SMG Vars

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Name & Parameters

Description

Type

Default Value

Range

Identifier Flags

smgadd <value>

the amount added when picking up the weapon or reloading it

variable

50

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgaidist1 <distance>

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

float variable

512.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgaidist2 <distance>

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

float variable

96.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgaiskew1 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

20

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgaiskew2 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

20

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgattackdelay1 <milliseconds>

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

variable

100

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgattackdelay2 <milliseconds>

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

variable

400

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgcarried <#undocumented#>

#undocumented#

variable

1

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgclipoffset <#undocumented#>

#undocumented#

float variable

0.35

0.0..0.5

IDF_PERSIST IDF_COMPLETE

smgcliprotate <#undocumented#>

#undocumented#

variable

12

0..15

IDF_PERSIST IDF_COMPLETE

smgclipskew <#undocumented#>

#undocumented#

float variable

0.65

0.0..10.0

IDF_PERSIST IDF_COMPLETE

smgcliptex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/clips/smg

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

smgcollide1 <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

629

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgcollide2 <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

4157

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgcolour <#undocumented#>

#undocumented#

variable

0xF05820

0x000000..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgcooked1 <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

smgcooked2 <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

smgcrosshairtex <#undocumented#>

#undocumented#

string variable

crosshairs/simple-03

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

smgdamage1 <value>

the amount of damage a projectile from each firing action does

variable

18

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgdamage2 <value>

the amount of damage a projectile from each firing action does

variable

4

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgdelta1 <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

smgdelta2 <value>

determines the amount by which each firing action is guided

float variable

1000.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgdrill1 <#undocumented#>

#undocumented#

variable

2

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgdrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgelasticity1 <value>

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

float variable

0.65

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgelasticity2 <value>

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

float variable

0.45

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgescapedelay1 <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

smgescapedelay2 <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

smgexplcol1 <#undocumented#>

#undocumented#

variable

0xF05820

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgexplcol2 <#undocumented#>

#undocumented#

variable

0xF05820

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgexplode1 <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

smgexplode2 <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

smgextinguish1 <value>

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

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgextinguish2 <value>

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

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakcollide1 <#undocumented#>

#undocumented#

variable

117

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakcollide2 <#undocumented#>

#undocumented#

variable

117

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakdamage1 <value>

flak of this type deals this much damage

variable

18

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakdamage2 <value>

flak of this type deals this much damage

variable

10

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakdelta1 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakdelta2 <#undocumented#>

#undocumented#

float variable

1000.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakdrill1 <#undocumented#>

#undocumented#

variable

2

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakdrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakelasticity1 <#undocumented#>

#undocumented#

float variable

0.65

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakelasticity2 <#undocumented#>

#undocumented#

float variable

0.45

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakexplcol1 <#undocumented#>

#undocumented#

variable

0xF05820

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgflakexplcol2 <#undocumented#>

#undocumented#

variable

0xF05820

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgflakexplode1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakexplode2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakextinguish1 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakextinguish2 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakguided1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakguided2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakguideddelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakguideddelay2 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakhitpush1 <#undocumented#>

#undocumented#

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakhitpush2 <#undocumented#>

#undocumented#

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakinteracts1 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakinteracts2 <#undocumented#>

#undocumented#

variable

3

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaklegdamage1 <#undocumented#>

#undocumented#

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaklegdamage2 <#undocumented#>

#undocumented#

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakminspeed1 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakminspeed2 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakpartcol1 <#undocumented#>

#undocumented#

variable

0xF05820

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgflakpartcol2 <#undocumented#>

#undocumented#

variable

0xF05820

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgflakpartlen1 <#undocumented#>

#undocumented#

float variable

7.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakpartlen2 <#undocumented#>

#undocumented#

float variable

7.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakpartsize1 <#undocumented#>

#undocumented#

float variable

0.35

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakpartsize2 <#undocumented#>

#undocumented#

float variable

0.35

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakparttype1 <#undocumented#>

#undocumented#

variable

4

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakparttype2 <#undocumented#>

#undocumented#

variable

4

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakradial1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakradial2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakradius1 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakradius2 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakreflectivity1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakreflectivity2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakresidual1 <#undocumented#>

#undocumented#

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakresidual2 <#undocumented#>

#undocumented#

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakselfdamage1 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakselfdamage2 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakstunscale1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakstunscale2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakstuntime1 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakstuntime2 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaktaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaktaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaktaperin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaktaperin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaktaperout1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaktaperout2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakteampenalty2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaktorsodamage1 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflaktorsodamage2 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakwaterfric1 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakwaterfric2 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakwavepush1 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakwavepush2 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakweight1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakweight2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgflakwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragdelay2 <#undocumented#>

#undocumented#

variable

3

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragjump1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragjump2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragoffset1 <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

smgfragoffset2 <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

smgfragrays1 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragrays2 <value>

when creating flak, create this many projectiles for it

variable

20

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragrel1 <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

smgfragrel2 <value>

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

float variable

0.1

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragscale1 <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

smgfragscale2 <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

smgfragskew1 <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

smgfragskew2 <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

smgfragspeed1 <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

smgfragspeed2 <value>

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

variable

250

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragspread1 <value>

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

float variable

0.2

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragspread2 <value>

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

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragtime1 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragtime2 <milliseconds>

flak projectiles from this weapon last this long

variable

1000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfragweap1 <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

smgfragweap2 <value>

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

variable

15

-1..21

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgfrequency <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

smgfullauto1 <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

smgfullauto2 <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

smgguided1 <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

smgguided2 <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

smgguideddelay1 <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

smgguideddelay2 <milliseconds>

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

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smghithairtex <#undocumented#>

#undocumented#

string variable

crosshairs/simple-03-hit

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

smghitpush1 <value>

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

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smghitpush2 <value>

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

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smginteracts1 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smginteracts2 <#undocumented#>

#undocumented#

variable

3

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgkickpush1 <value>

determines the amount of pushback from shooting each firing action

float variable

5.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgkickpush2 <value>

determines the amount of pushback from shooting each firing action

float variable

10.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smglaser <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

smglegdamage1 <value>

determines the multiplier of damage for leg shots

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smglegdamage2 <value>

determines the multiplier of damage for leg shots

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smglimspeed1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smglimspeed2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgmax <value>

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

variable

50

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgminspeed1 <#undocumented#>

#undocumented#

float variable

25.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgminspeed2 <#undocumented#>

#undocumented#

float variable

25.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgmodes <#undocumented#>

#undocumented#

variable

-64

-255..255

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgmuts <#undocumented#>

#undocumented#

variable

-56

-131071..131071

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgname <#undocumented#>

#undocumented#

string variable

smg

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgpartcol1 <#undocumented#>

#undocumented#

variable

0xF05820

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgpartcol2 <#undocumented#>

#undocumented#

variable

0xF05820

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

smgpartlen1 <value>

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

float variable

30.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgpartlen2 <value>

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

float variable

15.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgpartsize1 <value>

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

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgpartsize2 <value>

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

float variable

0.35

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgparttype1 <#undocumented#>

#undocumented#

variable

4

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgparttype2 <#undocumented#>

#undocumented#

variable

4

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgpower1 <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

smgpower2 <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

smgprojdelay1 <milliseconds>

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

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgprojdelay2 <milliseconds>

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

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgradial1 <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

smgradial2 <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

smgradius1 <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

smgradius2 <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

smgrays1 <value>

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

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgrays2 <value>

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

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgreflectivity1 <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

smgreflectivity2 <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

smgrelativity1 <value>

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

float variable

0.05

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgrelativity2 <value>

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

float variable

0.05

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgreloaddelay <milliseconds>

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

variable

2000

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgreloads <bool>

determines if this weapon can reload

variable

-1

-1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgresidual1 <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

smgresidual2 <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

smgselfdamage1 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgselfdamage2 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspeed1 <value>

the speed of a projectile from each firing action

variable

2500

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspeed2 <value>

the speed of a projectile from each firing action

variable

500

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspread1 <value>

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

float variable

3.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspread2 <value>

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

float variable

3.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspreadmax1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspreadmax2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspreadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspreadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgspreadz1 <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

smgspreadz2 <value>

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

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgstunscale1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgstunscale2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgstuntime1 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgstuntime2 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgsub1 <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

smgsub2 <value>

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

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgtaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgtaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgtaperin1 <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

smgtaperin2 <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

smgtaperout1 <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

smgtaperout2 <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

smgteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgtex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/smg

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

smgtime1 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

550

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgtime2 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

2000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgtorsodamage1 <value>

determines the multiplier of damage for torso shots

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgtorsodamage2 <value>

determines the multiplier of damage for torso shots

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgtrace1 <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

smgtrace2 <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

smgvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgwaterfric1 <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

smgwaterfric2 <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

smgwavepush1 <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

smgwavepush2 <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

smgweight1 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgweight2 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

smgzooms <bool>

determines if the secondary action on this weapon zooms

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT