeparttype1 <#undocumented#>

#undocumented#

variable

0

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeparttype2 <#undocumented#>

#undocumented#

variable

0

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleepower1 <value>

when more than zero, determines that the weapon can be 'cooked' this long before firing

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleepower2 <value>

when more than zero, determines that the weapon can be 'cooked' this long before firing

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeprojdelay1 <milliseconds>

when more than zero, projectiles from this weapon will be delayed this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeprojdelay2 <milliseconds>

when more than zero, projectiles from this weapon will be delayed this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeradial1 <milliseconds>

determines the time between ticks of "continuous" radial damage, starts counting from first "radiation"

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeradial2 <milliseconds>

determines the time between ticks of "continuous" radial damage, starts counting from first "radiation"

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeradius1 <value>

determines the size for a projectile of each firing action

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeradius2 <value>

determines the size for a projectile of each firing action

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleerays1 <value>

the amount of projectiles spawned from one shot of each firing action

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleerays2 <value>

the amount of projectiles spawned from one shot of each firing action

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleereflectivity1 <angle>

guard angle for a projectile of each firing action when doing a bounce event

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleereflectivity2 <angle>

guard angle for a projectile of each firing action when doing a bounce event

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleerelativity1 <value>

multiplier of player velocity added to a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleerelativity2 <value>

multiplier of player velocity added to a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleereloaddelay <milliseconds>

the time it takes for the weapon to reload one 'add' unit

variable

50

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleereloads <bool>

determines if this weapon can reload

variable

-1

-1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeresidual1 <bool>

determines if a projectile from each firing action has a residual effect; 0 = off, 1 = burns, 2 = bleeds

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeresidual2 <bool>

determines if a projectile from each firing action has a residual effect; 0 = off, 1 = burns, 2 = bleeds

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeselfdamage1 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeselfdamage2 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespeed1 <value>

the speed of a projectile from each firing action

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespeed2 <value>

the speed of a projectile from each firing action

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespread1 <value>

determines the amount a projectile from each firing action skews off-center

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespread2 <value>

determines the amount a projectile from each firing action skews off-center

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespreadmax1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespreadmax2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespreadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespreadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespreadz1 <value>

when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleespreadz2 <value>

when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleestunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleestunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleestunscale1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleestunscale2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleestuntime1 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleestuntime2 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleesub1 <value>

the amount taken from the clip for each firing action, set to zero for unlimited ammo

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleesub2 <value>

the amount taken from the clip for each firing action, set to zero for unlimited ammo

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetaperin1 <value>

determines the fraction of the lifetime from the start until the projectile reaches its full size

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetaperin2 <value>

determines the fraction of the lifetime from the start until the projectile reaches its full size

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetaperout1 <value>

determines the fraction of the lifetime from the end where the projectile size "fades out"

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetaperout2 <value>

determines the fraction of the lifetime from the end where the projectile size "fades out"

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/melee

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

meleetime1 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

100

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetime2 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

350

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetorsodamage1 <value>

determines the multiplier of damage for torso shots

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetorsodamage2 <value>

determines the multiplier of damage for torso shots

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetrace1 <value>

determines the multiplier of length to apply to traced weapons

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleetrace2 <value>

determines the multiplier of length to apply to traced weapons

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleevisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleevisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleevistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleevistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleewaterfric1 <value>

multiplier of velocity for a projectile of each firing action when in water

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleewaterfric2 <value>

multiplier of velocity for a projectile of each firing action when in water

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleewavepush1 <value>

determines the multiplier of explode radius this weapon pushes in

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleewavepush2 <value>

determines the multiplier of explode radius this weapon pushes in

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeweight1 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleeweight2 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleewhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleewhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

meleezooms <bool>

determines if the secondary action on this weapon zooms

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT