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#== Available Properties == #
# CustomIcon: = Use with an existing Icon to show it ingame, f.ex. 'CustomIcon: DetectorSVT1'
# AllowAt: = Use with "AllowAt: NoPvP" and "AllowAt: NoPvE" ; f.e. not allow Filler Tool in PvP playfields
# MarketPrice: = sets the price per unit for use with 'Key: StationInterface' for POIs; if different items are used in the same context (like 3 types of energy cells for "Fuel" the item with the lowest cost per fuel content is used automatically)
# LifetimeOnDrop: float = specifies in seconds how long an item will live after dropping it. Default is 200 seconds. Please only increase this time if ABSOLUTELY needed as lots of items can bring down the performance of a server, but als in SP.
# DropOnDeath: > If set to 'False' this item or block is not dropped on player death. Use for important story items that players shall not lose on death. Default is set to 'True'.
#
# BuffMod: "StatusID_01, DurationFactor, ValueFactor, PreventsOnExpired(Optional);"
# BuffMod: "MedikitBandages, 0.5, 0.5, true; MedikitApplied, -0.2, 2"
#== Armor Suits and Boosters
# Booster-Items need to be set in the Armors "SlotItems" section to work with the armor
# SlotItems can only have 15 entries at the moment; In case you add more, the boosters beyond 15 will vanish when dropped into a booster slot of the armor
# = Armor/Booster props
# Armor:
# Oxygen:
# Radiation:
# Heat:
# Cold:
# PowerFac:
# SpeedFac:
# StaminaFac:
# JetpackFac:
# JumpFac:
# FoodFac:
#
#== Information about weapon types ==
# Class:Ranged > Damage is defined in the weapon; the Ammotype of those weapons only hold statistic parameters (mass, volume, cost etc)
# Class:LauncherSS > Damage AND BlastDamage (optional) are defined in the Ammotype in the ammo's child entry of 'Class: Projectile' ; If a projectile is used, you still can set BlastDamage to 0
#
#== Information about weapon damages ==
# All weapon types have a DAMAGE value ( refered to as 'base damage')
# LauncherSS type weapons can also have a BLAST damage, defined by BlastDamage & BlastRadius. Note that the BlastDamage is ADDED on top of the weapons base DAMAGE for the CENTER (hit) block (only)! The calculation for the combinded Damage for this block can e approximated by the following formula: (Damage + BlastDamage) - (BlastDamage / BlastRadius)
# Weapons can have multipliers to modify the base/blast damage
# Syntax examples:
# DamageMultiplier_1: <value>, param1: <material1>|<material2> ; NOTE: You can add the parameter "Material: " to an creature/NPC entry in the EClassConfig and use the string set there as reference at this point in the Itemsconfig (for the weapon being more or less effective against a certain creature/NPC!)
# BlastDamageMultiplier_1: <value>, param1: <material1>|<material2>
# >> Available materials: head, body, dirt, stone, rock, metallight, metal, metalhard, woodsoft, wood, woodhard, concrete, concrete, hull, hullarmored, hullcombat, shield
# -- BlastDamage/Radius/Effect setup --
# BlastParticleIndex: "3" => which prefab/particle is used (1-16; Not that not all numbers have an explosion animiation/effect)
# BlastRadius: "4" => damage radius
# BlastDamage: "50" => damage for objects within the radius around the explosion center
# -- Shields --
# SHIELD: weapons fired at shiels will NOT apply their BlastDamage! Only the base damage is applied. Using BlastDamageMultiplier with shields does NOT do anyhting! (BlastDamageMultiplier is always 0)
# SHIELD: the Class: ShieldGenerator (BlocksConfig.ecf) can have a parameter 'ShieldMultiplier: AnyStringPossible' > The value 'AnyStringPossible' can be used in the DamageMultiplier setup to define shield-block specific damage multipliers! If not used, damage multiplier = 1
# --
#
# Categories:
# Ingredients: Base material without a template (ie picked up in the world)
# Components: Processed material with a template
#
#
#=== Weapon Hold Types:
# HoldType: 0 unspecified
# HoldType: 14 Pistol
# HoldType: 15 Rifle
# HoldType: 16 Rifle + weaker shoot animation (Survival Tool, Multitool, Drill)
#
# Categories:
# > Sufficient condition given in Templates.ecf
# > Necessary condition that an item appears in a certain device
# Food: FoodP and SurvC
# Medical: FoodP and SurvC
# Ingredients: FoodP
# Weapons/Items: SurvC, SmallC, LargeC, AdvC
# Components: SurvC, SmallC, LargeC, AdvC
# BuildingBlocks: SurvC, SmallC, LargeC, AdvC
# Devices: SurvC, SmallC, LargeC, AdvC
# Deco Blocks: SurvC, SmallC, LargeC, AdvC
#
# Automatic weapons: duration SfxBegin > ROF
#
# AllowRemote: true / false # allow / disallow in player drone. per default it is: true
# AmmoCapacity: max is 500 for all turret and mounted weapons
# Durability: max is 5000 for all handheld weapons and tools
# AutoReload: true > per default it is set to "true"
# == CATEGORIE: PLAYER WEAPONS AND TOOLS id 1 - 99 ==
{ Item Id: 1, Name: MeleePlayer
Material: human
Canhold: false
HoldType: 0
StackSize: 1
Candrop: false
ShowUser: No
}
{ +Item Id: 2, Name: Flashlight
Meshfile: Entities/Items/Tools/flashlight01Prefab
# DropMeshfile: Entities/Misc/BagSmallPrefab
LifetimeOnDrop: 720
MarketPrice: 126, display: true
Material: metalweapon
HoldType: 14
PickupToToolbar: true
StackSize: 1
Category: Weapons/Items
CreatesLight: true
Mass: 1, type: float, display: true, formatter: Kilogram
Volume: 0.45, type: float, display: true, formatter: Liter
UnlockLevel: 1
TechTreeNames: Tools
}
{ +Item Id: 3, Name: Pistol
Meshfile: Entities/Items/Weapons/Pistols/ProjectilePistolPrefab
# Meshfile: Entities/Items/Weapons/Pistols/SciFiPistol4BlackPrefab
PickupToToolbar: true
MarketPrice: 244, display: true
Material: metalweapon
HoldType: 14
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 2.1, type: float, display: true, formatter: Kilogram
Volume: 1, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.31, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.2, type: float, display: true, formatter: ROF
Range: 90, display: false
NoiseStrength: 60, display: false
CameraShake: 1
Automatic: false
BulletSpread: 0.2, display: true
Recoil: 0.8, display: true
Damage: 52, display: true
AmmoCapacity: 10, display: true
AmmoType: 50Caliber, display: true
ReloadDelay: 2.5, display: true
SfxBegin: Weapons/Player/Pistol/Baghira
SfxNoAmmo: Weapons/Misc/MagnumDryFire
SfxReload: Weapons/Player/Reload/PistolReloadNormal
# PfxMuzzle: fire_muzzle_pistol
PfxMuzzle: MuzzleFlash8
Tracer: Weapons/Projectiles/TracerOrange1
TracerPerBullet: 1
DamageMultiplier_1: 5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOut: 40
ZoomIn: 40
# RedDot: true
}
UnlockLevel: 1
TechTreeNames: Weapons
}
{ +Item Id: 4, Name: Shotgun
Meshfile: Entities/Items/Weapons/Shotguns/Shotgun1Prefab
# Meshfile: Entities/Items/Weapons/Shotguns/SciFiShotgun1BlackPrefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 1366, display: true
HoldType: 15
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 6.2, type: float, display: true, formatter: Kilogram
Volume: 4.5, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.625, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 1, type: float, display: true, formatter: ROF
Range: 60, display: false
NoiseStrength: 80, display: false
CameraShake: 3
Automatic: false
BulletsPerShot: 8
BulletSpread: 0
RaySpread: 1, display: true
Recoil: 2.1, display: true
Damage: 100, display: true
AmmoCapacity: 5, display: true
AmmoType: ShotgunShells, display: true
ReloadDelay: 3, display: true
# SfxBegin: Weapons/Player/Shotgun/Stakeout
SfxBegin: Weapons/Player/Shotgun/Resistance-ShotGun-01-Single_Shot-01
SfxNoAmmo: Weapons/Misc/PumpgunDryFire
SfxReload: Weapons/Player/Reload/RifleReloadSlow
PfxMuzzle: MuzzleFlash2
DamageMultiplier_1: 2, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0.015, param1: wood # able to destroy trees
DamageMultiplier_3: 0, param1: dirt|stone|rock|hullarmored|hullcombat
DamageMultiplier_4: 0.4, param1: metal # able to destroy door
DamageMultiplier_5: 0.05, param1: metalhard # able to destroy door
DamageMultiplier_6: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOut: 40
ZoomIn: 40
# RedDot: true
}
UnlockCost: 7, display: true
UnlockLevel: 3, display: true
TechTreeNames: Weapons
}
{ +Item Id: 5, Name: Minigun
Meshfile: Entities\Items\Weapons\ScifiMinigun\MinigunPrefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 2561, display: true
HoldType: 15
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 39, type: float, display: true, formatter: Kilogram
Volume: 20, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.05, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.1, type: float, display: true, formatter: ROF
Range: 150, display: false
NoiseStrength: 120, display: false
CameraShake: 1
Automatic: true, display: true
BulletSpread: 0.4, display: true
Recoil: 0.4, display: true
Damage: 50, display: true
AmmoCapacity: 250, display: true
AmmoType: 8.3mmBullet, display: true
ReloadDelay: 3.9, display: true
SfxBegin: Weapons/Player/Minigun/minigun_start
SfxLoop: Weapons/Player/Minigun/minigun_loop
SfxStop: Weapons/Player/Minigun/minigun_end
SfxNoAmmo: Weapons/Misc/weapon_outofammo_003
SfxReload: Weapons/Player/Reload/HeavyWeaponReloadNormal
PfxMuzzle: MuzzleFlash9
Tracer: Weapons/Projectiles/TracerOrange1
DamageMultiplier_1: 1.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0.09, param1: wood # able to destroy trees
DamageMultiplier_3: 0, param1: dirt|stone|rock|hullarmored|hullcombat
DamageMultiplier_4: 0, param1: shield
}
UnlockCost: 17, display: true
UnlockLevel: 15, display: true
TechTreeParent: AssaultRifleT2
TechTreeNames: Weapons
}
# Pulse Rifle
{ +Item Id: 6, Name: PulseRifle
Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle2BlackT1Prefab
# Meshfile: Entities/Items/Weapons/PulseRifle/PulseRiflePrefab
PickupToToolbar: true
MarketPrice: 1705, display: true
Material: metalweapon
HoldType: 15
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 4.2, type: float, display: true, formatter: Kilogram
Volume: 5, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.125, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.1, type: float, display: true, formatter: ROF
Range: 170, display: false
Automatic: true, display: true
BulletSpread: 0.1, display: true
Recoil: 0.4, display: true
Damage: 59, display: true
NoiseStrength: 50, display: false
CameraShake: 1
AmmoCapacity: 25, display: true
AmmoType: 5.8mmBullet, display: true
ReloadDelay: 3.1, display: true
SfxBegin: Weapons/Player/AssaultRifle/M41APulseRifle-03_start
SfxLoop: Weapons/Player/AssaultRifle/M41APulseRifle-03_loop
# SfxStop: Weapons/Player/AssaultRifle/M41APulseRifle-16_end
SfxNoAmmo: Weapons/Misc/G36DryFire
SfxReload: Weapons/Player/Reload/RifleReloadNormal
PfxMuzzle: MuzzleFlash3
Tracer: Weapons/Projectiles/TracerOrange1
TracerPerBullet: 2
DamageMultiplier_1: 3, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 30
RedDot: true
}
UnlockCost: 12, display: true
UnlockLevel: 10, display: true
# TechTreeParent: AssaultRifleT2
TechTreeNames: Weapons
}
{ +Item Id: 7, Name: Sniper
# Meshfile: Entities/Items/Weapons/Snipers/SniperT1Prefab
Meshfile: Entities/Items/Weapons/Snipers/SniperRiflePrefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 2731, display: true
HoldType: 15
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 9.1, type: float, display: true, formatter: Kilogram
Volume: 9, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.625, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.5, type: float, display: true, formatter: ROF
Range: 303, display: false
NoiseStrength: 100, display: false
CameraShake: 2
Automatic: false
BulletSpread: 0.03, display: true
Recoil: 1.1, display: true
Damage: 220, display: true
AmmoCapacity: 6, display: true
AmmoType: 12.7mmBullet, display: true
# ReloadDelay: 3.7, display: true
ReloadDelay: 3.1, display: true
SfxBegin: Weapons/Player/Sniper/desert_eagle
# SfxBegin: Weapons/Player/Rifle/M24
SfxNoAmmo: Weapons/Misc/AK47DryFire01
SfxReload: Weapons/Player/Reload/RifleReloadNormal
PfxMuzzle: MuzzleFlash6
Tracer: Weapons/Projectiles/TracerOrange1
TracerPerBullet: 1
DamageMultiplier_1: 3, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 10
RedDot: true
}
UnlockCost: 7, display: true
UnlockLevel: 5, display: true
# TechTreeParent: AssaultRifle
TechTreeNames: Weapons
}
{ +Item Id: 8, Name: Drill
Meshfile: Entities/Items/Weapons/DrillV2/DrillT0Prefab
PickupToToolbar: true
Material: metalweapon
HoldType: 16
StackSize: 1
Category: Weapons/Items
Mass: 6, type: float, display: true, formatter: Kilogram
Volume: 3, type: float, display: true, formatter: Liter
Info: bkiDrill, display: true
Durability: 500, display: false
DegradationProb: 0.03, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
ShowUser: No
# RadialMenu: true
{ Child 0 # Resource mining and Rock drilling
Class: Driller
DrillMode: 3
DecoMode: true
InfoPopup: true
TerrainMode: true
HarvestSupport: true
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float, display: false, formatter: ROF
Damage: 300
Radius: 1.75
Range: 5, display: false
NoiseStrength: 50, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 750, display: true
AmmoType: BioFuel, display: true
UseSingleMagazine: true
ReloadDelay: 3.1, display: true
Bullet_use_per_shot: 0.25
Particles: digger # particle effect shown at impact
ParticleTransform: Muzzle/Particle1 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Drill/Drilling_1
SfxLoop: Weapons/Player/Drill/Drilling_2
SfxStop: Weapons/Player/Drill/Drilling_3
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
DamageMultiplier_2: 0, param1: wood # no tree cutting
RadialText: rdlResourceMining
RadialDesc: rdlResourceMiningManualTxt
RadialIcon: Radial_ResourceMining
}
# { Child 1
# Class: Driller
# DecoMode: true
# HarvestSupport: false
# AllowAt: "UnderWater, Planet, Space"
# ROF: 0.5, type: float
# Range: 2.5
# NoiseStrength: 50, display: false
# CameraShake: 0
# IgnoreAtmo: true
# Automatic: true
# InfoPopup: true
# Damage: 20
# Radius: 3
# AmmoCapacity: 750
# AmmoType: BioFuel
# UseSingleMagazine: true
# ReloadDelay: 3.1
# Bullet_use_per_shot: 0.25
# Particles: digger # particle effect shown at impact
# SfxBegin: Weapons/Player/Drill/Drilling_1
# SfxLoop: Weapons/Player/Drill/Drilling_2
# SfxStop: Weapons/Player/Drill/Drilling_3
# SfxReload: Weapons/Player/Reload/RifleReloadNormal
# DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
# DamageMultiplier_2: 0, param1: dirt|stone|wood
# DamageMultiplier_3: 20, param1: rock # for rock drilling
# RadialText: rdlStoneRemoval
# RadialDesc: rdlStoneRemovalTxt
# RadialIcon: Radial_StoneRemoval
# }
# UnlockCost: 0, display: true
# UnlockLevel: 1, display: true
# TechTreeNames: Tools
}
{ +Item Id: 9, Name: Shotgun2
Meshfile: Entities/Items/Weapons/Shotguns/SciFiShotgun2BlackPrefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 2175, display: true
HoldType: 15
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 9.1, type: float, display: true, formatter: Kilogram
Volume: 5.5, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.469, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.85, type: float, display: true, formatter: ROF
Range: 66, display: false
NoiseStrength: 80, display: false
CameraShake: 3
Automatic: false
BulletsPerShot: 8
BulletSpread: 0
RaySpread: 0.750, display: true
Recoil: 1.68, display: true
Damage: 115, display: true
AmmoCapacity: 7, display: true
AmmoType: ShotgunShells, display: true
ReloadDelay: 2.85, display: true
# SfxBegin: Weapons/Player/Shotgun/w1200_fire
SfxBegin: Weapons/Player/Shotgun/Resistance-ShotGun-01-Single_Shot-03
SfxNoAmmo: Weapons/Misc/PumpgunDryFire02
SfxReload: Weapons/Player/Reload/RifleReloadSlow
PfxMuzzle: MuzzleFlash4
DamageMultiplier_1: 2.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0.015, param1: wood # able to destroy trees
DamageMultiplier_3: 0, param1: dirt|stone|rock|hullarmored|hullcombat
DamageMultiplier_4: 0.4, param1: metal # able to destroy door
DamageMultiplier_5: 0.05, param1: metalhard # able to destroy door
DamageMultiplier_6: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOut: 40
ZoomIn: 40
RedDot: true
}
UnlockCost: 20, display: true
UnlockLevel: 15, display: true
TechTreeParent: Shotgun
TechTreeNames: Weapons
}
{ +Item Id: 10, Name: RocketLauncher #T1
Meshfile: Entities/Items/Weapons/SciFiGrenadeLauncher/SciFiGrenadeLauncherBlackPrefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 4647, display: true
HoldType: 15
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 25, type: float, display: true, formatter: Kilogram
Volume: 45, type: float, display: true, formatter: Liter
#just for display - BlastRadius and BlastDamage is controlled by "SlowRocket"
BlastRadius: 3, display: true
BlastDamage: 500, display: true
Durability: 100, display: false
DegradationProb: 1, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: LauncherSS
AllowRemote: false
ROF: 3.0, type: float, display: true, formatter: ROF
Range: 200, display: false
NoiseStrength: 140, display: false
Recoil: 2.4, display: true
CameraShake: 3
AmmoCapacity: 4, display: true
AmmoType: SlowRocket, display: true
ReloadDelay: 4.5, display: true
SfxBegin: Weapons/Player/RocketLauncher/FLYBYMissile02Slow
SfxNoAmmo: Weapons/DryFireFromManuallyCockedHammer
SfxReload: Weapons/Player/Reload/RifleReloadSlow
# SfxReload: Weapons/Player/RocketLauncher/M203InsertGranade01
PfxMuzzle: SniperMuzzleFire
}
{ Child 1
Class: Zoom
ZoomOut: 40
ZoomIn: 40
RedDot: true
}
UnlockCost: 12, display: true
UnlockLevel: 10, display: true
TechTreeNames: Weapons
}
{ +Item Id: 11, Name: MultiTool
Meshfile: Entities/Items/Weapons/MultiToolT1Prefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 515, display: true
HoldType: 16
StackSize: 1
Category: Weapons/Items
Mass: 8, type: float, display: true, formatter: Kilogram
Volume: 4.5, type: float, display: true, formatter: Liter
Info: bkiMultiTool, display: true
RadialMenu: true
{ Child 0 # "Retrieve Blocks" (= get complete blocks in own structure, do "Salvage" in others)
Class: Driller
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float, display: false, formatter: ROF
Range: 5
NoiseStrength: 10, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
Damage: 120
# Recoil: 0.2, display: true
Radius: 3
ReturnFactor: 0.333, display: true
# Bullet_use_per_shot: 2
AmmoCapacity: 250, display: true
AmmoType: MultiCharge, display: true
UseSingleMagazine: true
ReloadDelay: 3.0, display: true
ParticleTransform: Muzzle/Particle1 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Tools/WeaponLightning_start
SfxLoop: Weapons/Player/Tools/WeaponLightning_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
# ParticleTransform: "" # do NOT show a particle effect
DamageMultiplier_1: 0, param1: dirt|stone|wood|shield|rock
DamageMultiplier_2: 10, param1: metalhard # 80 damage
DamageMultiplier_3: 5, param1: metal # 40 damage
DamageMultiplier_4: 10, param1: hull # 80 damage
DamageMultiplier_5: 25, param1: hullarmored # 200 damage
DamageMultiplier_6: 50, param1: hullcombat # 400 damage
DamageMultiplier_7: 25, param1: concrete # 200 damage
DamageMultiplier_8: 25, param1: woodblock # 200 damage
RadialText: rdlDisassemble
RadialDesc: rdlDisassembleTxt
RadialIcon: Radial_Disassemble
}
{ Child 1 # "Repair"
Class: Repair
AllowAt: "UnderWater, Planet, Space"
Range: 5
# Recoil: 0.2, display: true
NoiseStrength: 10, display: false
CameraShake: 0
IgnoreAtmo: true
ROF: 0.4, type: float
RepairPoints: 10
Automatic: true
AmmoCapacity: 250
AmmoType: MultiCharge
UseSingleMagazine: true
ReloadDelay: 3.0
ParticleTransform: Muzzle/Particle2 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Tools/WeaponLightning02_start
SfxLoop: Weapons/Player/Tools/WeaponLightning02_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
SfxUpgrade: UseActions/UpgradeBlock2
SfxUpgradeErr: UseActions/UpgradeBlockError
AllowUpgrade: false
RadialText: rdlRepair
RadialDesc: rdlRepairTxt
RadialIcon: Radial_Repair
}
{ Child 2 # "Exchange and Rotate"
Class: ExchangeBlockEx
AllowAt: "UnderWater, Planet, Space"
Range: 5
NoiseStrength: 10, display: false
CameraShake: 0
IgnoreAtmo: true
ROF: 1.0, type: float
AmmoCapacity: 250
AmmoType: MultiCharge
UseSingleMagazine: true
ReloadDelay: 3.0
Focused_blockname_1: "Window_v1x1, Window_v1x1Inv"
Focused_blockname_2: "Window_v1x2, Window_v1x2Inv"
Focused_blockname_3: "Window_v2x2, Window_v2x2Inv"
Focused_blockname_4: "Window_s1x1, Window_s1x1Inv"
Focused_blockname_5: "Window_s1x2, Window_s1x2Inv"
Focused_blockname_6: "Window_sd1x1, Window_sd1x1Inv"
Focused_blockname_7: "Window_sd1x2, Window_sd1x2Inv"
Focused_blockname_8: "Window_sd1x2V2, Window_sd1x2V2Inv"
Focused_blockname_9: "Window_c1x1, Window_c1x1Inv"
Focused_blockname_10: "Window_c1x2, Window_c1x2Inv"
Focused_blockname_11: "Window_cr1x1, Window_cr1x1Inv"
Focused_blockname_12: "Window_crc1x1, Window_crc1x1Inv"
Focused_blockname_13: "Window_crsd1x1, Window_crsd1x1Inv"
Focused_blockname_14: "Window_3side1x1, Window_3side1x1Inv"
Focused_blockname_15: "Window_L1x1, Window_L1x1Inv"
Focused_blockname_16: "Window_crctw1x1, Window_crctw1x1Inv"
Focused_blockname_17: "Window_creA1x1, Window_creA1x1Inv"
Focused_blockname_18: "Window_creB1x1, Window_creB1x1Inv"
Focused_blockname_19: "Window_crl1x1, Window_crl1x1Inv"
Focused_blockname_20: "Window_crse1x1, Window_crse1x1Inv"
Focused_blockname_21: "Window_cc1x1, Window_cc1x1Inv"
Focused_blockname_22: "Window_v1x1Thick, Window_v1x1ThickInv"
Focused_blockname_23: "Window_v1x2Thick, Window_v1x2ThickInv"
Focused_blockname_24: "Window_v2x2Thick, Window_v2x2ThickInv"
Focused_blockname_25: "Window_s1x1Thick, Window_s1x1ThickInv"
Focused_blockname_26: "Window_s1x2Thick, Window_s1x2ThickInv"
Focused_blockname_27: "Window_sd1x1Thick, Window_sd1x1ThickInv"
Focused_blockname_28: "Window_sd1x2Thick, Window_sd1x2ThickInv"
Focused_blockname_29: "Window_sd1x2V2Thick, Window_sd1x2V2ThickInv"
Focused_blockname_30: "Window_c1x1Thick, Window_c1x1ThickInv"
Focused_blockname_31: "Window_c1x2Thick, Window_c1x2ThickInv"
Focused_blockname_32: "Window_cr1x1Thick, Window_cr1x1ThickInv"
Focused_blockname_33: "Window_crc1x1Thick, Window_crc1x1ThickInv"
Focused_blockname_34: "Window_crsd1x1Thick, Window_crsd1x1ThickInv"
Focused_blockname_35: "Window_3side1x1Thick, Window_3side1x1ThickInv"
Focused_blockname_36: "Window_L1x1Thick, Window_L1x1ThickInv"
Focused_blockname_37: "Window_crctw1x1Thick, Window_crctw1x1ThickInv"
Focused_blockname_38: "Window_creA1x1Thick, Window_creA1x1ThickInv"
Focused_blockname_39: "Window_creB1x1Thick, Window_creB1x1ThickInv"
Focused_blockname_40: "Window_crl1x1Thick, Window_crl1x1ThickInv"
Focused_blockname_41: "Window_crse1x1Thick, Window_crse1x1ThickInv"
Focused_blockname_42: "Window_cc1x1Thick, Window_cc1x1ThickInv"
Focused_blockname_43: "Wing6x9a, Wing6x9b, Wing6x9c, Wing6x9d, Wing6x9e"
Focused_blockname_44: "Wing9x6a, Wing9x6b, Wing9x6c, Wing9x6d, Wing9x6e"
Focused_blockname_45: "Wing12x9a, Wing12x9b, Wing12x9c, Wing12x9d, Wing12x9e"
Focused_blockname_46: "Wing6x5a, Wing6x5b, Wing6x5c, Wing6x5d, Wing6x5e"
Focused_blockname_47: "RailingVertGlass, RailingVertGlassInv"
Focused_blockname_48: "RailingRoundGlass, RailingRoundGlassInv"
Focused_blockname_49: "RailingLGlass, RailingLGlassInv"
Focused_blockname_50: "RailingSlopeGlassRight, RailingSlopeGlassRightInv"
Focused_blockname_51: "RailingSlopeGlassLeft, RailingSlopeGlassLeftInv"
Focused_blockname_52: "RailingDiagonalGlass, RailingDiagonalGlassInv"
Focused_blockname_53: "HeavyWindowA, HeavyWindowAInv"
Focused_blockname_54: "HeavyWindowB, HeavyWindowBInv"
Focused_blockname_55: "HeavyWindowC, HeavyWindowCInv"
Focused_blockname_56: "HeavyWindowD, HeavyWindowDInv"
Focused_blockname_57: "HeavyWindowE, HeavyWindowEInv"
Focused_blockname_58: "HeavyWindowF, HeavyWindowFInv"
Focused_blockname_59: "HeavyWindowG, HeavyWindowGInv"
Focused_blockname_60: "HeavyWindowH, HeavyWindowHInv"
Focused_blockname_61: "HeavyWindowI, HeavyWindowIInv"
Focused_blockname_62: "HeavyWindowJ, HeavyWindowJInv"
Focused_blockname_63: "HeavyWindowK, HeavyWindowKInv"
Focused_blockname_64: "HeavyWindowL, HeavyWindowLInv"
Focused_blockname_65: "HeavyWindowM, HeavyWindowMInv"
Focused_blockname_66: "HeavyWindowN, HeavyWindowNInv"
Focused_blockname_67: "HeavyWindowO, HeavyWindowOInv"
Focused_blockname_68: "HeavyWindowP, HeavyWindowPInv"
Focused_blockname_69: "HeavyWindowQ, HeavyWindowQInv"
Focused_blockname_70: "HeavyWindowV, HeavyWindowVInv"
Focused_blockname_71: "HeavyWindowS, HeavyWindowSInv"
Focused_blockname_72: "HeavyWindowT, HeavyWindowTInv"
Focused_blockname_73: "HeavyWindowU, HeavyWindowUInv"
Focused_blockname_74: "HeavyWindowPConnectLeft, HeavyWindowPConnectLeftInv"
Focused_blockname_75: "HeavyWindowPConnectRight, HeavyWindowPConnectRightInv"
Focused_blockname_76: "HeavyWindowPConnectTwo, HeavyWindowPConnectTwoInv"
Focused_blockname_77: "HeavyWindowQConnect, HeavyWindowQConnectInv"
Focused_blockname_78: "HeavyWindowQConnectTwo, HeavyWindowQConnectTwoInv"
Focused_blockname_79: "HeavyWindowQConnectThree, HeavyWindowQConnectThreeInv"
Focused_blockname_80: "HeavyWindowSConnect, HeavyWindowSConnectInv"
Focused_blockname_81: "HeavyWindowTConnect, HeavyWindowTConnectInv"
Focused_blockname_82: "HeavyWindowUConnect, HeavyWindowUConnectInv"
Focused_blockname_83: "HeavyWindowVConnect, HeavyWindowVConnectInv"
Focused_blockname_84: "HeavyWindowQConnectFour, HeavyWindowQConnectFourInv"
Focused_blockname_85: "HeavyWindowEBottom, HeavyWindowEBottomInv"
Focused_blockname_86: "HeavyWindowFBottom, HeavyWindowFBottomInv"
Focused_blockname_87: "HeavyWindowGBottom, HeavyWindowGBottomInv"
Focused_blockname_88: "HeavyWindowHBottom, HeavyWindowHBottomInv"
Focused_blockname_89: "HeavyWindowIBottom, HeavyWindowIBottomInv"
Focused_blockname_90: "HeavyWindowJBottom, HeavyWindowJBottomInv"
Focused_blockname_91: "HeavyWindowEGlass, HeavyWindowEGlassInv"
Focused_blockname_92: "HeavyWindowFGlass, HeavyWindowFGlassInv"
Focused_blockname_93: "HeavyWindowGGlass, HeavyWindowGGlassInv"
Focused_blockname_94: "HeavyWindowHGlass, HeavyWindowHGlassInv"
Focused_blockname_95: "HeavyWindowIGlass, HeavyWindowIGlassInv"
Focused_blockname_96: "HeavyWindowJGlass, HeavyWindowJGlassInv"
Focused_blockname_97: "HeavyWindowQConnectTwoDiagonal, HeavyWindowQConnectTwoDiagonalInv"
Focused_blockname_98: "RailingDoubleVertGlass, RailingDoubleVertGlassInv"
Focused_blockname_99: "HeavyWindowQConnectTwoDiagonalMirror, HeavyWindowQConnectTwoDiagonalMirrorInv"
RadialText: rdlChangeRotate
RadialDesc: rdlChangeRotateTxt
RadialIcon: Radial_ChangeRotate
}
{ Child 3 # "Downgrade"
Class: Repair
AllowAt: "UnderWater, Planet, Space"
Range: 5
# Recoil: 0.2, display: true
NoiseStrength: 10, display: false
CameraShake: 0
IgnoreAtmo: true
ROF: 0.4, type: float
RepairPoints: 10
ReturnFactor: 0.333
Automatic: true
AmmoCapacity: 250
AmmoType: MultiCharge
UseSingleMagazine: true
ReloadDelay: 3.0
ParticleTransform: Muzzle/Particle2 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Tools/WeaponLightning02_start
SfxLoop: Weapons/Player/Tools/WeaponLightning02_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
SfxDowngrade: UseActions/UpgradeBlock2
AllowDowngrade: true
RadialText: btnDowngrade
RadialDesc: lblDowngradeTxt
RadialIcon: Radial_Downgrade
}
{ Child 4 # "Upgrade"
Class: Repair
AllowAt: "UnderWater, Planet, Space"
Range: 5
# Recoil: 0.2, display: true
NoiseStrength: 10, display: false
CameraShake: 0
IgnoreAtmo: true
ROF: 0.4, type: float
RepairPoints: 10
Automatic: true
AmmoCapacity: 250
AmmoType: MultiCharge
UseSingleMagazine: true
ReloadDelay: 3.0
ParticleTransform: Muzzle/Particle2 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Tools/WeaponLightning02_start
SfxLoop: Weapons/Player/Tools/WeaponLightning02_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
SfxUpgrade: UseActions/UpgradeBlock2
SfxUpgradeErr: UseActions/UpgradeBlockError
AllowUpgrade: true
RadialText: rdlUpgrade
RadialDesc: rdlUpgradeTxt
RadialIcon: Radial_Upgrade
}
{ Child 5 # "Salvage" (get components from a block)
Class: Driller
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float, display: false, formatter: ROF
Range: 5
# Recoil: 0.2, display: true
NoiseStrength: 10, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
Damage: 120
Radius: 3
Demolish: True
ReturnFactor: 0.333
# Bullet_use_per_shot: 2
AmmoCapacity: 250
AmmoType: MultiCharge
UseSingleMagazine: true
ReloadDelay: 3.0
ParticleTransform: Muzzle/Particle3 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Tools/WeaponLightning_start
SfxLoop: Weapons/Player/Tools/WeaponLightning_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# ParticleTransform: "" # do NOT show a particle effect
DamageMultiplier_1: 0, param1: dirt|stone|wood|shield|rock|plants
DamageMultiplier_2: 10, param1: metalhard # 80 damage
DamageMultiplier_3: 5, param1: metal # 40 damage
DamageMultiplier_4: 10, param1: hull # 80 damage
DamageMultiplier_5: 25, param1: hullarmored # 200 damage
DamageMultiplier_6: 50, param1: hullcombat # 400 damage
DamageMultiplier_7: 25, param1: concrete # 200 damage
DamageMultiplier_8: 25, param1: woodblock # 200 damage
RadialText: rdlDeconstruct
RadialDesc: rdlDeconstructTxt
RadialIcon: Radial_Deconstruct
}
UnlockCost: 3, display: true
UnlockLevel: 3, display: true
TechTreeParent: SurvivalTool
TechTreeNames: Tools
}
# not used anymore
{ Item Id: 12, Name: Fillertool
Meshfile: Entities/Items/Weapons/DrillV2/FillerToolPrefab
Material: metalweapon
HoldType: 16
StackSize: 1
Category: Weapons/Items
Mass: 8, type: float, display: true, formatter: Kilogram
Info: bkiFillertool, display: true
ShowUser: No
{ Child 0
Class: Driller
TerrainMode: true
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float
Range: 7, display: false # increased range for filling
IgnoreAtmo: true
Automatic: true
Damage: 20
Radius: 3
AmmoCapacity: 750, display: true
AmmoType: FillerCharge, display: true
UseSingleMagazine: true
TerrainFillerBlock: FillerMaterial # If this is set the driller turns into a filler
Bullet_use_per_shot: 0.25
ReloadDelay: 2.9, display: true
SfxBegin: Weapons/Player/Filler/ENGINEDeepSlow_start
SfxLoop: Weapons/Player/Filler/ENGINEDeepSlow_loop
SfxStop: Weapons/Player/Filler/ENGINEDeepSlow_end
SfxReload: Weapons/Player/Reload/RifleReloadNormal
DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
DamageMultiplier_2: 0, param1: wood
}
{ Child 1
Class: Driller
TerrainMode: true
AllowAt: "UnderWater, Planet, Space"
FlattenTerrain: true
ROF: 0.5, type: float
Range: 5.5
NoiseStrength: 10, display: false
IgnoreAtmo: true
Automatic: true
Damage: 20
Radius: 3
AmmoCapacity: 750
AmmoType: FillerCharge
UseSingleMagazine: true
Bullet_use_per_shot: 2
ReloadDelay: 2.9
SfxBegin: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_start
SfxLoop: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_loop
# ParticleTransform: Muzzle/Particle2
DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
DamageMultiplier_2: 0, param1: dirt|stone|wood
}
}
# not used anymore
{ Item Id: 13, Name: ChangeTool
# Class: RotateBlock
Meshfile: Entities/Items/Tools/ChangeToolPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
Canhold: false
HoldType: 0
StackSize: 1
Category: Weapons/Items
Info: bkiRotateBlocks, display: true
Mass: 8, type: float, display: true, formatter: Kilogram
ShowUser: No
{ Child 0
Class: ExchangeBlockEx
AllowAt: "UnderWater, Planet, Space"
ROF: 1.0, type: float
Focused_blockname_1: "Window_v1x1, Window_v1x1Inv"
Focused_blockname_2: "Window_v1x2, Window_v1x2Inv"
Focused_blockname_3: "Window_v2x2, Window_v2x2Inv"
Focused_blockname_4: "Window_s1x1, Window_s1x1Inv"
Focused_blockname_5: "Window_s1x2, Window_s1x2Inv"
Focused_blockname_6: "Window_sd1x1, Window_sd1x1Inv"
Focused_blockname_7: "Window_sd1x2, Window_sd1x2Inv"
Focused_blockname_8: "Window_sd1x2V2, Window_sd1x2V2Inv"
Focused_blockname_9: "Window_c1x1, Window_c1x1Inv"
Focused_blockname_10: "Window_c1x2, Window_c1x2Inv"
Focused_blockname_11: "Window_cr1x1, Window_cr1x1Inv"
Focused_blockname_12: "Window_crc1x1, Window_crc1x1Inv"
Focused_blockname_13: "Window_crsd1x1, Window_crsd1x1Inv"
Focused_blockname_14: "Window_3side1x1, Window_3side1x1Inv"
Focused_blockname_15: "Window_L1x1, Window_L1x1Inv"
Focused_blockname_16: "Window_crctw1x1, Window_crctw1x1Inv"
Focused_blockname_17: "Window_creA1x1, Window_creA1x1Inv"
Focused_blockname_18: "Window_creB1x1, Window_creB1x1Inv"
Focused_blockname_19: "Window_crl1x1, Window_crl1x1Inv"
Focused_blockname_20: "Window_crse1x1, Window_crse1x1Inv"
Focused_blockname_21: "Window_cc1x1, Window_cc1x1Inv"
Focused_blockname_22: "Window_v1x1Thick, Window_v1x1ThickInv"
Focused_blockname_23: "Window_v1x2Thick, Window_v1x2ThickInv"
Focused_blockname_24: "Window_v2x2Thick, Window_v2x2ThickInv"
Focused_blockname_25: "Window_s1x1Thick, Window_s1x1ThickInv"
Focused_blockname_26: "Window_s1x2Thick, Window_s1x2ThickInv"
Focused_blockname_27: "Window_sd1x1Thick, Window_sd1x1ThickInv"
Focused_blockname_28: "Window_sd1x2Thick, Window_sd1x2ThickInv"
Focused_blockname_29: "Window_sd1x2V2Thick, Window_sd1x2V2ThickInv"
Focused_blockname_30: "Window_c1x1Thick, Window_c1x1ThickInv"
Focused_blockname_31: "Window_c1x2Thick, Window_c1x2ThickInv"
Focused_blockname_32: "Window_cr1x1Thick, Window_cr1x1ThickInv"
Focused_blockname_33: "Window_crc1x1Thick, Window_crc1x1ThickInv"
Focused_blockname_34: "Window_crsd1x1Thick, Window_crsd1x1ThickInv"
Focused_blockname_35: "Window_3side1x1Thick, Window_3side1x1ThickInv"
Focused_blockname_36: "Window_L1x1Thick, Window_L1x1ThickInv"
Focused_blockname_37: "Window_crctw1x1Thick, Window_crctw1x1ThickInv"
Focused_blockname_38: "Window_creA1x1Thick, Window_creA1x1ThickInv"
Focused_blockname_39: "Window_creB1x1Thick, Window_creB1x1ThickInv"
Focused_blockname_40: "Window_crl1x1Thick, Window_crl1x1ThickInv"
Focused_blockname_41: "Window_crse1x1Thick, Window_crse1x1ThickInv"
Focused_blockname_42: "Window_cc1x1Thick, Window_cc1x1ThickInv"
Focused_blockname_43: "Wing6x9a, Wing6x9b, Wing6x9c, Wing6x9d, Wing6x9e"
Focused_blockname_44: "Wing9x6a, Wing9x6b, Wing9x6c, Wing9x6d, Wing9x6e"
Focused_blockname_45: "Wing12x9a, Wing12x9b, Wing12x9c, Wing12x9d, Wing12x9e"
Focused_blockname_46: "Wing6x5a, Wing6x5b, Wing6x5c, Wing6x5d, Wing6x5e"
Focused_blockname_47: "RailingVertGlass, RailingVertGlassInv"
Focused_blockname_48: "RailingRoundGlass, RailingRoundGlassInv"
Focused_blockname_49: "RailingLGlass, RailingLGlassInv"
}
# UnlockCost: 3, display: true
# UnlockLevel: 3, display: true
# TechTreeParent: ColorTool
# TechTreeNames: Tools
}
{ +Item Id: 14, Name: LaserPistol
Meshfile: Entities/Items/Weapons/Pistols/LaserPistolPrefab
# Meshfile: Entities/Items/Weapons/Pistols/ScifiEnergyPistol3T1Prefab
# Meshfile: Entities/Items/Weapons/Pistols/SciFiPistol2BluePrefab
PickupToToolbar: true
MarketPrice: 935, display: true
Material: metalweapon
HoldType: 14
StackSize: 1
Category: Weapons/Items
Info: bkiWeaponHandheldIgnoringAtmo, display: true
Mass: 2.5, type: float, display: true, formatter: Kilogram
Volume: 1.6, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.625, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.2, type: float, display: true, formatter: ROF
Range: 90, display: false
NoiseStrength: 20, display: false
CameraShake: 1
IgnoreAtmo: true, display: true
Automatic: true
BulletSpread: 0, display: true
Recoil: 0.2, display: true
Damage: 100, display: true
AmmoCapacity: 20, display: true
AmmoType: PulseLaserChargePistol, display: true
ReloadDelay: 2.5, display: true
SfxBegin: Weapons/Player/LaserPistol/LaserPistol
SfxNoAmmo: Weapons/Misc/G36DryFire
SfxReload: Weapons/Player/Reload/PistolReloadNormal
PfxMuzzle: SniperMuzzleLaserBlue
Tracer: Weapons/Projectiles/TracerLaserShotBlue
TracerPerBullet: 1
DamageMultiplier_1: 3, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0.005, param1: shield
}
{ Child 1
Class: Zoom
ZoomOut: 40
ZoomIn: 40
}
# { Child 0
# Class: LauncherSS
# AllowRemote: false
# ROF: 0.6, type: float, display: true, formatter: ROF
# Range: 400, display: false
# AmmoCapacity: 20, display: true
# AmmoType: PulseLaserChargePistol, display: true
# ReloadDelay: 2.2, display: true
# SfxBegin: Weapons/Player/LaserPistol/BLASTERLargeFastKickback
# SfxNoAmmo: Weapons/Misc/G36DryFire
# SfxReload: Weapons/Player/Reload/PistolReloadNormal
# PfxMuzzle: SniperMuzzleLaserBlue
# }
UnlockCost: 17, display: true
UnlockLevel: 15, display: true
TechTreeParent: PistolT2
TechTreeNames: Weapons
}
{ +Item Id: 15, Name: AssaultRifle # T1
Meshfile: Entities/Items/Weapons/Rifles/AssaultRifle1Prefab
# Meshfile: Entities/Items/Weapons/Rifles/AssaultRiflePrefab
# Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle2BlackT1Prefab
PickupToToolbar: true
MarketPrice: 2538, display: true
Material: metalweapon
HoldType: 15
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 4, type: float, display: true, formatter: Kilogram
Volume: 5, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.08, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.2, type: float, display: true, formatter: ROF
Range: 150, display: false
NoiseStrength: 100, display: false
CameraShake: 1
Automatic: true, display: true
BulletSpread: 0.16, display: true
Recoil: 0.6, display: true
Damage: 70, display: true
AmmoCapacity: 20, display: true
AmmoType: 5.8mmBullet, display: true
ReloadDelay: 3.1, display: true
SfxBegin: Weapons/ProjectileWeapons/Automatic/HK416_Modern_start
SfxLoop: Weapons/ProjectileWeapons/Automatic/HK416_Modern_loop
SfxStop: Weapons/ProjectileWeapons/Automatic/HK416_Modern_end
# SfxBegin: Weapons/ProjectileWeapons/Automatic/HK416_Heavy_start
# SfxLoop: Weapons/ProjectileWeapons/Automatic/HK416_Heavy_loop
# SfxStop: Weapons/ProjectileWeapons/Automatic/HK416_Heavy_end
SfxNoAmmo: Weapons/Misc/AK47DryFire01
SfxReload: Weapons/Player/Reload/RifleReloadNormal
PfxMuzzle: MuzzleFlash1
Tracer: Weapons/Projectiles/TracerOrange1
TracerPerBullet: 5
DamageMultiplier_1: 3.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOut: 40
ZoomIn: 40
# RedDot: true
}
UnlockCost: 6, display: true
UnlockLevel: 3, display: true
TechTreeNames: Weapons
}
{ +Item Id: 16, Name: LaserRifle
Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle4Prefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 4235, display: true
HoldType: 15
StackSize: 1
Category: Weapons/Items
Info: bkiWeaponHandheldIgnoringAtmo, display: true
Mass: 5, type: float, display: true, formatter: Kilogram
Volume: 4, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.125, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
# DamageMultiplier_1: 4, param1: head, display: DmgMultiplierHead
# Damage: 135, display: true
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.25, type: float, display: true, formatter: ROF
Range: 150, display: false
NoiseStrength: 80, display: false
CameraShake: 0
BulletSpread: 0, display: true
Recoil: 0, display: true
IgnoreAtmo: true, display: true
Automatic: true, display: true
Damage: 110, display: true
AmmoCapacity: 25, display: true
AmmoType: PulseLaserChargeRifle, display: true
ReloadDelay: 3.0, display: true
ParticleTransform: Muzzle/Particle1
SfxBegin: Weapons/EnergyWeapons/Automatic/BLASTERComplexFireTriggerDigitalDischarge_start
SfxLoop: Weapons/EnergyWeapons/Automatic/BLASTERComplexFireTriggerDigitalDischarge_loop
SfxStop: Weapons/EnergyWeapons/Automatic/BLASTERComplexFireTriggerDigitalDischarge_end
# SfxBegin: Weapons/Player/LaserRifle/BLASTERComplexFireTriggerDigitalDischarge
SfxNoAmmo: Weapons/Misc/G36DryFire
SfxReload: Weapons/Player/Reload/RifleReloadNormal
PfxMuzzle: SniperMuzzleLaserRed
Tracer: Weapons/Projectiles/TracerLaserShotRed
TracerPerBullet: 1
DamageMultiplier_1: 3.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0.005, param1: shield
}
# { Child 0
# Class: LauncherSS
# AllowRemote: false
# ROF: 0.5, type: float, display: true, formatter: ROF
# Range: 600, display: false
# AmmoCapacity: 25, display: true
# AmmoType: PulseLaserChargeRifle, display: true
# ReloadDelay: 3.0, display: true
# SfxBegin: Weapons/Player/LaserRifle/BLASTERComplexFireTriggerDigitalDischarge
# SfxNoAmmo: Weapons/Misc/G36DryFire
# SfxReload: Weapons/Player/Reload/RifleReloadNormal
# PfxMuzzle: SniperMuzzleLaserRed
# }
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 15
RedDot: true
}
UnlockCost: 20, display: true
UnlockLevel: 20, display: true
TechTreeParent: PulseRifleT2
TechTreeNames: Weapons
}
{ +Item Id: 17, Name: ScifiCannon
Meshfile: Entities/Items/Weapons/ScifiCannon/ScifiCannonPrefab
PickupToToolbar: true
Material: metalweapon
HoldType: 15
StackSize: 1
MarketPrice: 9505, display: true
Category: Weapons/Items
Info: bkiWeaponHandheldIgnoringAtmo, display: true
Mass: 55, type: float, display: true, formatter: Kilogram
Volume: 60, type: float, display: true, formatter: Liter
#just for display - BlastRadius and BlastDamage is controlled by "SciFiCannonPlasmaCharge"
Damage: 600, display: true
BlastRadius: 3, display: true
BlastDamage: 500, display: true
# Explosion Radius: 3, display: true
Durability: 100, display: false
DegradationProb: 1, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: LauncherSS
AllowRemote: false
ROF: 1.9, type: float, display: true, formatter: ROF
Range: 360, display: false
NoiseStrength: 120, display: false
CameraShake: 3
Recoil: 3.0, display: true
IgnoreAtmo: true, display: true
AmmoCapacity: 7, display: true
AmmoType: SciFiCannonPlasmaCharge, display: true
ReloadDelay: 4.1, display: true
SfxBegin: Weapons/Player/Cannon/BLASTERComplexFireSciFiChargePowerfulDeepRelease
SfxNoAmmo: Weapons/DryFireFromManuallyCockedHammer
SfxReload: Weapons/Player/Reload/HeavyWeaponReloadNormal
PfxMuzzle: SniperMuzzleFire
}
UnlockCost: 25, display: true
UnlockLevel: 20, display: true
TechTreeParent: RocketLauncherT2
TechTreeNames: Weapons
}
{ +Item Id: 18, Name: Sniper2
Meshfile: Entities/Items/Weapons/Snipers/ScifiSniper3Prefab
PickupToToolbar: true
Material: metalweapon
HoldType: 15
MarketPrice: 3735, display: true
StackSize: 1
Category: Weapons/Items
# Info: bkiWeaponHandheld, display: true
Mass: 10, type: float, display: true, formatter: Kilogram
Volume: 12, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.469, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
AllowRemote: false
ROF: 0.425, type: float, display: true, formatter: ROF
Range: 333, display: false
NoiseStrength: 100, display: false
CameraShake: 2
Automatic: false
BulletSpread: 0.023, display: true
Recoil: 0.88, display: true
Damage: 300, display: true
AmmoCapacity: 8, display: true
AmmoType: 12.7mmBullet, display: true
ReloadDelay: 2.945, display: true
SfxBegin: Weapons/Player/Sniper/Resistance-SniperRifle-02-Single_Shot-01
SfxNoAmmo: Weapons/Misc/AK47DryFire01
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Rifle/M16ChargingHandle01_V2
PfxMuzzle: MuzzleFlash7
Tracer: Weapons/Projectiles/TracerOrange1
TracerPerBullet: 1
DamageMultiplier_1: 5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood
DamageMultiplier_3: 0, param1: hullarmored|hullcombat
DamageMultiplier_4: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew
ZoomOut: 40
ZoomIn: 5
RedDot: true
}
UnlockCost: 15, display: true
UnlockLevel: 12, display: true
TechTreeParent: Sniper
TechTreeNames: Weapons
}
{ +Item Id: 19, Name: DrillT2
Meshfile: Entities/Items/Weapons/DrillV2/DrillT2Prefab
PickupToToolbar: true
Material: metalweapon
HoldType: 16
StackSize: 1
MarketPrice: 580, display: true
Category: Weapons/Items
Mass: 28, type: float, display: true, formatter: Kilogram
Volume: 37, type: float, display: true, formatter: Liter
Info: bkiDrill, display: true
# Info: bkiDrillT2, display: true
Durability: 500, display: false
DegradationProb: 0.03, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
RadialMenu: true
{ Child 0
Class: Driller
DrillMode: 3
DecoMode: true
InfoPopup: true
TerrainMode: true
HarvestSupport: true
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float
Damage: 600
Radius: 2
Range: 7, display: false
NoiseStrength: 40, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 750, display: true
AmmoType: DrillCharge, display: true
UseSingleMagazine: true
ReloadDelay: 2.9, display: true
Bullet_use_per_shot: 0.25
Particles: digger # particle effect shown at impact
ParticleTransform: Muzzle/Particle1 # particle effect shown at muzzle
PfxMuzzle: MuzzleFlashLightningLarge
# ParticleTransform: Muzzle/Particle4 # Test
# SfxBegin: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_start
# SfxLoop: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_loop
SfxBegin: Weapons/Player/Drill/weapon_flame_005_start
SfxLoop: Weapons/Player/Drill/weapon_flame_005_loop
SfxStop: Weapons/Player/Drill/Mute
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
DamageMultiplier_2: 0, param1: wood # no tree cutting
DamageMultiplier_3: 0, param1: resourcesoft
# DamageMultiplier_4: 0.1, param1: resourcehard
RadialText: rdlResourceMining
RadialDesc: rdlResourceMiningTxt
RadialIcon: Radial_ResourceMining
}
# ========================================
{ Child 1
Class: Driller
DrillMode: 0
DecoMode: true
InfoPopup: true
TerrainMode: true
# MiningEnabled: false # Use only for terrain removal
HarvestSupport: true
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float
Damage: 35
Radius: 1
Range: 5, display: false # lower range to match resource mining range (DrillMode: 2 seems to have lower range)
NoiseStrength: 40, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 750
AmmoType: DrillCharge
UseSingleMagazine: true
ReloadDelay: 2.9
Bullet_use_per_shot: 0.25
Particles: digger # particle effect shown at impact
ParticleTransform: Muzzle/Particle2 # particle effect shown at muzzle
PfxMuzzle: MuzzleFlashLightningLarge
SfxBegin: Weapons/Player/Drill/weapon_flame_005_start
SfxLoop: Weapons/Player/Drill/weapon_flame_005_loop
SfxStop: Weapons/Player/Drill/Mute
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
DamageMultiplier_2: 0, param1: wood # no tree cutting
# RadialText: rdlTerrainRemoval
# RadialDesc: rdlTerrainRemovalTxt
RadialText: rdlFineDrilling
RadialDesc: rdlFineDrillingTxt
RadialIcon: Radial_TerrainRemoval
}
{ Child 2
Class: Driller
DrillMode: 1
TerrainMode: true
AllowAt: "UnderWater, Planet, Space"
MiningEnabled: false # Use only for terrain removal
FlattenTerrain: true
ROF: 0.5, type: float
Damage: 500
Radius: 3
Range: 5, display: false # lower range to match resource mining range (DrillMode: 2 seems to have lower range)
NoiseStrength: 40, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 750
AmmoType: DrillCharge
UseSingleMagazine: true
ReloadDelay: 2.9
Bullet_use_per_shot: 2
Particles: # particle effect shown at impact
ParticleTransform: Muzzle/Particle3 # particle effect shown at muzzle
PfxMuzzle: MuzzleFlashLightningLargeGreen
SfxBegin: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_start
SfxLoop: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
DamageMultiplier_1: 0, param1: stone|dirt|woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
RadialText: rdlFlattening
RadialDesc: rdlFlatteningTxt
RadialIcon: Radial_Flattening
}
{ Child 3
Class: Driller
TerrainMode: true
TerrainFillerBlock: FillerMaterial # If this is set the driller turns into a filler
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float
Range: 14, display: false # increased range for filling
NoiseStrength: 40, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
Damage: 30
Radius: 3
AmmoCapacity: 750
AmmoType: DrillCharge
UseSingleMagazine: true
ReloadDelay: 2.9
Bullet_use_per_shot: 0.25
Particles: # particle effect shown at impact
ParticleTransform: Muzzle/Particle4 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Filler/ENGINEDeepSlow_start
SfxLoop: Weapons/Player/Filler/ENGINEDeepSlow_loop
SfxStop: Weapons/Player/Filler/ENGINEDeepSlow_end
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
RadialText: rdlFiller
RadialDesc: rdlFillerTxt
RadialIcon: Radial_Filler
}
# { Child 4 # Rock removal
# Class: Driller
# DecoMode: true
# HarvestSupport: false
# AllowAt: "UnderWater, Planet, Space"
# ROF: 0.5, type: float
# Range: 7
# NoiseStrength: 40, display: false
# CameraShake: 0
# IgnoreAtmo: true
# Automatic: true
# InfoPopup: true
# Damage: 30
# Radius: 3
# AmmoCapacity: 750
# AmmoType: DrillCharge
# UseSingleMagazine: true
# ReloadDelay: 2.9
# Bullet_use_per_shot: 2
# Particles: diggerplasma_green # particle effect shown at impact
# ParticleTransform: Muzzle/Particle2 # particle effect shown at muzzle
# SfxBegin: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_start
# SfxLoop: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_loop
# SfxReload: Weapons/Player/Reload/RifleReloadNormal
# # SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
# DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
# DamageMultiplier_2: 0, param1: dirt|stone|wood
# DamageMultiplier_3: 20, param1: rock # for rock drilling
# RadialText: rdlStoneRemoval
# RadialDesc: rdlStoneRemovalTxt
# RadialIcon: Radial_StoneRemoval
# }
UnlockCost: 10, display: true
UnlockLevel: 7, display: true
TechTreeParent: SurvivalTool
TechTreeNames: Tools
}
{ +Item Id: 20, Name: PistolT2, Ref: Pistol
Meshfile: Entities/Items/Weapons/Pistols/SciFiPistol4BlackT2Prefab
PickupToToolbar: true
MarketPrice: 550, display: true
Durability: 500, display: false
DegradationProb: 0.233, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
ROF: 0.17, type: float, display: true, formatter: ROF
Range: 99, display: false
NoiseStrength: 60, display: false
BulletSpread: 0.15, display: true
Recoil: 0.64, display: true
Damage: 48, display: true
AmmoCapacity: 14, display: true
ReloadDelay: 2.375, display: true
SfxBegin: Weapons/Player/Pistol/AWDS_AR_ Heavy Single
DamageMultiplier_1: 5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOut: 40
ZoomIn: 40
RedDot: true
}
UnlockCost: 12, display: true
UnlockLevel: 10, display: true
TechTreeParent: Pistol
TechTreeNames: Weapons
}
# not used anymore > instead: TextureColorTool
{ +Item Id: 21, Name: ColorTool
Meshfile: Entities/Items/Tools/ColorToolPrefab
PickupToToolbar: true
Material: metalweapon
HoldType: 14
StackSize: 1
Category: Weapons/Items
Info: bkiColorTool, display: true
Mass: 0.5, type: float, display: true, formatter: Kilogram
Volume: 0.40, type: float, display: true, formatter: Liter
#ShowUser: No
{ Child 0
Class: ColorBlock
AllowAt: "UnderWater, Planet, Space"
# ROF: 0.25, type: float
ROF: 0.1, type: float
Range: 30, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 25, display: false # no need to display since unlimited ammo
AmmoType: AmmoInfinite, display: false # no need to display since unlimited ammo
AmmoUnlimited: true
ReloadDelay: 3, display: false # no need to display since unlimited ammo
SfxBegin: Weapons/Player/Tools/BurningAirHotHigherPitch_start
SfxLoop: Weapons/Player/Tools/BurningAirHotHigherPitch_loop
# SfxBegin: Weapons/Player/Tools/CanSpraypaint_1
# SfxLoop: Weapons/Player/Tools/CanSpraypaint_2
# SfxStop: Weapons/Player/Tools/CanSpraypaint_3
# SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
}
{ Child 1
Class: ColorBlock
AllowAt: "UnderWater, Planet, Space"
ROF: 1.0, type: float
OpenPopup: true
}
# UnlockCost: 0, display: true
# UnlockLevel: 1, display: true
# TechTreeNames: Tools
}
# not used anymore > instead: TextureColorTool
{ +Item Id: 22, Name: TextureTool
Meshfile: Entities/Items/Tools/TextureToolV2Prefab
PickupToToolbar: true
Material: metalweapon
HoldType: 14
StackSize: 1
Category: Weapons/Items
Info: bkiTextureTool, display: true
Mass: 0.5, type: float, display: true, formatter: Kilogram
Volume: 0.4, type: float, display: true, formatter: Liter
# ShowUser: No
{ Child 0
Class: TextureBlock
AllowAt: "UnderWater, Planet, Space"
ROF: 0.1, type: float
Range: 30, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 25, display: false # no need to display since unlimited ammo
AmmoType: AmmoInfinite, display: false # no need to display since unlimited ammo
AmmoUnlimited: true
ReloadDelay: 3, display: false # no need to display since unlimited ammo
# SfxBegin: Weapons/Player/Tools/CanSpraypaint
SfxBegin: Weapons/Player/Tools/WeaponLightning02_start
SfxLoop: Weapons/Player/Tools/WeaponLightning02_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
}
{ Child 1
Class: TextureBlock
AllowAt: "UnderWater, Planet, Space"
ROF: 1.0, type: float
OpenPopup: true
}
# UnlockCost: 3, display: true
# UnlockLevel: 3, display: true
# TechTreeParent: ColorTool
# TechTreeNames: Tools
}
{ +Item Id: 23, Name: Chainsaw
Meshfile: Entities/Items/Tools/ChainsawV2Prefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 355, display: true
HoldType: 16
StackSize: 1
Category: Weapons/Items
Info: bkiChainsaw, display: true
Mass: 16, type: float, display: true, formatter: Kilogram
Volume: 7, type: float, display: true, formatter: Liter
Durability: 500, display: false
DegradationProb: 0.0625, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
Class: Ranged
AllowRemote: false
HarvestSupport: false
ROF: 0.25, type: float
Range: 2, display: false
NoiseStrength: 60, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
Damage: 85, display: true
AmmoCapacity: 125, display: true
AmmoType: BioFuel, display: true
ReloadDelay: 3.8, display: true
UseSingleMagazine: true
# SfxBegin: Weapons/Player/Tools/Chainsaw_start
SfxLoop: Weapons/Player/Tools/Chainsaw_loop
SfxStop: Weapons/Player/Tools/Chainsaw_end
SfxReload: Weapons/Player/Reload/HeavyWeaponReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
DamageMultiplier_1: 0.04, param1: wood|plants # be able to remove trees and plants
DamageMultiplier_2: 0, param1: concrete|hull|hullarmored|hullcombat|metal|metalhard
DamageMultiplier_3: 0, param1: dirt|stone|rock
DamageMultiplier_4: 0, param1: shield
}
UnlockCost: 0, display: true
UnlockLevel: 1, display: true
TechTreeNames: Tools
}
{ +Item Id: 24, Name: AssaultRifleEpic, Ref: AssaultRifle
Meshfile: Entities/Items/Weapons/Rifles/AssaultRifleEpicPrefab
# Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle2EpicPrefab
PickupToToolbar: true
MarketPrice: 3560, display: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 500, display: false
DegradationProb: 0.039, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
ROF: 0.170, type: float, display: true, formatter: ROF
Range: 198, display: false
NoiseStrength: 100, display: false
BulletSpread: 0.06, display: true
Recoil: 0.288, display: true
Damage: 110, display: true
AmmoCapacity: 45, display: true
ReloadDelay: 3, display: true
SfxBegin: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Modern_start
SfxLoop: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Modern_loop
SfxStop: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Modern_end
# SfxBegin: Weapons/ProjectileWeapons/Automatic/M14_Heavy_start
# SfxLoop: Weapons/ProjectileWeapons/Automatic/M14_Heavy_loop
# SfxStop: Weapons/ProjectileWeapons/Automatic/M14_Heavy_end
DamageMultiplier_1: 4.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew
ZoomOut: 40
ZoomIn: 10
RedDot: true
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# # need to set these because we extend a tech tree item
# UnlockCost: 0, display: true
# UnlockLevel: 7, display: true
# TechTreeParent: AssaultRifleT2
# TechTreeNames: Weapons
}
{ +Item Id: 25, Name: Sniper2Epic, Ref: Sniper2
Meshfile: Entities/Items/Weapons/Snipers/ScifiSniper3EpicPrefab
PickupToToolbar: true
MarketPrice: 6600, display: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 500, display: false
DegradationProb: 0.305, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
ROF: 0.425, type: float, display: true, formatter: ROF
Range: 400, display: false
NoiseStrength: 100, display: false
BulletSpread: 0.011, display: true
Recoil: 0.528, display: true
AmmoType: 15mmBullet, display: true
Damage: 500, display: true
AmmoCapacity: 13, display: true
ReloadDelay: 5, display: true
# AmmoType: PulseLaserChargeRifle, display: true
# SfxBegin: Weapons/Player/Sniper/weapon_sniper_004
SfxBegin: Weapons/Player/Sniper/Resistance-SniperRifle-01-Single_Shot-03
# PfxMuzzle: MuzzleFlash5
DamageMultiplier_1: 8, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood
DamageMultiplier_3: 0.75, param1: hullarmored|hullcombat
DamageMultiplier_4: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew
ZoomOut: 40
ZoomIn: 5
RedDot: true
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# UnlockCost: 0, display: true
# UnlockLevel: 15, display: true
# TechTreeParent: Sniper2
# TechTreeNames: Weapons
}
{ +Item Id: 26, Name: MinigunEpic, Ref: Minigun
Meshfile: Entities/Items/Weapons/ScifiMinigun/ScifiMinigunEpicPrefab
PickupToToolbar: true
MarketPrice: 4500, display: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 500, display: false
DegradationProb: 0.024, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
ROF: 0.1, type: float, display: true, formatter: ROF
Range: 198, display: false
NoiseStrength: 100, display: false
BulletSpread: 0.113, display: true
Recoil: 0.24, display: true
Damage: 80, display: true
AmmoCapacity: 560, display: true
AmmoType: PulseLaserChargeRifle, display: true
ReloadDelay: 3.149, display: true
SfxBegin: Weapons/Player/Minigun/minigun2_start
SfxLoop: Weapons/Player/Minigun/minigun2_loop
SfxStop: Weapons/Player/Minigun/minigun2_end
PfxMuzzle: SniperMuzzleLaserRed
Tracer: Weapons/Projectiles/TracerLaserShotRed
TracerPerBullet: 2
DamageMultiplier_1: 2, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0.09, param1: wood # able to destroy trees
DamageMultiplier_3: 0, param1: dirt|stone|rock|hullarmored|hullcombat
DamageMultiplier_4: 0.4, param1: shield
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# UnlockCost: 0, display: true
# UnlockLevel: 20, display: true
# TechTreeParent: Minigun
# TechTreeNames: Weapons
}
{ +Item Id: 27, Name: Shotgun2Epic, Ref: Shotgun2
Meshfile: Entities/Items/Weapons/Shotguns/ScifiShotgun2EpicPrefab
PickupToToolbar: true
MarketPrice: 3500, display: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 500, display: false
DegradationProb: 0.305, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
ROF: 0.850, type: float, display: true, formatter: ROF
Automatic: true, display: true
Range: 79, display: false
NoiseStrength: 100, display: false
BulletSpread: 0
RaySpread: 0.375, display: true
Recoil: 1.008, display: true
Damage: 150, display: true
AmmoCapacity: 11, display: true
ReloadDelay: 3, display: true
SfxBegin: Weapons/Player/Shotgun/Resistance-ShotGun-01-Single_Shot-05
DamageMultiplier_1: 3, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0.015, param1: wood # able to destroy trees
DamageMultiplier_3: 0, param1: dirt|stone|rock|hullarmored|hullcombat
DamageMultiplier_4: 0.4, param1: metal # able to destroy door
DamageMultiplier_5: 0.05, param1: metalhard # able to destroy door
DamageMultiplier_6: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOut: 40
ZoomIn: 40
RedDot: true
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# UnlockCost: 0, display: true
# UnlockLevel: 20, display: true
# TechTreeParent: Shotgun2
# TechTreeNames: Weapons
}
{ +Item Id: 28, Name: LaserRifleEpic, Ref: LaserRifle
Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle4EpicPrefab
# HoldType: 16 # no weapon shaking animation
PickupToToolbar: true
MarketPrice: 6800, display: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 500, display: false
DegradationProb: 0.061, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Damage: 185, display: true
ROF: 0.170, type: float, display: true, formatter: ROF
ReloadDelay: 4, display: true
# CameraShake: 0
Recoil: 0.144, display: true
AmmoCapacity: 56, display: true
Range: 198, display: false
NoiseStrength: 80, display: false
# SfxBegin: Weapons/Player/Tools/WeaponLightning_start
# SfxLoop: Weapons/Player/Tools/WeaponLightning_loop
# ParticleTransform: Muzzle/Particle3
# Tracer:
PfxMuzzle: SniperMuzzleLaserBlue
Tracer: Weapons/Projectiles/TracerLaserShotBlue
TracerPerBullet: 1
DamageMultiplier_1: 4.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0.2, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 5
RedDot: true
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# UnlockCost: 0, display: true
# UnlockLevel: 25, display: true
# TechTreeParent: LaserRifle
# TechTreeNames: Weapons
}
{ +Item Id: 29, Name: ScifiCannonEpic, Ref: ScifiCannon
Meshfile: Entities/Items/Weapons/ScifiCannon/ScifiCannonEpicPrefab
PickupToToolbar: true
MarketPrice: 12500, display: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 700, display: false
DegradationProb: 0.488, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
ROF: 0.5, type: float, display: true, formatter: ROF
Automatic: true, display: true
AmmoCapacity: 3, display: true
Recoil: 1.44, display: true
ReloadDelay: 6, display: true
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# UnlockCost: 0, display: true
# UnlockLevel: 25, display: true
# TechTreeParent: ScifiCannon
# TechTreeNames: Weapons
}
{ +Item Id: 30, Name: PistolEpic, Ref: Pistol
Meshfile: Entities/Items/Weapons/Pistols/SciFiPistol4EpicPrefab
PickupToToolbar: true
MarketPrice: 1200, display: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 500, display: false
DegradationProb: 0.151, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
ROF: 0.170, type: float, display: true, formatter: ROF
Automatic: true, display: true
Range: 119, display: false
BulletSpread: 0.075, display: true
Recoil: 0.384, display: true
Damage: 79, display: true
AmmoCapacity: 24, display: true
ReloadDelay: 2.019, display: true
SfxBegin: Weapons/Player/Pistol/AWDS_AR_ HK53_Heavy_Single
DamageMultiplier_1: 5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 15
RedDot: true
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# UnlockCost: 0, display: true
# UnlockLevel: 12, display: true
# TechTreeParent: PistolT2
# TechTreeNames: Weapons
}
{ +Item Id: 31, Name: MultiToolT2, Ref: MultiTool
Meshfile: Entities/Items/Weapons/MultiToolT2Prefab
MarketPrice: 1998, display: true
{ Child 0 # "Retrieve Blocks" (= get complete blocks in own structure, do "Salvage" in others)
Range: 8
ReturnFactor: 0.667, display: true
DamageMultiplier_1: 0, param1: dirt|stone|wood|shield|rock
DamageMultiplier_2: 50, param1: metalhard # 400 damage
DamageMultiplier_3: 25, param1: metal # 200 damage
DamageMultiplier_4: 65, param1: hull # 500 damage
DamageMultiplier_5: 125, param1: hullarmored # 1000 damage
DamageMultiplier_6: 250, param1: hullcombat # 2000 damage
DamageMultiplier_7: 150, param1: concrete # 1200 damage
DamageMultiplier_8: 50, param1: woodblock # 400 damage
}
{ Child 1 # "Repair"
Range: 8
RepairPoints: 50
}
{ Child 2 # "Exchange and Rotate"
Range: 8
}
{ Child 3 # "Downgrade"
Range: 8
ReturnFactor: 0.667
}
{ Child 4 # "Upgrade"
Range: 8
}
{ Child 5 # "Salvage" (get components from a block)
ReturnFactor: 0.667
Range: 8
DamageMultiplier_1: 0, param1: dirt|stone|wood|shield|rock
DamageMultiplier_2: 50, param1: metalhard # 400 damage
DamageMultiplier_3: 25, param1: metal # 200 damage
DamageMultiplier_4: 65, param1: hull # 500 damage
DamageMultiplier_5: 125, param1: hullarmored # 1000 damage
DamageMultiplier_6: 250, param1: hullcombat # 2000 damage
DamageMultiplier_7: 150, param1: concrete # 1200 damage
DamageMultiplier_8: 50, param1: woodblock # 400 damage
}
UnlockCost: 14, display: true
UnlockLevel: 12, display: true
TechTreeParent: MultiTool
TechTreeNames: Tools
}
# Damage and Multipliers defined in EClassConfig > Entity Name: ExplosiveDevice
{ +Item Id: 32, Name: Explosives
MarketPrice: 340, display: true
Meshfile: Entities/Misc/ScifiExplosiveDevice1Prefab
DropMeshfile: Entities/Misc/BagSmallPrefab
PickupToToolbar: true
Material: metalitem
Canhold: false
HoldType: 0
StackSize: 2000
Mass: 0.5, type: float, display: true, formatter: Kilogram
Volume: 1, type: float, display: true, formatter: Liter
Category: Weapons/Items
Info: bkiExplosives, display: true
{ Child 0
Class: PlaceExplosives
AllowRemote: false
ROF: 1, type: float
Range: 2
NoiseStrength: 100, display: false
SfxBegin: UseActions/ExplosivesAttach
}
UnlockCost: 7, display: true
UnlockLevel: 5, display: true
TechTreeNames: Weapons
}
{ +Item Id: 33, Name: RocketLauncherT2, Ref: RocketLauncher
Meshfile: Entities/Items/Weapons/SciFiGrenadeLauncher/SciFiGrenadeLauncherT2Prefab
PickupToToolbar: true
MarketPrice: 8510, display: true
Durability: 500, display: false
#just for display, see ammo "SlowRocketHoming"
BlastRadius: 3, display: true
BlastDamage: 500, display: true
DegradationProb: 0.75, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: LauncherSS
ROF: 2.55, type: float, display: true, formatter: ROF
Recoil: 1.92, display: true
Range: 360, display: false
AmmoCapacity: 6, display: true
AmmoType: SlowRocketHoming, display: true
ReloadDelay: 4.275, display: true
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew03
ZoomOut: 40
ZoomIn: 20
RedDot: true
}
UnlockCost: 20, display: true
UnlockLevel: 15, display: true
TechTreeParent: RocketLauncher
TechTreeNames: Weapons
}
{ +Item Id: 34, Name: RocketLauncherEpic, Ref: RocketLauncher
Meshfile: Entities/Items/Weapons/SciFiGrenadeLauncher/SciFiGrenadeLauncherEpicPrefab
PickupToToolbar: true
MarketPrice: 11000, display: true
Info: bkiEpicWeapon, display: true
#just for display, see ammo
BlastRadius: 3, display: true
BlastDamage: 500, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 500, display: false
DegradationProb: 0.488, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: LauncherSS
ROF: 0.5, type: float, display: true, formatter: ROF
Automatic: true, display: true
Recoil: 1.152, display: true
ReloadDelay: 6, display: true
AmmoCapacity: 3, display: true
AmmoType: SlowRocketHoming, display: true
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew03
ZoomOut: 40
ZoomIn: 15
RedDot: true
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# UnlockCost: 0, display: true
# UnlockLevel: 20, display: true
# TechTreeParent: RocketLauncherT2
# TechTreeNames: Weapons
}
{ +Item Id: 35, Name: LaserPistolT2, Ref: LaserPistol
Meshfile: Entities/Items/Weapons/Pistols/ScifiEnergyPistol3Prefab
PickupToToolbar: true
MarketPrice: 1265, display: true
# DamageMultiplier_1: 3.5, param1: head, display: DmgMultiplierHead
# Damage: 100, display: true
Durability: 500, display: false
DegradationProb: 0.2, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: Ranged
ROF: 0.17, type: float, display: true, formatter: ROF
Recoil: 0.16, display: true
Range: 99, display: false
Damage: 115, display: true
AmmoCapacity: 28, display: true
ReloadDelay: 2.375, display: true
SfxBegin: Weapons/Player/LaserPistol/BLASTERLargeFastKickback
DamageMultiplier_1: 3.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0.005, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 15
RedDot: true
}
UnlockCost: 20, display: true
UnlockLevel: 25, display: true
TechTreeParent: LaserPistol
TechTreeNames: Weapons
}
{ +Item Id: 36, Name: AssaultRifleT2, Ref: AssaultRifle
Meshfile: Entities/Items/Weapons/Rifles/AssaultRifleT2Prefab
# Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle2BlackPrefab
PickupToToolbar: true
MarketPrice: 2960, display: true
Durability: 500, display: false
DegradationProb: 0.06, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
Class: Ranged
ROF: 0.17, type: float, display: true, formatter: ROF
Range: 165, display: false
BulletSpread: 0.12, display: true
Recoil: 0.48, display: true
Damage: 81, display: true
AmmoCapacity: 28, display: true
ReloadDelay: 2.945, display: true
# SfxBegin: Weapons/Player/AssaultRifle/AWDS_AR_HK416_start
# SfxLoop: Weapons/Player/AssaultRifle/AWDS_AR_HK416_loop
# SfxStop: Weapons/Player/AssaultRifle/AWDS_AR_HK416_end
SfxBegin: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Heavy_start
SfxLoop: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Heavy_loop
SfxStop: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Heavy_end
DamageMultiplier_1: 4, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
# ZoomOverlay: Entities/Items/Weapons/SniperScopes/Scope04
ZoomOut: 40
ZoomIn: 15
RedDot: true
}
UnlockCost: 7, display: true
UnlockLevel: 10, display: true
TechTreeParent: AssaultRifle
TechTreeNames: Weapons
}
{ +Item Id: 37, Name: PulseRifleT2, Ref: PulseRifle
Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle2BlackT2Prefab
# Meshfile: Entities/Items/Weapons/PulseRifle/PulseRifleT2Prefab
PickupToToolbar: true
Durability: 500, display: false
MarketPrice: 3420, display: true
DegradationProb: 0.094, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
Class: Ranged
ROF: 0.1, type: float, display: true, formatter: ROF
Range: 187, display: false
BulletSpread: 0.075, display: true
Recoil: 0.32, display: true
Automatic: true, display: true
Damage: 80, display: true
AmmoCapacity: 35, display: true
AmmoType: 5.8mmBullet, display: true
ReloadDelay: 2.945, display: true
DamageMultiplier_1: 3.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 20
RedDot: true
}
UnlockCost: 20, display: true
UnlockLevel: 15, display: true
TechTreeParent: PulseRifle
TechTreeNames: Weapons
}
{ +Item Id: 38, Name: PulseRifleEpic, Ref: PulseRifle
Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle2BlackEpicPrefab
# Meshfile: Entities/Items/Weapons/PulseRifle/PulseRifleEpicPrefab
PickupToToolbar: true
MarketPrice: 4650, display: true
Durability: 500, display: false
DegradationProb: 0.061, type: float, display: false
RepairDisabled: true, display: true
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
{ Child 0
Class: Ranged
ROF: 0.1, type: float, display: true, formatter: ROF
ReloadDelay: 3, display: true
Range: 224, display: false
BulletSpread: 0.038, display: true
Recoil: 0.192, display: true
Automatic: true, display: true
Damage: 140, display: true
AmmoCapacity: 56, display: true
AmmoType: PulseLaserChargeRifle, display: true
PfxMuzzle: SniperMuzzleLaserGreen
Tracer: Weapons/Projectiles/TracerLaserShotGreen
TracerPerBullet: 2
DamageMultiplier_1: 4, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat
DamageMultiplier_3: 0.1, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 10
RedDot: true
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
# # need to set these because we extend a tech tree item
# UnlockCost: 0, display: true
# UnlockLevel: 20, display: true
# TechTreeParent: PulseRifleT2
# TechTreeNames: Weapons
}
{ +Item Id: 39, Name: SurvivalTool
Meshfile: Entities/Items/Weapons/SurvivalToolPrefab
PickupToToolbar: true
Material: metalweapon
LifetimeOnDrop: 720
MarketPrice: 100, display: true
HoldType: 16 # no weapon shaking animation
StackSize: 1
Category: Weapons/Items
Mass: 3, type: float, display: true, formatter: Kilogram
Volume: 1.5, type: float, display: true, formatter: Liter
Info: bkiSurvivalTool, display: true
RadialMenu: true
{ Child 0 #Defense Mode
Class: Ranged
AllowRemote: false
ROF: 0.25, type: float
Range: 15, display: false
NoiseStrength: 20, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
Damage: 19, display: true
# Recoil: 0.2, display: true
# Stamina: -7, display: false
AmmoCapacity: 25, display: false # no need to display since unlimited ammo
AmmoType: AmmoInfinite, display: true # no need to display since unlimited ammo
AmmoUnlimited: true
ReloadDelay: 3, display: false # no need to display since unlimited ammo
HarvestSupport: true
UseSingleMagazine: true
ParticleTransform: Muzzle/Particle1
SfxBegin: Weapons/Player/Tools/WeaponLightning_start
SfxLoop: Weapons/Player/Tools/WeaponLightning_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# PfxMuzzle: MuzzleFlashSurvivalTool # for Class: Ranged, we need to use this
# PfxMuzzle: MuzzleFlashSurvivalToolV2
DamageMultiplier_1: 0, param1: wood|woodsoft|woodhard|plants # no wood/plant harvesting
DamageMultiplier_2: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard
DamageMultiplier_3: 0, param1: dirt|stone|rock
DamageMultiplier_4: 0.083, param1: shield
RadialText: rdlDefence # add text
RadialDesc: rdlDefenceDescST # add text
RadialIcon: Radial_Defence
}
{ Child 1 # Resource mining, stone removal, wood cutter
Class: Driller
DrillMode: 3
DecoMode: true
InfoPopup: true
TerrainMode: true
HarvestSupport: true
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float, display: false, formatter: ROF
Damage: 120
Radius: 1.75
Range: 5, display: false
NoiseStrength: 50, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 25, display: false # no need to display since unlimited ammo
AmmoType: AmmoInfinite, display: true # no need to display since unlimited ammo
AmmoUnlimited: true
UseSingleMagazine: true
ReloadDelay: 3.1, display: true
Bullet_use_per_shot: 0.25
Particles: digger # particle effect shown at impact
ParticleTransform: Muzzle/Particle2 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Tools/WeaponLightning_start
SfxLoop: Weapons/Player/Tools/WeaponLightning_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
PfxMuzzle: MuzzleFlashLightning
DamageMultiplier_1: 0, param1: woodblock|concrete|hull|hullarmored|hullcombat|metal|metalhard|shield
DamageMultiplier_2: 0.04, param1: plants|woodsoft|wood|woodhard
# DamageMultiplier_2: 0, param1: wood # no tree cutting
# DamageMultiplier_3: 0.25, param1: resourcemedium
# DamageMultiplier_4: 0.1, param1: resourcehard
RadialText: rdlResourceMiningST
RadialDesc: rdlResourceMiningDescST
RadialIcon: Radial_ResourceMining
}
{ Child 2 #Salvage mode
Class: Driller
AllowAt: "UnderWater, Planet, Space"
ROF: 0.5, type: float, display: false, formatter: ROF
Range: 5
# Recoil: 0.1, display: true
NoiseStrength: 10, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
Damage: 17
# Stamina: -7
Radius: 3
Demolish: True
ReturnFactor: 0.333, display: true
AmmoCapacity: 25, display: false # no need to display since unlimited ammo
AmmoType: AmmoInfinite, display: true # no need to display since unlimited ammo
AmmoUnlimited: true
ReloadDelay: 3, display: false # no need to display since unlimited ammo
ParticleTransform: Muzzle/Particle3 # particle effect shown at muzzle
SfxBegin: Weapons/Player/Tools/WeaponLightning_start
SfxLoop: Weapons/Player/Tools/WeaponLightning_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
# ParticleTransform: "" # do NOT show a particle effect
DamageMultiplier_1: 0, param1: dirt|stone|wood|shield # no wood/plant harvesting
DamageMultiplier_2: 10, param1: metalhard # 20/3 damage
DamageMultiplier_3: 5, param1: metal # 10/3 damage
DamageMultiplier_4: 10, param1: hull # 20/3 damage
DamageMultiplier_5: 25, param1: hullarmored # 50/3 damage
DamageMultiplier_6: 50, param1: hullcombat # 100/3 damage
DamageMultiplier_7: 25, param1: concrete # 50 damage
DamageMultiplier_8: 10, param1: woodblock # 20 damage
RadialText: rdlDeconstructST
RadialDesc: rdlDeconstructTxt
RadialIcon: Radial_Deconstruct
}
UnlockLevel: 1
TechTreeNames: Tools
}
{ +Item Id: 40, Name: DrillEpic, Ref: DrillT2
Meshfile: Entities/Items/Weapons/DrillV2/DrillT2EpicPrefab
MarketPrice: 1500, display: true
{ Child 0 # Resource Mining
Damage: 750
Range: 9, display: false
Radius: 2.5
}
{ Child 2 # Flattening
Damage: 1500
Radius: 3.5
Range: 6, display: false
}
UnlockCost: 0
UnlockLevel: 25
TechTreeParent: ""
TechTreeNames: Hidden
}
{ +Item Id: 41, Name: TextureColorTool
# Meshfile: Entities/Items/Tools/TextureColorToolPrefab
Meshfile: Entities/Items/Tools/ColorTextureToollPrefab
PickupToToolbar: true
Material: metalweapon
HoldType: 14
StackSize: 1
MarketPrice: 168, display: true
Category: Weapons/Items
Info: bkiTextureColorTool, display: true
Mass: 2.5, type: float, display: true, formatter: Kilogram
Volume: 1.40, type: float, display: true, formatter: Liter
{ Child 0
Class: TextureColorBlock
AllowAt: "UnderWater, Planet, Space"
ROF: 0.1, type: float
Range: 30, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 25, display: false # no need to display since unlimited ammo
AmmoType: AmmoInfinite, display: false # no need to display since unlimited ammo
AmmoUnlimited: true
ReloadDelay: 3, display: false # no need to display since unlimited ammo
SfxBegin: Weapons/Player/Tools/BurningAirHotHigherPitch_start
SfxLoop: Weapons/Player/Tools/BurningAirHotHigherPitch_loop
SfxReload: Weapons/Player/Reload/RifleReloadNormal
}
{ Child 1
Class: TextureColorBlock
AllowAt: "UnderWater, Planet, Space"
ROF: 1.0, type: float
OpenPopup: true
}
UnlockCost: 0, display: true
UnlockLevel: 1, display: true
TechTreeNames: Tools
}
{ +Item Id: 42, Name: FlameThrower
Meshfile: Entities/Items/Weapons/Flamethrower/SciFiFlamethrowerPrefab
PickupToToolbar: true
Material: metalweapon
HoldType: 15
StackSize: 1
MarketPrice: 1980, display: true
Category: Weapons/Items
Mass: 60, type: float, display: false, formatter: Kilogram
Info: bkiFlameThrower, display: true
Durability: 500, display: false
DegradationProb: 0.2, type: float, display: false
# ShowUser: No
{ Child 0
Class: LauncherSS
ROF: 0.25, type: float
Range: 6, display: false
#BulletsPerShot: 8
#BulletSpread: 1
#RaySpread: 1, display: true
Recoil: 0, display: true
NoiseStrength: 40, display: false
CameraShake: 0
IgnoreAtmo: true
Automatic: true
AmmoCapacity: 50, display: true
AmmoType: FlameThrowerCanister, display: true
# UseSingleMagazine: true
ReloadDelay: 2.9, display: true
# Bullet_use_per_shot: 0.25
# Particles: diggerplasma # particle effect shown at impact
PfxMuzzle: flamethrower_v1
SfxBegin: Weapons/Player/FlameThrower/Flamethrower_Start
SfxLoop: Weapons/Player/FlameThrower/Flamerthrower_Firing
SfxStop: Weapons/Player/Drill/Mute
SfxReload: Weapons/Player/FlameThrower/Flamethrower_Reload
# SfxNoAmmo:
# SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
}
UnlockCost: 0
UnlockLevel: 0
TechTreeNames: Hidden
}
{ Item Id: 43, Name: PlasmaCannonAlien
Meshfile: Entities/Items/Weapons/Flamethrower/AlienFlamethrowerPrefab
PickupToToolbar: true
Material: metalweapon
MarketPrice: 11500, display: true
HoldType: 15
StackSize: 1
Category: Weapons/Items
Info: bkiPlasmaCannonAlien, display: true
Mass: 45, type: float, display: true, formatter: Kilogram
Volume: 50, type: float, display: true, formatter: Liter
#just for display - BlastRadius and BlastDamage is controlled by "SciFiCannonPlasmaCharge"
Damage: 1000, display: true
BlastRadius: 3, display: true
BlastDamage: 500, display: true
# Explosion Radius: 3, display: true
Durability: 350, display: false
DegradationProb: 1, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: LauncherSS
AllowRemote: false
ROF: 1, type: float, display: true, formatter: ROF
Range: 450, display: false
NoiseStrength: 100, display: false
CameraShake: 1
Recoil: 0, display: true
IgnoreAtmo: true, display: true
AmmoCapacity: 5, display: true
AmmoType: PlasmaCannonAlienCharge, display: true
ReloadDelay: 3, display: true
SfxBegin: Weapons/SS/RocketAlienSS/BLASTERComplexFireTriggerPowerfulRelease
SfxNoAmmo: Weapons/DryFireFromManuallyCockedHammer
SfxReload: Weapons/Player/Reload/HeavyWeaponReloadNormal
PfxMuzzle: SniperMuzzleLaserRed
}
UnlockCost: 0
UnlockLevel: 0
TechTreeNames: Hidden
}
{ Item Id: 44, Name: OtyughFlameThrowerWeapon
Meshfile: Entities/Items/Weapons/Enemies/RangedAttackPrefab
Material: human
HoldType: 20
StackSize: 1
Category: Weapons/Items
#SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
ShowUser: No
{ Child 0
Class: Ranged
ROF: 0.0, type: float
Range: 8, display: false
BulletsPerShot: 1
BulletSpread: 0
RaySpread: 1, display: true
Recoil: 0, display: true
NoiseStrength: 40, display: false
CameraShake: 0
IgnoreAtmo: true
Buff: "Fire"
Buff_chance: 1
Automatic: true
Damage: 70
Radius: 3
AmmoCapacity: 750, display: true
AmmoType: BioFuel, display: true
UseSingleMagazine: true
ReloadDelay: 0.0, display: true
Bullet_use_per_shot: 0.25
ForceMuzzleAiming: false
# Particles: diggerplasma # particle effect shown at impact
PfxMuzzle: land_predator_fire_breath
# ParticleTransform: Muzzle/Flamethrower_v1 # particle effect shown at muzzle
# SfxBegin: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_start
# SfxLoop: Weapons/Player/Drill/THRUSTERFlangerShiftingBurningAirHot_loop
SfxBegin: Weapons/Player/Drill/weapon_flame_005_start
SfxLoop: Weapons/Player/Drill/weapon_flame_005_loop
SfxStop: Weapons/Player/Drill/Mute
SfxReload: UseActions/oxygen_tank_release_air
# SfxReload: Weapons/Player/Drill/WaltherP99MagInQuick01
DamageMultiplier_1: 0.1, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 0.1, param1: wood
DamageMultiplier_3: 0.001, param1: stone
DamageMultiplier_4: 0.1, param1: rock
DamageMultiplier_5: 0.001, param1: dirt
DamageMultiplier_6: 0.001, param1: hullarmored
DamageMultiplier_7: 0.001, param1: hullcombat
}
UnlockCost: 0
UnlockLevel: 0
TechTreeNames: Hidden
}
{ +Item Id: 45, Name: OtyughFireBallRangedWeapon
Meshfile: Entities/Items/Weapons/Enemies/RangedAttackPrefab
Material: human
HoldType: 20
StackSize: 1
Category: Weapons/Items
ShowUser: No
Mass: 12, type: float, display: false, formatter: Kilogram
{ Child 0
Class: LauncherSS
ROF: 0, type: float
Range: 30, display: true
IgnoreAtmo: true # Ground NPC must ignore atmo - otherwise no particle is visible
Damage: 35, display: true
AmmoCapacity: 250, display: true
AmmoUnlimited: true
AmmoType: OtyughFireBall, display: true
ReloadDelay: 6.3, display: true
SfxBegin: Enemies/Otyugh/Otyugh_SfxAttack_a2
# MaxFireAngle: 15 #we need bigger angle, as the bug firing angle is not perfectly aligned with look angle
}
}
{ +Item Id: 46, Name: AlienBugBigRangedWeapon
Meshfile: Entities/Items/Weapons/Enemies/RangedAttackAIPrefab
Material: human
HoldType: 20
StackSize: 1
Category: Weapons/Items
ShowUser: No
Mass: 12, type: float, display: false, formatter: Kilogram
{ Child 0
Class: LauncherAI
BulletsPerShot: 8
BulletSpread: 0.2
ROF: 0, type: float
Range: 30, display: true
IgnoreAtmo: true # Ground NPC must ignore atmo - otherwise no particle is visible
Damage: 35, display: true
AmmoCapacity: 250, display: true
AmmoUnlimited: true
AmmoType: SlimeAlienBigBug, display: true
ReloadDelay: 6.3, display: true
SfxBegin: Enemies/AlienBugs/AlienBug03/AlienBug03_SfxHardAttack
# MaxFireAngle: 15 #we need bigger angle, as the bug firing angle is not perfectly aligned with look angle
}
}
# available free 46-47 (+2)
# Debug weapons
{ +Item Id: 48, Name: RocketLauncherDebug, Ref: RocketLauncher
Meshfile: Entities/Items/Weapons/SciFiGrenadeLauncher/ScifiGrenadeLauncherDebugPrefab
PickupToToolbar: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 2000, display: false
DegradationProb: 0.25, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedSingleShot
{ Child 0
Class: LauncherSS
ROF: 1.5, type: float, display: true, formatter: ROF
Range: 950, display: false
ReloadDelay: 3.7, display: true
AmmoCapacity: 10, display: false
AmmoType: RocketDebug, display: true
AmmoUnlimited: true
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew02
ZoomOut: 40
ZoomIn: 15
RedDot: true
}
UnlockCost: 0
UnlockLevel: 20
TechTreeNames: Hidden
}
{ +Item Id: 49, Name: AssaultRifleDebug, Ref: AssaultRifle
Meshfile: Entities/Items/Weapons/Rifles/ScifiRifle2DebugPrefab
PickupToToolbar: true
Info: bkiEpicWeapon, display: true
OverrideTradingConstraints: true # even if other constraints exist allow trading this item
Durability: 2400, display: false
DegradationProb: 0.25, type: float, display: false
SfxJammed: Weapons/Player/Reload/WeaponJammedAutoFire
{ Child 0
ROF: 0.15, type: float, display: true, formatter: ROF
Range: 950, display: false
Damage: 10000, display: true
AmmoCapacity: 50, display: true
ReloadDelay: 3.2, display: false
AmmoType: AmmoInfinite, display: true
AmmoUnlimited: true
SfxBegin: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Modern_start
SfxLoop: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Modern_loop
SfxStop: Weapons/ProjectileWeapons/Automatic/FAL_50-42_Modern_end
DamageMultiplier_1: 3.5, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 1, param1: wood|rock
DamageMultiplier_3: 0, param1: dirt|stone
DamageMultiplier_4: 1, param1: hullarmored|hullcombat
DamageMultiplier_5: 0.05, param1: shield
}
{ Child 1
Class: Zoom
ZoomOverlay: Entities/Items/Weapons/SniperScopes/ScopeNew
ZoomOut: 40
ZoomIn: 10
RedDot: true
}
UnlockCost: 0
UnlockLevel: 20
TechTreeNames: Hidden
}
{ +Item Id: 50, Name: DrillDebug, Ref: DrillT2
Meshfile: Entities/Items/Weapons/DrillV2/DrillDebugPrefab
{ Child 0
Damage: 1000
Range: 14, display: false
}
UnlockCost: 0
UnlockLevel: 20
TechTreeNames: Hidden
}
# == AMMO
# Ammo id 51 - 79
{ +Item Id: 51, Name: SlowRocket
Meshfile: Entities/Items/Weapons/Projectiles/rocket01HandheldPrefab
# Meshfile: Entities/Items/Weapons/Projectiles/rocket01Prefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
HoldType: 0
MarketPrice: 18, display: true
Canhold: false
Info: bkiAmmoExplosive, display: true
Category: Weapons/Items
StackSize: 2000
Mass: 0.9, type: float, display: true, formatter: Kilogram
Volume: 0.45, type: float, display: true, formatter: Liter
{ Child 0
Class: Projectile
Damage: 450
BlastParticleIndex: 3
BlastRadius: 3, display: true
BlastDamage: 500, display: true
Speed: 50
Range: 200
Ballistic: True
DamageMultiplier_1: 0, param1: dirt|stone
DamageMultiplier_2: 0.75, param1: hullarmored|hullcombat
DamageMultiplier_3: 0.75, param1: shield
DamageMultiplier_4: 10, param1: rock
BlastDamageMultiplier_1: 0.75, param1: hullarmored|hullcombat
BlastDamageMultiplier_2: 0.5, param1: dirt|stone
BlastDamageMultiplier_3: 0, param1: shield
}
UnlockLevel: 1
TechTreeNames: Hidden
}
{ +Item Id: 52, Name: 50Caliber
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
HoldType: 0
MarketPrice: 1, display: true
Canhold: false
StackSize: 4000
Info: bkiAmmo, display: true
Category: Weapons/Items
Mass: 0.01, type: float, display: true, formatter: Kilogram
Volume: 0.01, type: float, display: true, formatter: Liter
UnlockLevel: 1
TechTreeNames: Hidden
}
{ +Item Id: 53, Name: 8.3mmBullet, Ref: 50Caliber
StackSize: 4000
MarketPrice: 1, display: true
Mass: 0.02, type: float, display: true, formatter: Kilogram
Volume: 0.01, type: float, display: true, formatter: Liter
}
{ +Item Id: 54, Name: 5.8mmBullet, Ref: 50Caliber
StackSize: 4000
MarketPrice: 1, display: true
Mass: 0.02, type: float, display: true, formatter: Kilogram
Volume: 0.01, type: float, display: true, formatter: Liter
}
{ +Item Id: 55, Name: 12.7mmBullet, Ref: 50Caliber
StackSize: 4000
MarketPrice: 1, display: true
Mass: 0.06, type: float, display: true, formatter: Kilogram
Volume: 0.03, type: float, display: true, formatter: Liter
}
{ +Item Id: 56, Name: 15mmBullet, Ref: 50Caliber
StackSize: 4000
MarketPrice: 1, display: true
Mass: 0.2, type: float, display: true, formatter: Kilogram
Volume: 0.1, type: float, display: true, formatter: Liter
}
{ +Item Id: 57, Name: DrillCharge, Ref: 50Caliber
StackSize: 2000
MarketPrice: 7, display: true
Mass: 1.05, type: float, display: true, formatter: Kilogram
Volume: 0.75, type: float, display: true, formatter: Liter
Info: bkiAmmoFullLoad, display: true
}
{ +Item Id: 58, Name: ShotgunShells, Ref: 50Caliber
StackSize: 4000
MarketPrice: 2.5, display: true
Mass: 0.03, type: float, display: true, formatter: Kilogram
Volume: 0.02, type: float, display: true, formatter: Liter
}
{ Item Id: 59, Name: FillerCharge, Ref: 50Caliber
StackSize: 50
Info: bkiAmmoFullLoad, display: true
ShowUser: NoButCSV
}
{ +Item Id: 60, Name: PulseLaserChargePistol, Ref: 50Caliber
StackSize: 4000
MarketPrice: 1.5, display: true
Mass: 0.15, type: float, display: true, formatter: Kilogram
Volume: 0.05, type: float, display: true, formatter: Liter
}
{ +Item Id: 61, Name: PulseLaserChargeRifle, Ref: 50Caliber
StackSize: 4000
MarketPrice: 2, display: true
Mass: 0.2, type: float, display: true, formatter: Kilogram
Volume: 0.06, type: float, display: true, formatter: Liter
}
{ +Item Id: 62, Name: MultiCharge, Ref: 50Caliber
StackSize: 2000
MarketPrice: 11, display: true
Mass: 1.05, type: float, display: true, formatter: Kilogram
Volume: 0.6, type: float, display: true, formatter: Liter
Info: bkiAmmoFullLoad, display: true
}
{ +Item Id: 63, Name: BioFuel, Ref: 50Caliber
StackSize: 2000
Info: bkiBioFuel, display: true
AutoFill: false
MarketPrice: 3.5, display: true
Category: Components
FuelValue: 10, type: int, display: true, formatter: WattHour
Mass: 20, type: float, display: true, formatter: Kilogram
Volume: 10, type: float, display: true, formatter: Liter
}
{ +Item Id: 64, Name: SciFiCannonPlasmaCharge
Meshfile: Entities/Items/Weapons/Projectiles/PlasmaProjectilePrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
MarketPrice: 15, display: true
HoldType: 0
Canhold: false
Info: bkiAmmoHoming, display: true
Category: Weapons/Items
StackSize: 2000
Mass: 4, type: float, display: true, formatter: Kilogram
Volume: 0.5, type: float, display: true, formatter: Liter
{ Child 0
Class: Projectile
Damage: 600, display: true
BlastParticleIndex: 3
BlastRadius: 3, display: true
BlastDamage: 500, display: true
Speed: 75
Range: 300
NoiseStrength: 100, display: false
Ballistic: false
DamageMultiplier_1: 0, param1: dirt|stone
DamageMultiplier_2: 0.75, param1: hullarmored|hullcombat
# DamageMultiplier_3: 10, param1: rock
DamageMultiplier_4: 0.95, param1: shield
BlastDamageMultiplier_1: 0.75, param1: hullarmored|hullcombat
BlastDamageMultiplier_2: 0.5, param1: dirt|stone
BlastDamageMultiplier_3: 0, param1: shield
}
UnlockLevel: 1
TechTreeNames: Hidden
}
{ +Item Id: 65, Name: SlowRocketHoming, Ref: SlowRocket
Info: bkiAmmoExplosive, display: true
StackSize: 2000
MarketPrice: 32, display: true
Mass: 1.6, type: float, display: true, formatter: Kilogram
Volume: 1, type: float, display: true, formatter: Liter
{ Child 0
Class: Projectile
Damage: 600
BlastParticleIndex: 3
BlastRadius: 3, display: true
BlastDamage: 500, display: true
Speed: 50
HomingSpeed: 2
Range: 350
Ballistic: false
}
UnlockLevel: 1
TechTreeNames: Hidden
}
{ +Item Id: 66, Name: PlasmaCannonAlienCharge
Meshfile: Entities/Items/Weapons/Projectiles/AlienRocketRedPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
CustomIcon: EnergyCellHydrogen
MarketPrice: 20, display: true
Material: metalweapon
HoldType: 0
Canhold: false
Info: bkiPlasmaCannonAlienCharge, display: true
Category: Weapons/Items
StackSize: 2000
Mass: 4, type: float, display: true, formatter: Kilogram
Volume: 0.5, type: float, display: true, formatter: Liter
{ Child 0
Class: Projectile
Damage: 1000, display: true
BlastParticleIndex: 3
BlastRadius: 3, display: true
BlastDamage: 650, display: true
Speed: 90
Range: 450
NoiseStrength: 80, display: false
Ballistic: false
HomingSpeed: 2, display: true
DamageMultiplier_1: 0, param1: dirt|stone
DamageMultiplier_2: 1.1, param1: hullarmored|hullcombat
# DamageMultiplier_3: 10, param1: rock
DamageMultiplier_4: 1.1, param1: shield
BlastDamageMultiplier_1: 1.1, param1: hullarmored|hullcombat
BlastDamageMultiplier_2: 0.5, param1: dirt|stone
BlastDamageMultiplier_3: 0, param1: shield
}
UnlockLevel: 1
TechTreeNames: Hidden
}
{ +Item Id: 67, Name: FlameThrowerCanister
Meshfile: Entities/Items/Weapons/Projectiles/FlameThrowerProjectilePrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
MarketPrice: 6, display: true
HoldType: 0
Canhold: false
Info: bkiFlameThrowerCanister, display: true
Category: Weapons/Items
StackSize: 2000
Mass: 4, type: float, display: true, formatter: Kilogram
Volume: 0.5, type: float, display: true, formatter: Liter
{ Child 0
Class: Projectile
Damage: 50, display: true
BlastParticleIndex: 15
BlastRadius: 1, display: true
BlastDamage: 50, display: true
Speed: 150
Range: 6
BulletsPerShot: 8
BulletSpread: 5
NoiseStrength: 80, display: false
Ballistic: true
# HomingSpeed: 2, display: true
DamageMultiplier_1: 2, param1: head, display: DmgMultiplierHead
DamageMultiplier_2: 2, param1: wood|woodblock|plastic
DamageMultiplier_3: 0, param1: dirt|stone|rock
DamageMultiplier_4: 0, param1: concrete|hull|hullarmored|hullcombat|metal|metalhard
DamageMultiplier_5: 0, param1: shield
DamageMultiplier_6: 2, param1: human
BlastDamageMultiplier_1: 2, param1: head, display: DmgMultiplierHead
BlastDamageMultiplier_2: 2, param1: wood|woodblock|plastic
BlastDamageMultiplier_3: 0, param1: dirt|stone|rock
BlastDamageMultiplier_4: 0, param1: concrete|hull|hullarmored|hullcombat|metal|metalhard
BlastDamageMultiplier_5: 0, param1: shield
BlastDamageMultiplier_6: 2, param1: human
}
UnlockLevel: 1
TechTreeNames: Hidden
}
{ +Item Id: 68, Name: OtyughFireBall
Meshfile: Entities/Items/Weapons/Projectiles/OtyughFireBallPrefab
Material: human
HoldType: 0
Canhold: false
Category: Weapons/Items
ShowUser: No
{ Child 0
Class: Projectile
Damage: 120
BlastParticleIndex: 11
BlastRadius: 2
BlastDamage: 60
Speed: 30
HomingSpeed: 0.0
Range: 100
Ballistic: true
Buff: "DermalBurn,Stunned,IncreaseRadiation"
Buff_chance: "0.8,0.015,0.005"
DamageMultiplier_1: 0, param1: dirt|stone
BlastDamageMultiplier_1: 0.05, param1: dirt|stone
}
}
{ +Item Id: 69, Name: SlimeAlienBigBug
Meshfile: Entities/Items/Weapons/Projectiles/SlimeAlienBugBigPrefab
Material: human
HoldType: 0
Canhold: false
Category: Weapons/Items
ShowUser: No
{ Child 0
Class: Projectile
Damage: 60
BlastParticleIndex: 16
BlastRadius: 3
BlastDamage: 40
Speed: 20
HomingSpeed: 2.0
Range: 100
Ballistic: false
Buff: "DermalBurn,Stunned,IncreaseRadiation"
Buff_chance: "0.8,0.015,0.005"
DamageMultiplier_1: 0, param1: dirt|stone
BlastDamageMultiplier_1: 0.05, param1: dirt|stone
}
}
# { Item Id: 70, Name: BombUnguided
# Meshfile: Entities/Items/Weapons/Projectiles/BombDronePrefab
# Material: metalweapon
# HoldType: 0
# StackSize: 25
# MarketPrice: 250, display: true
# Canhold: false
# Category: Weapons/Items
# Mass: 250, type: float, display: true, formatter: Kilogram
# Volume: 25, type: float, display: true, formatter: Liter
# ShowUser: No
# { Child 0
# Class: Projectile
# Damage: 800, display: true
# BlastParticleIndex: 3
# BlastRadius: 4, display: true
# BlastDamage: 1800, display: true
# Speed: 1
# Range: 360
# Ballistic: true
#
# DamageMultiplier_1: 10, param1: metal
# DamageMultiplier_2: 25, param1: metalhard|concrete|woodblock|hull
# DamageMultiplier_3: 60, param1: hullarmored|hullcombat
# DamageMultiplier_4: 30, param1: dirt|stone
# DamageMultiplier_5: 0, param1: shield
# BlastDamageMultiplier_1: 0.05, param1: dirt|stone
# }
#
# UnlockLevel: 1
# TechTreeNames: Hidden
# }
#
# free
{ Item Id: 78, Name: AmmoInfinite # Dummy ammo needed for weapons that have unlimited ammo (eg DrillAttachmentWeapon)
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
HoldType: 0
Canhold: false
StackSize: 75
Mass: 1, type: float, display: false, formatter: Kilogram
ShowUser: No
UnlockLevel: 1
TechTreeNames: Hidden
}
# Debug weapon ammo
{ +Item Id: 79, Name: RocketDebug, Ref: SlowRocket
Info: bkiAmmoExplosive, display: true
StackSize: 75
Mass: 4, type: float, display: true, formatter: Kilogram
Volume: 0.1, type: float, display: true, formatter: Liter
ShowUser: No
{ Child 0
Class: Projectile
Damage: 10000
BlastParticleIndex: 3
BlastRadius: 3, display: true
BlastDamage: 10000, display: true
Speed: 150
Range: 1000
Ballistic: false
}
UnlockLevel: 1
TechTreeNames: Hidden
}
# Use items player id 80-99
## Please do not rename - referenced in code
{ +Item Id: 80, Name: OxygenBottleLarge
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
MarketPrice: 37, display: true
Canhold: false
HoldType: 0
Category: Weapons/Items
StackSize: 1000
Mass: 12, type: float, display: true, formatter: Kilogram
Volume: 10, type: float, display: true, formatter: Liter
O2Value: 250, display: true, type: int # O2Value should be multiples of 200 (=base buff value)
}
## Please do not rename - referenced in code
{ +Item Id: 81, Name: OxygenBottleSmall
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
MarketPrice: 5, display: true
Material: metalweapon
Canhold: false
AutoFill: false
HoldType: 0
StackSize: 2000
Mass: 1, type: float, display: true, formatter: Kilogram
Volume: 1.5, type: float, display: true, formatter: Liter
O2Value: 75, display: false, type: int
Category: Weapons/Items
Info: bkiOxygenBottleSmall, display: true
{ Child 0
Class: Eat
ROF: 1, type: float
AddHealth: 0
AddStamina: 0
AddFood: 0
AddOxygen: 75, display: OxygenValue
SfxBegin: UseActions/oxygen_tank_release_air
}
}
{ Item Id: 82, Name: TestDecOxygen
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
Canhold: false
HoldType: 0
Category: Components
ShowUser: No
{ Child 0
Class: Eat
ROF: 1, type: float
AddHealth: 0
AddStamina: 0
AddFood: 0
AddOxygen: -100
SfxBegin: UseActions/playerDrinking
}
}
{ Item Id: 83, Name: TestDecFood
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
Canhold: false
HoldType: 0
Category: Components
ShowUser: No
{ Child 0
Class: Eat
ROF: 1, type: float
AddHealth: 0
AddStamina: 0
AddFood: -100
AddOxygen: 0
SfxBegin: UseActions/playerDrinking
}
}
{ Item Id: 84, Name: TestDecHealth
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
Canhold: false
HoldType: 0
Category: Components
ShowUser: No
{ Child 0
Class: Eat
ROF: 1, type: float
AddHealth: -100
AddStamina: 0
AddFood: 0
AddOxygen: 0
SfxBegin: UseActions/playerDrinking
}
}
{ Item Id: 85, Name: SpawnNewBase
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
AllowPlacingAt: Base, display: true
MarketPrice: 320, display: true
Material: metal
HoldType: 0
StackSize: 1000
Category: BuildingBlocks
Mass: 1000, type: float, display: true, formatter: Kilogram
Volume: 125, type: float, display: true, formatter: Liter
Info: bkiSpawnNewBase, display: true
{ Child 0
Class: SpawnPrefab
PrefabEntity: BA_Player
ForceSpawnOnGround: true
}
UnlockCost: 0, display: true
UnlockLevel: 1, display: true
TechTreeNames: Misc
}
{ Item Id: 86, Name: SpawnNewSV
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
AllowPlacingAt: SS, display: true
MarketPrice: 150, display: true
Material: metal
HoldType: 0
StackSize: 1000
Category: BuildingBlocks
Mass: 200, type: float, display: true, formatter: Kilogram
Volume: 40, type: float, display: true, formatter: Liter
Info: bkiSpawnNewSV, display: true
{ Child 0
Class: SpawnPrefab
PrefabEntity: SV_Player
# ForceSpawnOnBACV: true
}
UnlockCost: 0, display: true
UnlockLevel: 5, display: true
TechTreeParent: SpawnNewGV
TechTreeNames: Misc
}
{ Item Id: 87, Name: SpawnNewCV
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
AllowPlacingAt: MS, display: true
MarketPrice: 355, display: true
Material: metal
HoldType: 0
StackSize: 1000
Category: BuildingBlocks
Mass: 1500, type: float, display: true, formatter: Kilogram
Volume: 400, type: float, display: true, formatter: Liter
Info: bkiSpawnNewCV, display: true
{ Child 0
Class: SpawnPrefab
PrefabEntity: CV_Player
# AllowPlanet: false
# ForceSpawnOnBA: true
}
UnlockCost: 0, display: true
UnlockLevel: 7, display: true
TechTreeParent: SpawnNewSV
TechTreeNames: Misc
}
{ Item Id: 88, Name: SpawnNewGV
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
AllowPlacingAt: GV, display: true
Material: metal
MarketPrice: 125, display: true
HoldType: 0
StackSize: 1000
Category: BuildingBlocks
Mass: 150, type: float, display: true, formatter: Kilogram
Volume: 31.25, type: float, display: true, formatter: Liter
Info: bkiSpawnNewGV, display: true
{ Child 0
Class: SpawnPrefab
PrefabEntity: HV_Player
AllowSpace: true
# ForceSpawnOnBACV: true
}
UnlockCost: 0, display: true
UnlockLevel: 1, display: true
# TechTreeParent: SpawnNewBase
TechTreeNames: Misc
}
{ Item Id: 89, Name: SpawnNewPrefab
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metal
HoldType: 0
StackSize: 1
Category: BuildingBlocks
ShowUser: No
Info: bkiSpawnNewBase, display: true
{ Child 0
Class: SpawnPrefab
}
UnlockCost: 0
UnlockLevel: 1
TechTreeNames: Hidden
}
{ +Item Id: 90, Name: RespiratorCharge
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
Material: metalweapon
Canhold: false
AutoFill: false
HoldType: 0
StackSize: 2000
Mass: 0.5, type: float, display: true, formatter: Kilogram
Volume: 0.5, type: float, display: true, formatter: Liter
O2Value: 35, display: false, type: int
MarketPrice: 1, display: true
Category: Weapons/Items
Info: bkiRespiratorCharge, display: true
{ Child 0
Class: Eat
ROF: 1, type: float
AddHealth: 0
AddStamina: 0
AddFood: 0
AddOxygen: 35, display: OxygenValue
SfxBegin: UseActions/oxygen_tank_release_air
}
}
{ +Item Id: 91, Name: SpawnNewBaseM
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
AllowPlacingAt: Base, display: true
Material: metal
HoldType: 0
StackSize: 1
Category: BuildingBlocks
Mass: 500, type: float, display: true, formatter: Kilogram
Volume: 175, type: float, display: true, formatter: Liter
Info: bkiSpawnNewBase, display: true
{ Child 0
Class: SpawnPrefab
PrefabEntity: BA_Player_M
ForceSpawnOnGround: true
}
# UnlockCost: 0, display: true
# UnlockLevel: 1, display: true
# TechTreeNames: Misc
ShowUser: No
}
{ +Item Id: 92, Name: SpawnNewBaseS
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
AllowPlacingAt: Base, display: true
Material: metal
HoldType: 0
StackSize: 1
Category: BuildingBlocks
Mass: 250, type: float, display: true, formatter: Kilogram
Volume: 80, type: float, display: true, formatter: Liter
Info: bkiSpawnNewBase, display: true
{ Child 0
Class: SpawnPrefab
PrefabEntity: BA_Player_S
ForceSpawnOnGround: true
}
# UnlockCost: 0, display: true
# UnlockLevel: 1, display: true
# TechTreeNames: Misc
ShowUser: No
}
{ +Item Id: 93, Name: SpawnNewCVM
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
AllowPlacingAt: MS, display: true
Material: metal
HoldType: 0
StackSize: 1
Category: BuildingBlocks
Mass: 750, type: float, display: true, formatter: Kilogram
Volume: 300, type: float, display: true, formatter: Liter
Info: bkiSpawnNewCV, display: true
{ Child 0
Class: SpawnPrefab
PrefabEntity: CV_Player_M
# AllowPlanet: false
# ForceSpawnOnBA: true
}
# UnlockCost: 0, display: true
# UnlockLevel: 7, display: true
# TechTreeParent: SpawnNewSV
# TechTreeNames: Misc
ShowUser: No
}
{ +Item Id: 94, Name: SpawnNewCVS
Meshfile: Entities/Misc/DummyPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
AllowPlacingAt: MS, display: true
Material: metal
HoldType: 0
StackSize: 1
Category: BuildingBlocks
Mass: 400, type: float, display: true, formatter: Kilogram
Volume: 150, type: float, display: true, formatter: Liter
Info: bkiSpawnNewCV, display: true
{ Child 0
Class: SpawnPrefab
PrefabEntity: CV_Player_S
# AllowPlanet: false
# ForceSpawnOnBA: true
}
# UnlockCost: 0, display: true
# UnlockLevel: 7, display: true
# TechTreeParent: SpawnNewSV
# TechTreeNames: Misc
ShowUser: No
}
# CATEGORIE: WEAPONS FOR SS MS id 100-199
{ +Item Id: 100, Name: MinigunSSWeapon
Meshfile: @models/Blocks/WeaponsShip/WeaponSSMinigunPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
ShowUser: NoButCSV # reported by HWS
Canhold: false
Material: metalweapon
HoldType: 0
StackSize: 500
Mass: 365, type: float, display: false, formatter: Kilogram
Category: Weapons/Items
{ Child 0
Class: Ranged
IsShootThroughCrosshair: true
ROF: 0.2, type: float, display: true, formatter: ROF
Range: 400, display: false
RangeSpace: 550, display: false
Automatic: true
Damage: 160, display: true
AmmoCapacity: 300, display: true
AmmoType: 15mmBullet, display: true
NoiseStrength: 100, display: false
AutoReload: true
CheckObstructed: true
ReloadDelay: 2, display: true # adapt sound
SfxBegin: Weapons/Player/Minigun/minigun_start
SfxLoop: Weapons/Player/Minigun/minigun_loop
SfxStop: Weapons/Player/Minigun/minigun_end
SfxNoAmmo: Weapons/Misc/weapon_outofammo_003
SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload
PfxMuzzle: SideAutoMuzzleFire
Tracer: Weapons/Projectiles/TracerOrange1
TracerPerBullet: 1
DamageMultiplier_1: 0.55, param1: head|body
DamageMultiplier_2: 0.01, param1: wood # able to destroy trees
DamageMultiplier_3: 0, param1: dirt|stone|rock
DamageMultiplier_4: 0.05, param1: shield
}
}
{ +Item Id: 101, Name: PlasmaCannonSSWeapon
Meshfile: @models/Blocks/WeaponsShip/WeaponSSPlasmaPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
ShowUser: NoButCSV # reported by HWS
Canhold: false
Material: metalweapon
HoldType: 0
StackSize: 500
Mass: 1682, type: float, display: false, formatter: Kilogram
Category: Weapons/Items
{ Child 0
Class: LauncherSS
ROF: 0.8, type: float, display: true, formatter: ROF
Range: 435, display: false
RangeSpace: 725, display: false
AmmoCapacity: 50, display: true
AmmoType: PlasmaCannonChargeSS, display: true
Automatic: true
NoiseStrength: 100, display: false
AutoReload: true
CheckObstructed: true
ReloadDelay: 3, display: true
SfxBegin: Weapons/SS/LaserSS/weapon_blaster_002
# SfxBegin: Weapons/SS/RocketAlienSS/BLASTERComplexFireTriggerPowerfulRelease
SfxNoAmmo: Weapons/Misc/weapon_outofammo_005
SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload
PfxMuzzle: SniperMuzzleFireLarge
}
}
# Pulse Laser for SS
{ +Item Id: 102, Name: PulseLaserSSWeapon
Meshfile: @models/Blocks/WeaponsShip/WeaponSSLaserPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
ShowUser: NoButCSV # reported by HWS
Canhold: false
Material: metalweapon
HoldType: 0
StackSize: 500
Mass: 1645, type: float, display: false, formatter: Kilogram
Category: Weapons/Items
{ Child 0
Class: Ranged
ROF: 0.35, type: float, display: true, formatter: ROF
Range: 500, display: false
RangeSpace: 700, display: false
Damage: 400, display: true
Automatic: true
AmmoCapacity: 150, display: true
AmmoType: PulseLaserChargeSS, display: true
NoiseStrength: 100, display: false
AutoReload: true
CheckObstructed: true
ReloadDelay: 1, display: true # adapt sound
SfxBegin: Weapons/SS/LaserSS/weapon_laser_001
SfxNoAmmo: Weapons/Misc/weapon_outofammo_006
SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload
PfxMuzzle: SniperMuzzleFire
Tracer: Weapons/Projectiles/TracerLaserShotBlueSV
TracerPerBullet: 1
TracerSpeed: 600
DamageMultiplier_1: 0.5, param1: head|body
DamageMultiplier_2: 0, param1: dirt|stone|rock|wood
DamageMultiplier_3: 0.1, param1: shield
}
# { Child 0
# Class: LauncherSS
# ROF: 0.2, type: float, display: true, formatter: ROF
# Range: 750, display: false
# AmmoCapacity: 150, display: true
# AmmoType: PulseLaserChargeSS, display: true
# AutoReload: true
# ReloadDelay: 1, display: true # adapt sound
# SfxBegin: Weapons/SS/LaserSS/weapon_laser_001
# SfxNoAmmo: Weapons/Misc/weapon_outofammo_006
# SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload
# PfxMuzzle: SniperMuzzleFire
# }
}
{ +Item Id: 103, Name: TurretMSArtilleryWeapon
Meshfile: @models/Blocks/Turrets/TurretMSArtilleryPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
ShowUser: NoButCSV # reported by HWS
Canhold: false
Material: metalweapon
HoldType: 0
StackSize: 250
Mass: 19800, type: float, display: false, formatter: Kilogram
Category: Weapons/Items
{ Child 0
Class: LauncherSS
AllowAt: Space
ROF: 6.5, type: float, display: true, formatter: ROF
Range: 575, display: false
RangeSpace: 950, display: false
AmmoCapacity: 5, display: true
AmmoType: LargeRocketMS, display: true
NoiseStrength: 200, display: false
CameraShake: 4
AutoReload: true
ReloadDelay: 13, display: true # adapt sound
SfxBegin: Weapons/MS/Turret/Cannon_2
SfxNoAmmo: Weapons/Misc/weapon_outofammo_001
SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload
PfxMuzzle: rocketlauncherMSMuzzleFire
}
}
# For planetary POIs
{ +Item Id: 104, Name: TurretIONCannonWeapon
Meshfile: @models/Blocks/Turrets/TurretsEnemy/turretIONcannonPrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
ShowUser: NoButCSV # reported by HWS
Canhold: false
Material: metalweapon
HoldType: 0
StackSize: 500
Mass: 8500, type: float, display: false, formatter: Kilogram
Category: Weapons/Items
{ Child 0
Class: LauncherSS
ROF: 1.0, type: float, display: true, formatter: ROF
Range: 525, display: false
RangeSpace: 875, display: false
AmmoCapacity: 50, display: false # no need to display since unlimited ammo
# AmmoUnlimited: true
AmmoType: IONCannonCharge, display: true
NoiseStrength: 100, display: false
ReloadDelay: 1, display: true
SfxBegin: Weapons/SS/RocketAlienSS/BLASTERComplexFireTriggerPowerfulRelease
SfxNoAmmo: Weapons/DryFireFromManuallyCockedHammer
SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload
PfxMuzzle: turretMuzzleFire
}
}
{ +Item Id: 105, Name: TurretBaseFlakWeapon
Meshfile: @models/Blocks/Turrets/ModularTurret1/SingleFlakTurretBluePrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
ShowUser: NoButCSV # reported by HWS
Canhold: false
Material: metalweapon
HoldType: 0
StackSize: 500
Mass: 5615, type: float, display: false, formatter: Kilogram
Category: Weapons/Items
{ Child 0
Class: LauncherSS
AllowAt: "Space,Planet"
ROF: 0.6, type: float, display: true, formatter: ROF
Range: 685, display: false
RangeSpace: 1135, display: false
AmmoCapacity: 50, display: true
AmmoType: FlakRocket, display: true
NoiseStrength: 150, display: false
CameraShake: 2
AutoReload: true
ReloadDelay: 5, display: true
SfxBegin: Weapons/Player/Misc/Single/cannon
# SfxBegin: Weapons/Player/Misc/Single/AWDSDracoHeavySingle
# SfxNoAmmo: Weapons/Misc/weapon_outofammo_001
SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload
PfxMuzzle: turretMuzzleFire
}
}
{ +Item Id: 106, Name: TurretBaseRocketWeapon
Meshfile: @models/Blocks/Turrets/ModularTurret1/SingleMissileTurretBluePrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
ShowUser: NoButCSV # reported by HWS
Canhold: false
Material: metalweapon
HoldType: 0
StackSize: 500
Mass: 5777, type: float, display: false, formatter: Kilogram
Category: Weapons/Items
{ Child 0
Class: LauncherSS
AllowAt: "Space,Planet"
ROF: 4, type: float, display: true, formatter: ROF
Range: 690, display: false
RangeSpace: 1150, display: false
AmmoCapacity: 15, display: true
AmmoType: FastRocketBA, display: true
NoiseStrength: 150, display: false
CameraShake: 3
AutoReload: true
ReloadDelay: 8, display: true
SfxBegin: Weapons/Turret/missle_fire
# SfxBegin: Weapons/LauncherWeapons/weapon_missile_005
# SfxBegin: Weapons/Planet/TurretPS01/Cannon_2
# SfxNoAmmo: Weapons/Misc/weapon_outofammo_002
SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload
PfxMuzzle: rocketlauncherMSMuzzleFire
}
}
# alternative sound: sound_start=Weapons/Planet/TurretPS01/Cannon_2
{ +Item Id: 107, Name: RocketLauncherSSWeapon
Meshfile: @models/Blocks/WeaponsShip/WeaponSSMissilePrefab
DropMeshfile: Entities/Misc/BagSmallPrefab
ShowUser: NoButCSV # reported by HWS
Canhold: false
Material: metalweapon
HoldType: 0
StackSize: 500
Mass: 521, type: float, display: false, formatter: Kilogram
Category: Weapons/Items
<