Weapons in SVN
In most games all players are equipped with a pistol and two of their favorite loadout weapons. These weapons can be chosen in the profile game menu, and it is even possible to change the weapon selection mid-match by pressing the comma key (per default). Note that one or both of the loadout weapon slots can be randomized. All of loadout weapons come with an unlimited supply of ammo, but must be reloaded when the clip is empty. Each weapon has two unique fire modes. For tips about weapon usage, see Weapon strategy (SVN)
|Exception: When the classic game mutator is active, loadout weapons must be collected in the arena.|
|Some game mutators force players to use specific weapons.|
Explosive weapons can be collected from certain spots of the arena. Unlike other weapons, they cannot be reloaded.
Exception: In kaboom games, players start with grenades and mines that reload over time.
|Summary||Heavy damage and applies the shock status effect.|
|Clip||You can hold up to two mines at a time.|
|Primary Use||Fire to throw. When in contact with a solid surface or player, it will stick. When any player comes into the small proximity of the mine, the mine will explode and they will receive heavy damage and shock.|
|Secondary Use||Shock beam trap - the top of the mine emits a beam that extends until it hits a solid surface. Anyone who gets in contact with the beam will cause the mine to detonate and receive damage and shock from the beam.|
Spawn weapons are attacks available to all players in addition to the chosen loadout weapons. This includes a pistol and the option to use parkour moves as melee attacks.
|Summary||This is the spawn-weapon: A backup handgun everyone spawns with.|
|Primary fire||Semi-automatic, quick rate of fire, fires one shot at a time.|
|Secondary fire||Deals more damage per shot, reduced accuracy and slower rate of fire.|
|Summary||Crash into an enemy while doing a kick, slide or wall run. Kicks can be performed any time and while using any weapon: Simply jump at an opponent and press Q.|
|Primary fire||This weak punch attack is only available in time trial games. Note that players cannot attack each other in trial games without the gauntlet mutator.|
|Secondary fire||In time trial games, the alternate attack mode has exactly the same effect as kicking at an enemy.|
Some weapons induce status ailments that inflict some damage over time and last for about five seconds. Useful to delay enemy health recovery. Multiple effects can be stacked.
The player model is split into 3 parts which determine how much damage is applied to them: head, torso and legs. All damage values determined by the weapon specific variables apply to the head. The torso and legs then take a variable percentage of that damage value, sometimes higher (like the flamer's secondary fire) but usually smaller then the head damage.
When playing offline or as a server operator, almost all aspects of game rules can be tuned and modified using the console to control thousands of variables. This includes a large array of variables for each weapon that give you deep control of the weapon characteristics.
- Melee Variables
- Pistol Variables
- Sword Variables
- Shotgun Variables
- SMG Variables
- Flamer Variables
- Plasma Variables
- Zapper Variables
- Rifle Variables
- Grenade Variables
- Mine Variables
- Rocket Variables
Weapon numbers or IDs are used for certain variables, for instance when defining the weapon for the instagib game mutator or when referring to some particle presets. The following table gives a compact overview of the available weapons slots and their IDs.
Frag and flak vars
Variables related to flak or fragmentation give a plethora of options for creating weapon mods. However, the use of these variables can be rather confusing.
- In essence, when the projectile of a weapon is destroyed (impact or expired lifetime), new flak projectiles can be created (fragmentation).
- The corresponding fragweap variable defines which type of projectiles are created according to a #weapon ID (none for -1).
- Further frag variables define the number and dynamics of these projectiles.
- A large array of flak variables has defaults inherited from their base weapon variables.
- These flak variables define many properties of flak projectiles. The variable names refer to the type of flak created (the ID used for fragweap), not the type of parent projectile.