Sword Vars

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Name & Parameters

Description

Type

Default Value

Range

Identifier Flags

swordadd <value>

the amount added when picking up the weapon or reloading it

variable

1

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordaidist1 <distance>

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

float variable

48.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordaidist2 <distance>

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

float variable

48.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordaiskew1 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordaiskew2 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordattackdelay1 <milliseconds>

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

variable

600

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordattackdelay2 <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

swordcarried <#undocumented#>

#undocumented#

variable

1

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordclipoffset <#undocumented#>

#undocumented#

float variable

0.25

0.0..0.5

IDF_PERSIST IDF_COMPLETE

swordcliprotate <#undocumented#>

#undocumented#

variable

12

0..15

IDF_PERSIST IDF_COMPLETE

swordclipskew <#undocumented#>

#undocumented#

float variable

2.0

0.0..10.0

IDF_PERSIST IDF_COMPLETE

swordcliptex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/clips/sword

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

swordcollide1 <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

1137

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordcollide2 <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

1137

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordcolour <#undocumented#>

#undocumented#

variable

0x4040F0

0x000000..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordcooked1 <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

swordcooked2 <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

swordcrosshairtex <#undocumented#>

#undocumented#

string variable

crosshairs/simple-02

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

sworddamage1 <value>

the amount of damage a projectile from each firing action does

variable

25

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

sworddamage2 <value>

the amount of damage a projectile from each firing action does

variable

50

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

sworddelta1 <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

sworddelta2 <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

sworddrill1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

sworddrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordelasticity1 <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

swordelasticity2 <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

swordescapedelay1 <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

swordescapedelay2 <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

swordexplcol1 <#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordexplcol2 <#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordexplode1 <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

swordexplode2 <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

swordextinguish1 <value>

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

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordextinguish2 <value>

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

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakcollide1 <#undocumented#>

#undocumented#

variable

1141

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakcollide2 <#undocumented#>

#undocumented#

variable

1141

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakdamage1 <value>

flak of this type deals this much damage

variable

25

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakdamage2 <value>

flak of this type deals this much damage

variable

50

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakdelta1 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakdelta2 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakdrill1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakdrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakelasticity1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakelasticity2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakexplcol1 <#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordflakexplcol2 <#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordflakexplode1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakexplode2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakextinguish1 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakextinguish2 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakguided1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakguided2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakguideddelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakguideddelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakhitpush1 <#undocumented#>

#undocumented#

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakhitpush2 <#undocumented#>

#undocumented#

float variable

100.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakinteracts1 <#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakinteracts2 <#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaklegdamage1 <#undocumented#>

#undocumented#

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaklegdamage2 <#undocumented#>

#undocumented#

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakminspeed1 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakminspeed2 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakpartcol1 <#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordflakpartcol2 <#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordflakpartlen1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakpartlen2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakpartsize1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakpartsize2 <#undocumented#>

#undocumented#

float variable

1.25

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakparttype1 <#undocumented#>

#undocumented#

variable

2

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakparttype2 <#undocumented#>

#undocumented#

variable

2

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakradial1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakradial2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakradius1 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakradius2 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakreflectivity1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakreflectivity2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakresidual1 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakresidual2 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakselfdamage1 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakselfdamage2 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakstunscale1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakstunscale2 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakstuntime1 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakstuntime2 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaktaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaktaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaktaperin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaktaperin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaktaperout1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaktaperout2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaktorsodamage1 <#undocumented#>

#undocumented#

float variable

0.65

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflaktorsodamage2 <#undocumented#>

#undocumented#

float variable

0.65

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakwaterfric1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakwaterfric2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakwavepush1 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakwavepush2 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakweight1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakweight2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordflakwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragjump1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragjump2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragoffset1 <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

swordfragoffset2 <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

swordfragrays1 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragrays2 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragrel1 <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

swordfragrel2 <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

swordfragscale1 <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

swordfragscale2 <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

swordfragskew1 <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

swordfragskew2 <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

swordfragspeed1 <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

swordfragspeed2 <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

swordfragspread1 <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

swordfragspread2 <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

swordfragtime1 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragtime2 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordfragweap1 <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

swordfragweap2 <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

swordfrequency <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

swordfullauto1 <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

swordfullauto2 <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

swordguided1 <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

swordguided2 <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

swordguideddelay1 <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

swordguideddelay2 <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

swordheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordhithairtex <#undocumented#>

#undocumented#

string variable

crosshairs/simple-02-hit

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

swordhitpush1 <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

swordhitpush2 <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

swordinteracts1 <#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordinteracts2 <#undocumented#>

#undocumented#

variable

0

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordkickpush1 <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

swordkickpush2 <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

swordlaser <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

swordlegdamage1 <value>

determines the multiplier of damage for leg shots

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordlegdamage2 <value>

determines the multiplier of damage for leg shots

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordlimspeed1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordlimspeed2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordmax <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

swordminspeed1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordminspeed2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordmodes <#undocumented#>

#undocumented#

variable

-64

-255..255

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordmuts <#undocumented#>

#undocumented#

variable

-56

-131071..131071

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordname <#undocumented#>

#undocumented#

string variable

sword

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpartcol1 <#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordpartcol2 <#undocumented#>

#undocumented#

variable

0x4040F0

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

swordpartlen1 <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

swordpartlen2 <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

swordpartsize1 <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

swordpartsize2 <value>

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

float variable

1.25

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordparttype1 <#undocumented#>

#undocumented#

variable

2

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordparttype2 <#undocumented#>

#undocumented#

variable

2

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordpower1 <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

swordpower2 <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

swordprojdelay1 <milliseconds>

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

variable

10

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordprojdelay2 <milliseconds>

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

variable

10

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordradial1 <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

swordradial2 <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

swordradius1 <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

swordradius2 <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

swordrays1 <value>

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

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordrays2 <value>

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

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordreflectivity1 <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

swordreflectivity2 <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

swordrelativity1 <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

swordrelativity2 <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

swordreloaddelay <milliseconds>

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

variable

50

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordreloads <bool>

determines if this weapon can reload

variable

-1

-1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordresidual1 <bool>

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

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordresidual2 <bool>

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

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordselfdamage1 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordselfdamage2 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordspeed1 <value>

the speed of a projectile from each firing action

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordspeed2 <value>

the speed of a projectile from each firing action

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordspread1 <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

swordspread2 <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

swordspreadmax1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordspreadmax2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordspreadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordspreadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordspreadz1 <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

swordspreadz2 <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

swordstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordstunscale1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordstunscale2 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordstuntime1 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordstuntime2 <#undocumented#>

#undocumented#

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordsub1 <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

swordsub2 <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

swordtaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordtaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordtaperin1 <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

swordtaperin2 <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

swordtaperout1 <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

swordtaperout2 <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

swordteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordtex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/sword

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

swordtime1 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

350

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordtime2 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordtorsodamage1 <value>

determines the multiplier of damage for torso shots

float variable

0.65

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordtorsodamage2 <value>

determines the multiplier of damage for torso shots

float variable

0.65

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordtrace1 <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

swordtrace2 <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

swordvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordwaterfric1 <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

swordwaterfric2 <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

swordwavepush1 <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

swordwavepush2 <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

swordweight1 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordweight2 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

swordzooms <bool>

determines if the secondary action on this weapon zooms

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT