Rifle Vars

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Name & Parameters

Description

Type

Default Value

Range

Identifier Flags

rifleadd <value>

the amount added when picking up the weapon or reloading it

variable

6

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleaidist1 <distance>

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

float variable

768.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleaidist2 <distance>

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

float variable

2048.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleaiskew1 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

40

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleaiskew2 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

40

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleattackdelay1 <milliseconds>

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

variable

750

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleattackdelay2 <milliseconds>

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

variable

1250

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflecarried <#undocumented#>

#undocumented#

variable

1

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleclipoffset <#undocumented#>

#undocumented#

float variable

0.25

0.0..0.5

IDF_PERSIST IDF_COMPLETE

riflecliprotate <#undocumented#>

#undocumented#

variable

12

0..15

IDF_PERSIST IDF_COMPLETE

rifleclipskew <#undocumented#>

#undocumented#

float variable

1.0

0.0..10.0

IDF_PERSIST IDF_COMPLETE

riflecliptex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/clips/rifle

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

riflecollide1 <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

573

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflecollide2 <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

1597

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflecolour <#undocumented#>

#undocumented#

variable

0xA020F0

0x000000..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

riflecooked1 <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

riflecooked2 <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

riflecrosshairtex <#undocumented#>

#undocumented#

string variable

crosshairs/simple-01

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

rifledamage1 <value>

the amount of damage a projectile from each firing action does

variable

45

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifledamage2 <value>

the amount of damage a projectile from each firing action does

variable

150

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifledelta1 <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

rifledelta2 <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

rifledrill1 <#undocumented#>

#undocumented#

variable

2

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifledrill2 <#undocumented#>

#undocumented#

variable

8

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleelasticity1 <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

rifleelasticity2 <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

rifleescapedelay1 <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

rifleescapedelay2 <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

rifleexplcol1 <#undocumented#>

#undocumented#

variable

0xA020F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

rifleexplcol2 <#undocumented#>

#undocumented#

variable

0xA020F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

rifleexplode1 <value>

determines the explosion radius for a particle of this firing action

float variable

8.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleexplode2 <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

rifleextinguish1 <value>

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

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleextinguish2 <value>

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

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakcollide1 <#undocumented#>

#undocumented#

variable

61

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakcollide2 <#undocumented#>

#undocumented#

variable

1085

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakdamage1 <value>

flak of this type deals this much damage

variable

10

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakdamage2 <value>

flak of this type deals this much damage

variable

10

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakdelta1 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakdelta2 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakdrill1 <#undocumented#>

#undocumented#

variable

2

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakdrill2 <#undocumented#>

#undocumented#

variable

8

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakelasticity1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakelasticity2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakexplcol1 <#undocumented#>

#undocumented#

variable

0x00F068

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

rifleflakexplcol2 <#undocumented#>

#undocumented#

variable

0x00F068

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

rifleflakexplode1 <#undocumented#>

#undocumented#

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakexplode2 <#undocumented#>

#undocumented#

float variable

8.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakextinguish1 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakextinguish2 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakguided1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakguided2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakguideddelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakguideddelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakheadmin1 <#undocumented#>

#undocumented#

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakheadmin2 <#undocumented#>

#undocumented#

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakhitpush1 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakhitpush2 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakinteracts1 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakinteracts2 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaklegdamage1 <#undocumented#>

#undocumented#

float variable

0.2

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaklegdamage2 <#undocumented#>

#undocumented#

float variable

0.2

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakminspeed1 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakminspeed2 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakpartcol1 <#undocumented#>

#undocumented#

variable

0x00F068

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

rifleflakpartcol2 <#undocumented#>

#undocumented#

variable

0x00F068

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

rifleflakpartlen1 <#undocumented#>

#undocumented#

float variable

256.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakpartlen2 <#undocumented#>

#undocumented#

float variable

1024.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakpartsize1 <#undocumented#>

#undocumented#

float variable

0.75

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakpartsize2 <#undocumented#>

#undocumented#

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakparttype1 <#undocumented#>

#undocumented#

variable

7

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakparttype2 <#undocumented#>

#undocumented#

variable

7

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakradial1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakradial2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakradius1 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakradius2 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakreflectivity1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakreflectivity2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakresidual1 <#undocumented#>

#undocumented#

variable

4

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakresidual2 <#undocumented#>

#undocumented#

variable

4

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakselfdamage1 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakselfdamage2 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakstunfall1 <#undocumented#>

#undocumented#

float variable

8.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakstunfall2 <#undocumented#>

#undocumented#

float variable

16.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakstunscale1 <#undocumented#>

#undocumented#

float variable

8.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakstunscale2 <#undocumented#>

#undocumented#

float variable

16.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakstuntime1 <#undocumented#>

#undocumented#

variable

500

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakstuntime2 <#undocumented#>

#undocumented#

variable

750

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaktaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaktaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaktaperin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaktaperin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaktaperout1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaktaperout2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakteampenalty1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakteampenalty2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaktorsodamage1 <#undocumented#>

#undocumented#

float variable

0.4

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflaktorsodamage2 <#undocumented#>

#undocumented#

float variable

0.4

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakwaterfric1 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakwaterfric2 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakwavepush1 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakwavepush2 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakweight1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakweight2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleflakwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragjump1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragjump2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragoffset1 <value>

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

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragoffset2 <value>

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

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragrays1 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragrays2 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragrel1 <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

riflefragrel2 <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

riflefragscale1 <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

riflefragscale2 <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

riflefragskew1 <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

riflefragskew2 <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

riflefragspeed1 <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

riflefragspeed2 <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

riflefragspread1 <value>

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

float variable

0.25

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragspread2 <value>

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

float variable

0.25

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragtime1 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragtime2 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefragweap1 <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

riflefragweap2 <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

riflefrequency <value>

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

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefullauto1 <bool>

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

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflefullauto2 <bool>

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

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleguided1 <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

rifleguided2 <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

rifleguideddelay1 <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

rifleguideddelay2 <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

rifleheadmin1 <#undocumented#>

#undocumented#

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleheadmin2 <#undocumented#>

#undocumented#

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflehithairtex <#undocumented#>

#undocumented#

string variable

crosshairs/simple-01-hit

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

riflehitpush1 <value>

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

float variable

25.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflehitpush2 <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

rifleinteracts1 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleinteracts2 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflekickpush1 <value>

determines the amount of pushback from shooting each firing action

float variable

35.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflekickpush2 <value>

determines the amount of pushback from shooting each firing action

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflelaser <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

riflelegdamage1 <value>

determines the multiplier of damage for leg shots

float variable

0.2

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflelegdamage2 <value>

determines the multiplier of damage for leg shots

float variable

0.2

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflelimspeed1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflelimspeed2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflemax <value>

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

variable

6

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleminspeed1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleminspeed2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflemodes <#undocumented#>

#undocumented#

variable

-64

-255..255

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflemuts <#undocumented#>

#undocumented#

variable

-56

-131071..131071

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflename <#undocumented#>

#undocumented#

string variable

rifle

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflepartcol1 <#undocumented#>

#undocumented#

variable

0xA020F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

riflepartcol2 <#undocumented#>

#undocumented#

variable

0xA020F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

riflepartlen1 <value>

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

float variable

256.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflepartlen2 <value>

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

float variable

1024.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflepartsize1 <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

riflepartsize2 <value>

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

float variable

3.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleparttype1 <#undocumented#>

#undocumented#

variable

7

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleparttype2 <#undocumented#>

#undocumented#

variable

7

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflepower1 <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

riflepower2 <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

rifleprojdelay1 <milliseconds>

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

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleprojdelay2 <milliseconds>

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

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleradial1 <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

rifleradial2 <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

rifleradius1 <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

rifleradius2 <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

riflerays1 <value>

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

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflerays2 <value>

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

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflereflectivity1 <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

riflereflectivity2 <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

riflerelativity1 <value>

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

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflerelativity2 <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

riflereloaddelay <milliseconds>

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

variable

2500

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflereloads <bool>

determines if this weapon can reload

variable

-1

-1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleresidual1 <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

rifleresidual2 <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

rifleselfdamage1 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleselfdamage2 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespeed1 <value>

the speed of a projectile from each firing action

variable

10000

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespeed2 <value>

the speed of a projectile from each firing action

variable

100000

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespread1 <value>

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

float variable

0.1

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespread2 <value>

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

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespreadmax1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespreadmax2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespreadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespreadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflespreadz1 <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

riflespreadz2 <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

riflestunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflestunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflestunscale1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflestunscale2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflestuntime1 <#undocumented#>

#undocumented#

variable

75

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflestuntime2 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflesub1 <value>

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

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflesub2 <value>

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

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletaperin1 <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

rifletaperin2 <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

rifletaperout1 <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

rifletaperout2 <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

rifleteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/rifle

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

rifletime1 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

5000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletime2 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

5000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletorsodamage1 <value>

determines the multiplier of damage for torso shots

float variable

0.4

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletorsodamage2 <value>

determines the multiplier of damage for torso shots

float variable

0.4

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletrace1 <value>

determines the multiplier of length to apply to traced weapons

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifletrace2 <value>

determines the multiplier of length to apply to traced weapons

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflevisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflevisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflevistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflevistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflewaterfric1 <value>

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

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflewaterfric2 <value>

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

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflewavepush1 <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

riflewavepush2 <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

rifleweight1 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

rifleweight2 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflewhipdamage1 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflewhipdamage2 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

riflezooms <bool>

determines if the secondary action on this weapon zooms

variable

1

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT