Weapon Key Values#

This document provides a list of various Key Values utilized by weapons and their purposes.

Note that asset values are identical to strings in Key Value files.

These can be modified with KeyValue modding, see here: weaponmodding

The majority of these values are held in eWeaponVar. Those that are can be modified with attachments (named “Mods” in Key Value files); otherwise, the game will crash with an “Unrecognized entry” error when Key Values are loaded.

List of KeyValues#

Weapon Key Value List#

Name

Type

eWeaponVar

Purpose

Notes

active_crosshair_count

int

True

The number of crosshairs to use from the weapon’s crosshair list, starting at rui_crosshair_index.

activitymodifier

string

True

Used for certain weapon animations.

ads_fov_zoomfrac_end

float

True

The fraction at which FoV should finish zooming in when aiming down sights.

ads_fov_zoomfrac_start

float

True

The fraction at which FoV should start zooming in when aiming down sights.

ads_move_speed_scale

float

True

Scalar on movement speed when aiming down sights. Does not affect acceleration.

aimassist_adspull_weaponclass

string

True

Determines the aim assist class for aim assist pull on aiming down sights.

none: No aim assist pull.

broad, broad_sp: Moderate aim assist pull.

precise, precise_sp: High aim assist pull.

aimassist_adspull_zoomEnd

float

True

The fraction during aiming down sights at which aim assist pull ends.

aimassist_adspull_zoomStart

float

True

The fraction during aiming down sights at which aim assist pull starts.

aimassist_disable_ads

bool

True

Disables aim assist while aiming down sights.

aimassist_disable_ads_humansonly

bool

True

Disables aim assist on non-heavily armored targets while aiming down sights.

aimassist_disable_ads_titansonly

bool

True

Disables aim assist on heavily armored targets while aiming down sights.

aimassist_disable_hipfire

bool

True

Disables aim assist while not aiming down sights.

aimassist_disable_hipfire_humansonly

bool

True

Disables aim assist on non-heavily armored targets while not aiming down sights.

aimassist_disable_hipfire_titansonly

bool

True

Disables aim assist on heavily armored targets while not aiming down sights.

allow_empty_fire

bool

True

Allows the weapon to fire with no ammo remaining.

allow_headshots

bool

True

Allows the weapon to land headshots on non-heavily armored targets. Does not work on titan weapons.

alt_fire_anim_count

int

True

Used to alternate firing animations on weapons with dual launchers (Flight Core, Salvo Core, etc.)

alwaysShow

bool

False

Unknown.

ammo_clip_random_loss_on_npc_drop

float

True

Random fraction of ammo missing in the clip when dropped by an NPC.

ammo_clip_random_loss_on_npc_drop_chunksize

int

True

Ensures that the ammo remaining in the weapon when dropped by an NPC is divisible by this value.

ammo_clip_reload_max

int

True

Unknown.

ammo_clip_size

int

True

Magazine size.

ammo_default_total

int

True

The total amount of ammo a weapon spawns with, including the magazine.

ammo_display

string

True

Unknown.

ammo_display_as_clips

bool

True

Unknown.

ammo_drains_to_empty_on_fire

bool

True

Forces the weapon’s clip to drain to empty over fire_duration.

ammo_min_to_fire

int

True

The minimum amount of ammo needed to fire the weapon.

ammo_min_to_fire_autoreloads

bool

True

Forces a reload when the current ammo is lower than ammo_min_to_fire.

ammo_no_remove_from_clip

bool

True

Enables/disables consuming ammo in the magazine on attack.

If true while ammo_no_remove_from_stockpile is false, displays only stockpile ammo on HUD. If both are true, displays infinite ammo.

If true and magazine size is greater than 0, ammo is not removed from stockpile.

ammo_no_remove_from_stockpile

bool

True

Enables/disables consuming ammo in the stockpile when reloading or on weapons with no magazine.

If false, displays stockpile ammo on HUD.

ammo_per_shot

int

True

The amount of ammo consumed per shot.

ammo_size_segmented_reload

int

True

The amount of ammo reloaded per segment on weapons with segmented reloads.

ammo_stockpile_max

int

True

The maximum amount of ammo that the stockpile can hold.

ammo_suck_behavior

string

True

Can be melee_weapons, offhand_weapons, or primary_weapons. Use unknown.

anim_alt_idleAttack

int

True

Unknown.

arc_switch_activator

bool

False

Unknown.

attack_button_presses_ads

bool

True

Enables/disables the attack button triggering aim down sights when held.

attack_button_presses_melee

bool

True

Enables/disables the attack button triggering melee.

battle_chatter_event

string

False

Unknown.

bob_

Various

False

A set of values controlling view model bobbing while moving.

body_skin

int

True

Unknown.

body_type

string

False

Unknown.

bodygroup1_name

string

False

The name that body group 1 is tied to.

bodygroup1_set

bool

True

Enables/disables body group 1.

Distinct values exist for bodygroups up to bodygroup10.

bodygroup_ads_scope_name

string

False

The name that the set of aiming down sights scopes is tied to.

bodygroup_ads_scope_set

int

True

The index of the scope to use from the set while aiming down sights.

bodygroup_ammo_index_count

int

True

The maximum amount of ammo visible on the viewmodel.

bolt_bounce_frac

float

True

Maximum angle fraction from parallel that a bolt can still bounce off a surface at.

bolt_gravity_enabled

bool

True

Enables/disables gravity on bolts fired.

bolt_hitsize

float

True

The hitbox size of bolts.

Hitbox size does not affect map collisions.

Not 1:1 with other size measurements.

bolt_hitsize_grow1_size

float

True

The hitbox size the bolt reaches at the grow1 time.

bolt_hitsize_grow1_time

float

True

The time in seconds at which grow1 size is reached.

bolt_hitsize_grow2_size

float

True

The hitbox size the bolt reaches at the grow2 time.

bolt_hitsize_grow2_time

float

True

The time in seconds at which grow2 size is reached.

bolt_hitsize_growfinal_lerptime

float

True

The hitbox size the bolt reaches at the growfinal time.

bolt_hitsize_growfinal_size

float

True

The time in seconds at which growfinal size is reached.

Time values are absolute from projectile spawn, not cumulative. Later time values must be >= the previous values.

bounce_effect_table

asset

True

The effect table to use when bouncing.

breaks_cloak

bool

True

Enables/disables breaking cloak on attack.

Does not appear to work for all weapons, such as titan weaponry.

burst_fire_count

int

True

The number of shots fired in a burst.

burst_fire_delay

float

True

The delay after a burst before another burst can be fired.

Counts from the moment the last shot in a burst is fired.

Also prevents other actions (e.g. holstering, melee) until finished.

burst_or_looping_fire_sound_end

string

True

Deprecated. Sound effect played at the end of the burst/loop for the user.

burst_or_looping_fire_sound_end_1p

string

True

Sound effect played at the end of the burst/loop for the user.

burst_or_looping_fire_sound_end_3p

string

True

Sound effect played at the end of the burst/loop for others.

burst_or_looping_fire_sound_end_npc

string

True

Sound effect played at the end of the burst/loop for others when an NPC is using the weapon.

burst_or_looping_fire_sound_middle

string

True

Deprecated. Sound effect played on every attack in the burst/loop for the user. Ends on burst/loop end.

burst_or_looping_fire_sound_middle_1p

string

True

Sound effect played on every attack in the burst/loop for the user. Ends on burst/loop end.

burst_or_looping_fire_sound_middle_3p

string

True

Sound effect played on every attack in the burst/loop for others. Ends on burst/loop end.

burst_or_looping_fire_sound_middle_npc

string

True

Sound effect played on every attack in the burst/loop for others when an NPC is using the weapon. Ends on burst/loop end.

burst_or_looping_fire_sound_start

string

True

Deprecated. Sound effect played at the start of the burst/loop for the user.

burst_or_looping_fire_sound_start_1p

string

True

Sound effect played at the start of the burst/loop for the user.

burst_or_looping_fire_sound_start_3p

string

True

Sound effect played at the start of the burst/loop for others.

burst_or_looping_fire_sound_start_npc

string

True

Sound effect played at the start of the burst/loop for others when an NPC is using the weapon.

bypass_semiauto_hold_protection

bool

True

Unknown.

can_attack_when_dead

bool

True

Unknown.

challeng_req

string

True

Unknown.

challenge_tier

int

True

Unknown.

chance_for_bonus_last_shot_in_clip

float

True

Chance to refund a shot while on the last shot in the magazine.

charge_allow_melee

bool

True

Allows the user to melee in the middle of charging the weapon.

charge_allow_midway_charge

bool

True

Unknown.

charge_cooldown_delay

float

True

The time in seconds since last charge before charge begins cooling down.

charge_cooldown_time

float

True

The time in seconds for charge to cooldown to 0 (from full charge).

charge_drain_sound_1p

string

True

Sound effect played to the user when charge begins cooling down.

charge_drain_sound_3p

string

True

Sound effect played to others when charge begins cooling down.

charge_drain_sound_seek_to_charge_fraction

bool

True

Enables/disables setting the starting point of the charge drain sound effect to match the charge fraction.

charge_drain_sound_stop_when_empty

bool

True

Enables/disables stopping the charge drain sound effect when charge is empty.

charge_effect_1p

string

True

The particle effect played to the user when charging.

charge_effect_3p

string

True

The particle effect played to others when charging.

charge_effect_attachment

string

True

The weapon part to attach the charge effect to.

An additional charge effect can be used under charge_effect2.

charge_effect_show_during_drain

bool

True

Determines whether to show the charge effect while cooling down.

charge_end_forces_fire

bool

True

Forces the weapon to fire once charge is full.

Always forces fire if charge_is_triggered_by_ADS is false.

charge_full_sound_1p

string

True

Sound effect played to the user when charge is full.

charge_full_sound_3p

string

True

Sound effect played to others when charge is full.

charge_is_triggered_by_ADS

bool

True

Determines whether charge is triggered by aiming down sights.

If false, charge is triggered by holding the attack button.

If false, appears to break other charge systems, such as sound effects and charge level increased callbacks.

charge_levels

int

True

Determines how many equally-spaced charge levels are in the charge (max charge is always the last level).

charge_maintained_until_fired

bool

True

Unknown.

charge_remain_full_when_fired

bool

True

Preserves current charge when the weapon is fired.

charge_require_input

bool

True

Requires the user to hold attack to coninue to charge the weapon. If false, charge continues once triggered.

Does not work if charge_is_triggered_by_ADS is true.

charge_rumble_max

int

True

Controls controller rumble at max charge.

charge_rumble_min

int

True

Controls controller rumble at minimum charge.

charge_sound_1p

string

True

Sound effect played to the user when charging begins.

charge_sound_3p

string

True

Sound effect played to the user when charging begins.

charge_sound_seek_to_charge_fraction

bool

True

Enables/disables setting the starting point of the charge sound effect to match the charge fraction.

charge_sound_stop_when_full

bool

True

Enables/disables stopping the charge sound effect when charge is full.

charge_time

float

True

The time in seconds it takes to charge to full (from empty).

charge_wave_max_count

int

False

The number of steps charged wave attacks should take.

charge_wave_step_dist

float

False

The distance each step moves a charged wave attack forward.

chargeup_time

float

False

Additional time added to the active Core meter to account for charge time.

Total Core meter time is the sum of this and core_duration.

clear_fx_on_new_view_model

bool

True

Unknown.

clip_bodygroup

string

False

The name of the magazine bodygroup to refer to.

clip_bodygroup_index_shown

bool

False

Unknown.

clip_bodygroup_index_hidden

bool

False

Unknown.

clip_bodygroup_shown_for_milestone_0

bool

False

Enables/disables showing the body group during the corresponding reload milestone.

Additional milestone values exist up to clip_bodygroup_shown_for_milestone_4.

cooldown_time

float

True

The time in seconds after the weapon stops firing before it can fire again.

Unlike fire_rate, does not prevent other actions.

cooldown_viewkick_adsScale

float

True

Scalar on cooldown recoil when aiming down sights.

cooldown_viewkick_hardScale

float

True

Scalar on cooldown hard recoil, which applies recoil instantly.

cooldown_viewkick_pitch_base

float

True

The base amount of vertical recoil applied when cooldown begins (positive = down).

cooldown_viewkick_pitch_random

float

True

The maximum absolute value of randomness added to base cooldown vertical recoil.

cooldown_viewkick_pitch_random_innerexclude

float

True

Unknown.

The same values exist for yaw (positive = left).

cooldown_viewkick_softScale

float

True

Scalar on cooldown soft recoil, which applies recoil over time.

core_build_time

float

True

Unused. The number of seconds to build Core.

core_duration

float

True

Duration of the Core in seconds. Does not include Core charge up time.

critical_hit

bool

True

Allows the weapon to land critical hits on heavily armored targets.

critical_hit_damage_scale

float

True

Scalar on critical hit damage.

crosshair_force_sprint_fade_disabled

float

True

Prevents the crosshair from fading when sprinting.

custom_bool_0

bool

True

Utility value with no specific purpose.

custom_float_0

float

True

Utility value with no specific purpose.

custom_int_0

int

True

Utility value with no specific purpose.

These utility values go up to custom_[x]_7.

damage_additional_bullets

int

True

Has no native use. Used by Railgun in script to add damage per charge.

damage_additional_bullets_titanarmor

int

True

Has no native use. Used by Railgun in script to add heavy armor damage per charge.

damage_falloff_type

string

True

Determines the class of damage falloff to use. Only used by EVA-8.

damage_far_distance

float

True

The distance at which the far damage value is reached.

If headshot_distance is not specified, this also acts as the maximum headshot distance.

Controls maximum range for hitscan shotgun attacks.

Damage scales linearly between near to far distances and far to very far (if it is used) distances.

damage_far_value

float

True

Damage dealt to non-heavily armored targets at damage_far_distance.

damage_far_value_titanarmor

float

True

Damage dealt to heavily armored targets at damage_far_distance. Optional.

If unused, damage_far_value is applied instead.

damage_flags

int

True

The damage flags used by the weapon. Only applies by default; flags can be overwritten in script.

damage_headshot_scale

float

True

Scalar on headshot damage.

damage_heavyarmor_nontitan_scale

float

True

Unknown.

damage_inverse_distance

float

True

Distance used alongside inverse damage falloff type.

damage_near_distance

float

True

The farthest distance at which near damage value is applied.

Damage scales linearly between near to far distances.

damage_near_value

float

True

Damage dealt to non-heavily armored targets at or below damage_near_distance.

damage_near_value_titanarmor

float

True

Damage dealt to heavily armored targets at or below damage_near_distance. Optional.

If unused, damage_near_value is applied instead.

damage_rodeo

float

True

Damage dealt to the enemy titan during Rodeo. Unused normally.

damage_very_far_distance

float

True

The distance at which the very far damage value is reached. Optional.

If unused, damage does not change after far distance.

damage_very_far_value

float

True

Damage dealt to non-heavily armored targets at or past damage_ver_far_distance. Optional.

damage_very_far_value_titanarmor

float

True

Damage dealt to heavily armored targets at or past damage_ver_far_distance. Optional.

If unused, damage_very_far_value is applied instead.

deploy_time

float

True

The time in seconds for the weapon to deploy when swapped to from a main weapon.

deploycatch_time

float

True

Unknown.

deployfirst_time

float

True

Unknown.

description

string

True

Text displayed in weapon flyout descriptions.

destroy_on_all_ammo_take

bool

True

Unknown.

destroy_on_drop

bool

True

Destroys the weapon when dropped, preventing pickup.

dialog_core_online

string

False

Voiceline played when Core is available.

dialog_core_activated

string

False

Voiceline played when Core is activated.

does_not_interrupt_cloak

bool

False

Enables/disables not triggering cloak flickering on toss. (Grenades only)

dof_nearDepthEnd

float

True

Unknown.

dof_nearDepthStart

float

True

Unknown.

dof_zoom_focusArea_Bottom

float

True

Unknown.

dof_zoom_focusArea_Horizontal

float

True

Unknown.

dof_zoom_focusArea_Top

float

True

Unknown.

dof_zoom_nearDepthEnd

float

True

Unknown.

dof_zoom_nearDepthStart

float

True

Unknown.

empty_reload_only

bool

False

Enables/disables allowing reloads only when there is no ammo in the magazine.

enable_highlight_networking_on_creation

bool

True

Unknown.

explosion_damage

int

True

Maximum explosion damage dealt to non-heavily armored targets.

explosion_damage_flags

int

True

Unused. Likely equivalent to damage_flags, but for explosions.

explosion_damage_heavy_armor

int

True

Maximum explosion damage dealt to heavily armored targets. Optional.

If unused, explosion_damage is applied instead.

explosion_damages_owner

bool

True

Enables/disables damaging the user with explosions.

explosion_inner_radius

float

True

The distance within which maximum explosion damage is dealt. Optional.

If unused, assumed to be 0.

explosion_shake_amplitude

float

True

Strength of screen shake caused by explosions.

explosion_shake_duration

float

True

The time in seconds that the explosion screen shake lasts.

explosion_shake_frequency

float

True

Frequency of the explosion screen shake pattern.

explosion_shake_radius

float

True

The radius in which the explosion screen shake applies to enemies.

explosionradius

float

True

The maximum distance within which explosion damage can be dealt.

fast_swap_to

bool

True

Enables/disables fast swap when swapping to the weapon.

fire_anim_rate

float

False

Unknown.

fire_duration

float

True

Duration in seconds that an ability lasts for. Used by offhand weapons.

Also determines ammo drain time for weapons with ammo_drains_to_empty_on_fire enabled.

fire_mode

string

True

Determines weapon attack and holster behavior.

auto, full-auto: Attacks as long as the trigger is held. (Default)

semi-auto: Attacks once per trigger pull.

offhand: Swapped to when triggered, attacks as soon as possible, and holsters once fired.

offhand_instant: Immediately attacks without being swapped to.

offhand_melee: Used by melee weapons.

offhand_melee_hybrid: Used by held melee weapons. Triggers a melee attack by attacking with the weapon.

fire_rate

float

True

The fire rate of the weapon in attacks per second.

For burst weapons, determines the fire rate of the burst.

For weapons with accelerating fire rate, determines the minimum fire rate.

Also prevents other actions (e.g. holstering, melee) until the shot cooldown (1/fire_rate) has passed.

fire_rate_max

float

True

The maximum fire rate of the weapon in attacks per second. Used for accelerating fire rate.

fire_rate_max_time_cooldown

float

True

The time in seconds for the fire rate to decrease to minimum. Used for accelerating fire rate.

fire_rate_max_time_speedup

float

True

The time in seconds for the fire rate to increase to maximum. Used for accelerating fire rate.

fire_rate_max_use_ads

bool

True

Enables/disables setting fire rate to fire_rate_max when aiming down sights.

Disables acceleration defined by fire_rate_max_time_cooldown and fire_rate_max_time_speedup.

fire_rumble

string

True

Determines the class used for controller rumble.

fire_sound_1

string

True

Deprecated. Sound effect played to user on attack.

fire_sound_1_npc

string

True

Sound effect played to others on NPC attack.

fire_sound_1_player_1p

string

True

Sound effect played to user on attack.

fire_sound_1_player_3p

string

True

Sound effect played to others on attack.

Additional fire sound effects exist up to fire_sound_3.

fire_sound_first_shot

string

True

Deprecated. Sound effect played for the user on the first attack per trigger pull.

fire_sound_first_shot_npc

string

True

Deprecated. Sound effect played for others on the first attack per trigger pull done by an NPC.

fire_sound_first_shot_player_1p

string

True

Deprecated. Sound effect played for the user on the first attack per trigger pull.

fire_sound_first_shot_player_3p

string

True

Deprecated. Sound effect played for others on the first attack per trigger pull.

This functionality is done with looping sound effects now.

flyoutEnabled

bool

False

Enables/disables weapon flyouts for this weapon.

fx_muzzle_flash_attach

string

True

The weapon part to attach the muzzle flash effect to.

fx_muzzle_flash_attach_scoped

string

True

The weapon part to attach the muzzle flash effect to while aiming down sights.

fx_muzzle_flash_view

string

True

The muzzle flash effect shown to the user on attack.

fx_muzzle_flash_world

string

True

The muzzle flash effect shown to others on attack.

An additional muzzle flash effect can be used under fx_muzzle_flash2.

fx_shell_eject_attach

string

True

The weapon part to attach the shell eject effect to.

fx_shell_eject_attach_scoped

string

True

The weapon part to attach the shell eject effect to while aiming down sights.

fx_shell_eject_view

asset

True

The shell eject effect shown to the user on attack.

fx_shell_eject_world

asset

True

The shell eject effect shown to others on attack.

An additional shell eject effect can be used under fx_shell_eject2.

gamepad_use_yaw_speed_for_pitch_ads

bool

True

Uses yaw sensitivity for pitch sensitivity on controllers (normally, pitch is lower).

gesture_attack_anim

bool

False

Unknown.

grapple_maxLength

float

True

The maximum horizontal length of grapple (x/y axis).

grapple_maxLengthVert

float

True

The maximum vertical length of grapple (z axis).

grapple_power_required

float

True

The minimum amount of power required to use grapple.

grapple_power_use_rate

float

True

The power drained per second while grapple is in use.

grapple_weapon

bool

True

Identifies that the weapon is a grapple.

grenade_arc_impact_indicator_effect

asset

True

The visual effect where the grenade arc indicator touches terrain.

grenade_arc_indicator_bounce_count

int

True

The number of bounces the grenade arc indicator shows.

grenade_arc_indicator_effect

asset

True

The particle effect used to create the grenade arc indicator.

grenade_arc_indicator_effect_first

asset

True

Unknown.

grenade_arc_indicator_show_from_hip

bool

True

Enables/disables the grenade arc indicator to be shown while not aiming down sights.

grenade_bounce_extra_vertical_randomness

float

True

Scalar on the maximum random vertical velocity added to grenade velocity on bounce. (Grenades only)

grenade_bounce_randomness

float

True

Scalar on the maximum random horizontal velocity added to grenade velocity on bounce. (Grenades only)

grenade_bounce_vel_frac_along_normal

float

True

The fraction of velocity preserved when bouncing off a surface parallel to velocity. (Grenades only)

grenade_bounce_vel_frac_shallow

float

True

The fraction of velocity preserved when bouncing off a surface at a shallow angle to velocity. (Grenades only)

grenade_bounce_vel_frac_sharp

float

True

The fraction of velocity preserved when bouncing off a surface at a sharp angle to velocity. (Grenades only)

grenade_death_drop_velocity_extraUp

float

True

The fraction of velocity applied upward when the grenade is released by dying. (Grenades only)

grenade_death_drop_velocity_scale

float

True

The fraction of velocity applied forwards (in current direction) when the grenade is released by dying. (Grenades only)

grenade_disc_throw

bool

False

Unknown.

grenade_fuse_time

float

True

The time in seconds after being pulled out that a grenade will last before exploding. (Grenades only)

grenade_ignition_time

float

True

The time in seconds in time after ignition that a grenade will last before expiring. Ignition is triggered in script. (Grenades only)

grenade_orient_to_velocity

bool

True

Unknown.

grenade_radius_horizontal

float

True

Horizontal distance a grenade will shift by when bouncing horizontally. (Grenades only)

grenade_radius_vertical

float

True

Bonus vertical distance on the grenade hitbox. (Grenades only)

grenade_roll_vel_frac_per_second

float

True

The fraction of velocity preserved per second of rolling. (Grenades only)

grenade_show_indicator_to_owner

bool

False

Enables/disables the nearby grenade indicator for the user on grenades fired.

headshot_distance

float

False

The distance within which headshots can occur. Optional.

If unused, damage_far_distance is applied instead.

hide_holstered_sidearm_when_active

bool

True

Hides the holstered weapon while this weapon is active. Primarily used by offhands.

holster_time

float

True

The time in seconds for the weapon to holster when swapping to a main weapon.

burst_fire_delay and fire_rate can cause a weapon to take longer to holster than this time.

holster_type

string

True

Determines where the weapon is holstered on the player model.

holstermodel

asset

True

The weapon viewmodel while holstered.

hud_icon

string

True

The icon shown for the weapon on HUD.

idle_sound_player_1p

string

True

Sound effect played while the weapon is idle.

ignition_distance

float

True

The distance at which the missile is ignited and pre_ignition values no longer apply. (Missiles only)

ignition_effect

float

True

The visual effect played upon ignition. (Missiles only)

ignition_sound

float

True

The sound effect played upon ignition. (Missiles only)

impact_effect_table

asset

True

The effect table referenced for collisions.

Includes both visuals and sound effects.

impulse_force

int

True

The impulse force applied on damage.

impulse_force_explosions

int

True

The impulse force applied on explosion damage. (Optional)

If unused, impulse_force is applied instead.

instant_swap_from

bool

True

Instantly swaps when swapping from this weapon to another.

instant_swap_to

bool

True

Instantly swaps when swapping to this weapon from another.

is_burn_mod

bool

True

Used to identify Amped attachments and trigger related flags.

item_flags

int

False

Unknown.

leveled_pickup

bool

False

Unknown.

lifetime_shots_default

int

True

Unknown.

loadout_child_ref

string

True

Unknown.

loadout_parent_ref

string

True

Unknown.

loadout_selectable

bool

True

Unknown.

loadout_type

string

True

Unknown.

looping_sounds

bool

True

Enables/disables burst_or_looping_fire_sound effects.

Does not disable fire_sound effects.

low_ammo_fraction

float

True

Unknown.

low_ammo_sound_name_1

string

True

Sound effect played to the user on the last shot in the magazine.

Additional values exist for the i-th to last shot up to low_ammo_sound_name_15.

low_ammo_sound_range_name_1

string

True

Unknown.

low_ammo_sound_range_start_1

int

True

Unknown.

Additional values for these exist up to low_ammo_sound_range_[x]_3.

lower_time

float

True

The time in seconds it takes to lower the weapon when swapping to an offhand weapon.

melee_angle

float

True

The angle of the cone used for melee hit detection.

melee_anim_1p_number

int

True

ID used to determine the first person animation of a melee weapon.

melee_anim_3p

string

True

Determines the third person animation of a melee weapon.

melee_attack_animtime

float

True

The time in seconds it takes for the whole first person melee animation to play.

Also affects the timing of the melee hitbox (both startup and duration).

Does not change the length of time the user is locked to their melee weapon.

melee_can_hit_humansized

bool

True

Enables/disables the melee weapon to hit non-heavily armored targets.

melee_can_hit_titans

bool

True

Enables/disables the melee weapon to hit heavily armored targets.

melee_damage

int

True

Melee damage dealt to non-heavily armored targets.

melee_damage_heavyarmor

int

True

Melee damage dealt to heavily armored targets.

melee_freezelook_on_hit

float

True

Unknown.

melee_lunge_target_angle

float

True

The angle of the cone used for melee lunge.

melee_lunge_target_range

float

True

The range of the cone used for melee lunge.

melee_lunge_time

float

True

The time in seconds a melee lunge takes to complete its travel.

melee_raise_recovery_animtime_normal

float

True

Scalar on the time it takes to raise the held weapon after a melee.

melee_raise_recovery_animtime_quick

float

True

Unknown.

melee_range

float

True

The range of the cone used for melee hit detection.

melee_respect_next_attack_time

bool

True

Unknown.

melee_rumble_on_hit

string

True

Determines the class used for controller rumble on melee hit.

melee_rumble_on_hit_partial

string

True

Unknown.

melee_sound_attack_1p

string

True

Sound effect played to the user on melee attack.

melee_sound_attack_3p

string

True

Sound effect played to others on melee attack.

menu_alt_icon

string

True

Unknown.

menu_icon

string

True

Icon shown for this weapon in menus (e.g. loadout screen).

menu_image

string

True

Unknown.

minimap_reveal_distance

float

True

Unknown.

mod_description

string

True

Unknown.

mod_print_name

string

True

Unknown.

mod_short_print_name

string

True

Unknown.

move_speed_modifier

float

True

Scalar on user movement speed.

move_speed_modifier_when_out_of_ammo

float

True

Scalar on user movement speed while the weapon is out of ammo (both stockpile and magazine).

net_bullet_fix

bool

True

Unknown.

net_optimize

bool

False

Used to improve performance of hitscans. Should always be true for hitscan weapons.

Projectiles fired with this on will have no third person sound effect and will not ping radar.

never_drop

bool

True

Makes the weapon unable to be dropped.

npc_accuracy_multiplier_heavy_armor

float

True

Scalar on NPC accuracy when targeting a heavily armored target. (Higher = better)

npc_accuracy_multiplier_npc

float

True

Scalar on NPC accuracy when targeting a non-heavily armored NPC. (Higher = better)

npc_accuracy_multiplier_pilot

float

True

Scalar on NPC accuracy when targeting a non-heavily armored player. (Higher = better)

npc_aim_at_feet

bool

True

Enables/disables NPCs aiming at the feet of targets.

npc_aim_at_feet_vs_heavy_armor

bool

True

Enables/disables NPCs aiming at the feet of heavily armored targets.

npc_attack_cone_angle

float

True

Unknown.

npc_burst_secondary

int

True

Unknown.

npc_charge_time_max

float

True

Maximum time in seconds that the NPC will charge the weapon for.

npc_charge_time_min

float

True

Minimum time in seconds that the NPC will charge the weapon for.

npc_clear_charge_if_not_fired

bool

True

Enables/disables clearing weapon charge for NPCs if they do not fire when it finishes.

npc_damage_far_distance

float

True

The distance at which the far damage value is reached for NPCs. Optional.

Controls maximum range for hitscan shotgun attacks.

Damage scales linearly between near to far distances and far to very far (if it is used) distances.

npc_damage_far_value

float

True

Damage dealt to non-heavily armored targets at npc_damage_far_distance for NPCs. Optional.

npc_damage_far_value_titanarmor

float

True

Damage dealt to heavily armored targets at npc_damage_far_distance for NPCs. Optional.

npc_damage_near_distance

float

True

The farthest distance at which near damage value is applied for NPCs. Optional.

Damage scales linearly between near to far distances.

npc_damage_near_value

float

True

Damage dealt to non-heavily armored targets at or below npc_damage_near_distance for NPCs. Optional

npc_damage_near_value_titanarmor

float

True

Damage dealt to heavily armored targets at or below npc_damage_near_distance for NPCs. Optional.

npc_damage_very_far_distance

float

True

The distance at which the very far damage value is reached for NPCs. Optional.

npc_damage_very_far_value

float

True

Damage dealt to non-heavily armored targets at or past npc_damage_ver_far_distance for NPCs. Optional.

npc_damage_very_far_value_titanarmor

float

True

Damage dealt to heavily armored targets at or past npc_damage_ver_far_distance. Optional.

For each npc_damage value, if it is unused, the corresponding player value is applied instead.

npc_dangerous_to_heavy_armor

bool

True

Unknown.

npc_dangerous_to_normal_armor

bool

True

Unknown.

npc_directed_fire_ang_limit_cos

float

True

Unknown.

npc_explosion_damage

int

True

Maximum explosion damage dealt to non-heavily armored targets for NPCs.

npc_explosion_damage_heavy_armor

int

True

Maximum explosion damage dealt to heavily armored targets for NPCs.

Unlike npc_damage_ values, npc_explosion_damage values are set to 0 if unused.

npc_fire_at_enemy_defense_time

float

True

The time in seconds that an NPC will fire at a defensive before holding their shots.

npc_full_auto_vs_heavy_armor

bool

True

Unknown.

npc_lead_time_max_dist

float

True

Unknown.

npc_lead_time_min_dist

float

True

Unknown.

npc_lead_time_scale

float

True

Unknown.

npc_max_burst

int

True

The maximum number of shots an NPC will fire in a burst. Weapon need not be a burst weapon.

npc_max_engage_range

float

True

The maximum range within which an NPC will move towards a non-heavily armored target.

npc_max_engage_range_heavy_armor

float

True

The maximum range within which an NPC will move towards a heavily armored target.

npc_max_range

float

True

The maximum range within which an NPC will attack a target.

npc_max_range_secondary

float

True

Unknown.

npc_min_burst

int

True

The minimum number of shots an NPC will fire in a burst. Weapon need not be a burst weapon.

npc_min_engage_range

float

True

The range within which an NPC will stop moving towards a non-heavily armored target.

npc_min_engage_range_heavy_armor

float

True

The range within which an NPC will stop moving towards a heavily armored target.

npc_min_range

float

True

The minimum range before an NPC will attack a target.

npc_min_range_secondary

float

True

Unknown.

npc_miss_fast_player

bool

True

Unknown.

npc_pre_fire_delay

float

True

Time in seconds before an NPC can fire the weapon once a target is chosen.

npc_pre_fire_delay_interval

float

True

Time in seconds before npc_pre_fire_delay triggers again.

npc_reload_enabled

bool

True

Allows NPCs to reload the weapon. Optional.

If unused, reload_enabled is applied instead.

npc_rest_time_between_bursts_expedite

float

True

Time in seconds before an NPC will fire another burst if staggered during rest time.

npc_rest_time_between_bursts_max

float

True

Maximum time in seconds before an NPC will fire another burst.

npc_rest_time_between_bursts_min

float

True

Minimum time in seconds before an NPC will fire another burst.

npc_rest_time_secondary

float

True

Unknown.

npc_self_explosion_safety

bool

True

Unknown.

npc_spread_cone_focus_time

float

True

Unknown.

npc_spread_defocused_cone_multiplier

float

True

Unknown.

npc_spread_pattern_focus_time

float

True

Unknown.

npc_spread_pattern_not_in_fov_factor

float

True

Unknown.

npc_spread_pattern_not_in_fov_time

float

True

Unknown.

npc_suppress_lsp_allowed

bool

True

Unknown.

npc_titan_ability

string

False

Unknown.

npc_use_ads_move_speed_scale

bool

True

Unknown.

npc_use_check_type

string

False

Unknown.

npc_use_long_duration

float

True

Unknown.

npc_use_max_damage

float

True

Maximum amount of damage taken before an NPC will use this weapon.

npc_use_min_damage

float

True

Minimum amount of damage taken before an NPC will use this weapon.

npc_use_min_projectile_damage

float

True

Minimum amount of damage taken from projectiles before an NPC will use this weapon.

npc_use_normal_duration

float

False

Time in seconds that an NPC will use this weapon.

npc_use_short_duration

float

True

Unknown.

npc_use_strict_muzzle_dir

bool

True

Unknown.

npc_vortex_block

bool

True

Unknown.

offhand_blocks_sprint

bool

True

Prevents the user from sprinting while this offhand weapon is in use.

offhand_default_inventory_slot

int

True

Determines the inventory slot this offhand is inserted into with the give cheat command.

offhand_hold_enabled

bool

True

Enables/disables holding the offhand weapon while it is pressed and attacking on release.

offhand_interupts_weapon_anims

bool

True

Enables/disables interrupting any currently active weapon and immediately starting deployment when activating the weapon.

offhand_switch_force_draw

bool

True

Unknown.

offhand_transition_has_attach_detach_anim_events

bool

True

Unknown.

OnClientAnimEvent

void functionref( entity weapon, string name )

False

Unknown. (Client only)

OnProjectileCollision

void functionref( entity projectile, vector pos, vector normal, entity hitEnt, int hitbox, bool isCritical )

False

Callback ran when projectiles collide with terrain or entities.

OnProjectileIgnite

void functionref( entity projectile )

False

Callback ran when grenades ignite.

OnWeaponActivate

void functionref( entity weapon )

False

Callback ran when the weapon becomes active (e.g. when the crosshair becomes visible).

OnWeaponAttemptOffhandSwitch

bool functionref( entity weapon )

False

Callback ran when attempting to switch to an offhand weapon. Returns true if successful or false otherwise.

OnWeaponChargeBegin

bool functionref( entity weapon )

False

Callback ran when charging begins. Returns true if successful or returns false otherwise and denies the charge.

OnWeaponChargeEnd

void functionref( entity weapon )

False

Callback ran when charging ends.

OnWeaponChargeLevelIncreased

bool functionref( entity weapon )

False

Callback ran when charge level increases. Returns true. False conditions unknown.

OnWeaponCustomActivityStart

void functionref( entity weapon )

False

Unknown.

OnWeaponDeactivate

void functionref( entity weapon )

False

Callback ran when the weapon becomes inactive (e.g. when the crosshair disappears)

OnWeaponNpcPreAttack

void functionref( entity weapon )

False

Callback ran when an NPC begins the pre-fire delay. (Server only)

OnWeaponNpcPrimaryAttack

var functionref( entity weapon, WeaponPrimaryAttackParams attackParams )

False

Callback ran when the weapon attacks from an NPC. Returns ammo cost if successful or 0 if not. (Server only)

OnWeaponOwnerChanged

void functionref( entity weapon, WeaponOwnerChangedParams changeParams )

False

Callback ran when the user changes.

OnWeaponPrimaryAttack

var functionref( entity weapon, WeaponPrimaryAttackParams attackParams )

False

Callback ran when the weapon attacks. Returns ammo cost if successful or 0 if not.

OnWeaponPrimaryAttackAnimEvent

var functionref( entity weapon, WeaponPrimaryAttackParams attackParams )

False

Callback ran at a specific point in the weapon’s attack animation. Returns ammo cost if successful or 0 if not.

OnWeaponReadyToFire

void functionref( entity weapon )

False

Callback ran when the weapon is ready to fire.

OnWeaponReload

void functionref( entity weapon, int milestone )

False

Callback ran when reload begins. Can have a nonzero milestone if reload was previously interrupted.

OnWeaponStartZoomIn

void functionref( entity weapon )

False

Callback ran when the user starts aiming down sights.

OnWeaponStartZoomOut

void functionref( entity weapon )

False

Callback ran when the user stops aiming down sights.

OnWeaponSustainedDischargeBegin

bool functionref( entity weapon )

False

Callback ran when sustained discharge begins. Returns true if successful or returns false otherwise and denies the sustained discharge.

OnWeaponSustainedDischargePulse

bool functionref( entity weapon, WeaponPrimaryAttackParams attackParams )

False

Callback ran when the sustained discharge pulses. Returns true if successful or false otherwise and stops the sustained discharge.

Only used when sustained_discharge_want_pulse_callbacks is enabled.

OnWeaponSustainedDischargeEnd

void functionref( entity weapon )

False

Callback ran when sustained discharge emds.

OnWeaponTossCancelDrop

void functionref( entity weapon, WeaponPrimaryAttackParams attackParams )

False

Callback ran when a toss-able object is dropped by swapping.

OnWeaponTossPrep

void functionref( entity weapon, WeaponTossPrepParams prepParams )

False

Callback ran when a toss-able object is pulled out.

OnWeaponTossReleaseAnimEvent

void functionref( entity weapon, WeaponPrimaryAttackParams attackParams )

False

Callback ran when a toss-able object is released.

OnWeaponVortexHitBullet

bool functionref( entity weapon, entity vortexSphere, var damageInfo )

False

Callback ran when a vortex weapon is hit by a hitscan. Returns true if successful and deletes the bullet or false otherwise.

OnWeaponVortexHitProjectile

bool functionref( entity weapon, entity vortexSphere, entity attacker, entity projectile, vector contactPos )

False

Callback ran when a vortex weapon is hit by a projectile. Returns true if successful and deletes the projectile or false otherwise.

ordnance_crosshair_always_on_start_index

int

True

The index of a crosshair in the weapon’s crosshair list to always have on. Used to show cooldowns as Pilot.

pass_through_damage_preserved_scale

float

True

Scalar on damage dealt to following targets after the shot pierces through a target.

pass_through_depth

float

True

The total amount of depth a shot can pierce through, inclusive.

passive

string

False

Determines what passive to give when the Core weapon starts attacking.

Only works for PAS_FUSION_CORE, PAS_SHIELD_BOOST, PAS_BERSERKER, PAS_SHIFT_CORE, and PAS_SMART_CORE.

pickup_hold_prompt

string

False

Unknown.

pickup_press_prompt

string

False

Unknown.

play_offhand_charging_anim

bool

False

Enables/disables the standard charging animation of an offhand weapon for others.

play_offhand_fire_anim

bool

False

Unknown.

play_offhand_start_end_anim

bool

False

Unknown.

playermodel

asset

True

Model of the weapon shown to others when held.

pre_ignition_damage

int

True

Damage dealt to non-heavily armored targets before ignition. (Missiles only)

pre_ignition_damage_titanarmor

int

True

Damage dealt to heavily armored targets before ignition. (Missiles only)

pre_ignition_flight_sound

string

True

Sound effect played on missiles in flight before ignition. (Missiles only)

pre_ignition_impact_effect_table

asset

True

The effect table referenced for collisions before ignition. (Missiles only)

Includes both visuals and sound effects.

pre_ignition_npc_damage

int

True

Damage dealt to non-heavily armored targets before ignition for NPCs. Optional. (Missiles only)

If unusued, pre_ignition_damage applies instead.

pre_ignition_npc_damage_titanarmor

int

True

Damage dealt to heavily armored targets before ignition for NPCs. Optional. (Missiles only)

If unusued, pre_ignition_damage_titanarmor applies instead.

pre_ignition_speed

float

True

Speed of the missile before ignition. (Missiles only)

pre_ignition_trail_effect

string

True

Trail effect shown on the missile before ignition. (Missiles only)

primary_fire_does_not_block_sprint

bool

True

Allows the main weapon to fire while sprinting.

printname

string

True

Name displayed on the weapon selection screen in loadout creation.

proficiency_average_additional_rest

float

True

Additional rest time between uses for NPCs with average proficiency.

proficiency_average_bias

float

True

Unknown.

proficiency_average_spreadscale

float

True

Scalar on spread for NPCs with average proficiency.

Additional values exist for poor, good, very_good, and perfect proficiencies.

projectile_airburst_on_death

bool

True

Unknown.

projectile_adjust_to_gun_barrel

bool

False

Adjusts projectiles to visually launch from the weapon’s barrel.

projectile_chasecamDistanceMax

float

True

Unknown.

projectile_chasecamMaxOrbitDepth

float

True

Unknown.

projectile_chasecamMaxPitchUp

float

True

Unknown.

projectile_chasecamOffsetForward

float

True

Forward vector offset of the camera from the projectile in killcams following it.

projectile_chasecamOffsetRight

float

True

Right vector offset of the camera from the projectile in killcams following it.

projectile_chasecamOffsetUp

float

True

Up vector offset of the camera from the projectile in killcams following it.

projectile_collide_with_owner

bool

True

Unknown.

projectile_collide_with_owner_grace_time

float

True

Unknown.

projectile_damage_reduction_per_bounce

float

True

Flat damage reduction per bounce.

Unaffected by normal damage falloff.

projectile_damages_owner

bool

True

Enables/disables direct hit damage to the user from projectiles fired.

projectile_death_sound

string

True

Unknown.

projectile_do_predict_impact_effects

bool

True

Unknown.

projectile_drift_intensity

float

True

Unknown.

projectile_drift_windiness

float

True

Unknown.

projectile_first_person_offset_fraction

float

True

Adjusts how far projectiles fired travel at an offset angle before straightening in first person.

projectile_flight_sound

string

True

Sound effect played on projectiles in flight.

projectile_gravity_scale

float

True

Scalar on gravity applied to projectiles.

projectile_ignore_owner_damage

bool

False

Enables/disables owner damage to projectiles fired if they can take damage.

projectile_ignores_vortex

string

False

Determines the bounce behavior of projectiles upon hitting vortex entities and prevents them from being deleted.

Held vortexes (i.e. Vortex and Thermal Shield) only check for fall_vortex and still delete projectiles with other values.

mirror: Reverses horizontal velocity. (< -1, -1, 1 >)

drop: Reverses and reduces horizontal velocity by 75% and sets vertical velocity to 0. (< -0.25, -0.25, 0 >)

fall, fall_vortex: Reverses and reduces all velocity by 75%. (< -0.25, -0.25, -0.25 >)

projectile_inherit_owner_velocity_scale

float

True

Scalar on how much of the user’s velocity is applied to the projectile when fired.

projectile_killreplay_enabled

bool

True

Allows killcams to follow the projectile that dealt the kill.

projectile_launch_pitch_offset

float

True

Pitch offset projectiles are fired at (positive = up).

projectile_launch_speed

float

True

Base speed of projectiles fired.

projectile_lifetime

float

True

The time in seconds projectiles last before disappearing.

projectile_max_deployed

int

True

The maximum number of projectiles that this weapon can have existing at once. Only works for weapons with tracked projectiles in script.

projectile_ricochet_max_count

int

True

The maximum number of ricochets projectiles can have before disappearing on terrain collision.

projectile_speed_reduction_factor

float

True

The fraction of speed lost by projectiles on ricochet.

projectile_straight_radius_max

float

True

Unknown.

projectile_straight_radius_min

float

True

Unknown.

projectile_straight_time_max

float

True

Unknown.

projectile_straight_time_min

float

True

Unknown.

projectile_trail_effect_0

asset

True

Trail effect shown on projectiles.

Additional trail effects exist up to projectile_trail_effect_4.

projectile_visible_to_smart_ammo

bool

True

Allows projectiles to be targeted by smart weapons.

projectiles_per_shot

int

True

Has no native use. Used in script by some weapons to determine the number of projectiles fired per shot.

raise_from_sprint_time

float

True

The time in seconds of the weapon’s raise animation after sprinting.

Not the time before firing is allowed. Animations can allow firing sooner at various fractions of the full raise time.

raise_time

float

True

The time in seconds to raise the weapon when swapping from an offhand weapon.

Does not include the time to raise the weapon after melee.

Not the time before firing is allowed. Animations can allow firing sooner at various fractions of the full raise time.

readyhint

string

True

Usage hint text shown to the user in reminders. Used by Cores and inventory offhands (e.g. e-smoke, boosts).

readymessage

string

True

Large text shown to the user in reminders. Used by Cores and inventory offhands (e.g. e-smoke, boosts).

rechamber_time

float

True

The time in seconds to rechamber another round. Use by bolt-action weapons.

Rechambering only begins after other delays (e.g. fire_rate, burst_fire_delay) are finished.

red_crosshair_range

float

True

The range within which the crosshair will turn red when aiming at an enemy.

regen_ammo_refill_rate

float

True

The rate in ammo per second at which ammo is regenerated in the magazine.

regen_ammo_refill_start_delay

float

True

The time in seconds since last shot fired before ammo regeneration begins.

regen_ammo_sound_range_name_1

string

True

Unknown.

regen_ammo_sound_range_start_1

int

True

Unknown.

Additional values exist up to regen_ammo_sound_range_[x]_3.

regen_ammo_stockpile_drain_rate_when_charging

float

True

Unknown.

regen_ammo_stockpile_max_fraction

float

True

Unknown.

regen_ammo_while_firing

bool

True

Enables/disables incurring regen_ammo_refill_start_delay when firing a shot.

reload_alt_anim

bool

True

Enables/disables a flag on certain weapons to use an alternate reload animation.

reload_enabled

bool

True

Allows the weapon to be reloaded.

reload_is_segmented

bool

True

Enables/disables segmented reloads for the weapon.

Segmented reloads do not have reload milestones.

reload_no_auto_if_ads_pressed

bool

True

Disables automatic reloads when the magazine is empty while aiming down sights.

reload_time

float

True

The time in seconds to complete the reload animation when reloading from a non-empty magazine.

For segmented reloads, this includes the time to start the reloading animation and load one segment.

reload_time_late1

float

True

The time in seconds to complete the non-empty reload animation from the first reload milestone.

Additional values exist for the i-th reload milestone up to reload_time_late5.

reloadempty_time

float

True

The time in seconds to complete the reload animation when reloading from an empty magazine.

For segmented reloads, this includes the time to start the reloading animation and reload one segment.

reloadempty_time_late1

float

True

The time in seconds to complete the empty reload animation from the first reload milestone.

Additional values exist for the i-th reload milestone up to reloadempty_time_late5.

reloadsegment_time_end

float

True

The time in seconds to complete the end animation of a segmented non-empty reload.

The end segment does not prevent any actions and ends on sprint.

reloadsegment_time_loop

float

True

The time in seconds to complete one segment reload animation.

reloadsegmentempty_time_end

float

True

The time in seconds to complete the end animation of a segmented empty reload.

The end segment does not prevent any actions and ends on sprint.

rui_crosshair_index

int

True

The index of a crosshair in the weapon’s crosshair list to display.

rumble

int

False

Unknown.

scripted_projectile_max_timestep

float

False

Unknown.

shared_energy_charge_cost

int

True

Amount of shared energy consumed per frame (60 times per second) while charging.

shared_energy_cost

int

True

Amount of shared energy consumed on attack.

shortprintname

string

True

Name displayed for the weapon in most places (e.g. loadout screen, weapon flyouts, pickups).

show_grenade_indicator

bool

False

Disables the nearby grenade indicator shown to nearby targets on grenades fired. (Grenades only)

show_pre_modded_tracer

bool

True

Unknown.

silenced

bool

True

Unknown.

smart_ammo_active_shot_damage_multiplier

float

True

Unknown.

smart_ammo_active_shot_on_first_lock_only

bool

True

Unknown.

smart_ammo_active_shot_time

float

True

Unknown.

smart_ammo_alert_npc_fraction

float

True

The fraction of lock on at which NPCs will be alerted of the lock.

smart_ammo_allow_ads_lock

bool

True

Enables/disables smart ammo to lock on while aiming down sights.

smart_ammo_allow_hip_fire_lock

bool

True

Enables/disables smart ammo to lock on while hipfiring.

smart_ammo_allow_search_while_firing

bool

True

Allows smart ammo to lock on while firing.

smart_ammo_allow_search_while_inactive

bool

True

Allows smart ammo to lock on while the weapon is not held.

smart_ammo_alt_lock_style

bool

True

Enables/disables limiting total locks by charge amount (higher = less locks).

smart_ammo_always_do_burst

bool

True

Enables/disables always firing the maximum number of attacks per target.

smart_ammo_apply_new_target_delay_to_first_target

bool

True

Unknown.

smart_ammo_bounds_search_tick_interval

int

False

Unknown.

smart_ammo_draw_acquisition_lines

bool

True

Enables/disables displaying lines to target locks on the HUD.

smart_ammo_hold_and_reset_after_all_locks

float

True

Unknown.

smart_ammo_hud_lock_style

string

True

Determines the type of lock displayed.

smart_ammo_hud_type

string

True

Determines the smart ammo layout displayed on the HUD.

smart_ammo_humans_only

bool

False

Enables/disables targeting only humanoids.

smart_ammo_lock_effect_1p

asset

True

Visual effect displayed on the weapon to the user while acquiring locks.

smart_ammo_lock_effect_3p

asset

True

Visual effect displayed on the weapon to others while acquiring locks.

smart_ammo_lock_effect_attachment

string

True

The weapon part to attach the lock visual effect to.

smart_ammo_lock_type

string

True

Determines which target types the smart ammo can lock.

small: Non-heavily armored targets.

large: Heavily armored targets.

any: Any target.

smart_ammo_looping_sound_acquiring

string

True

Sound effect played while smart ammo is acquiring locks.

smart_ammo_looping_sound_locked

string

True

Sound effect played while smart ammo is locked on to a target.

smart_ammo_max_targeted_burst

int

True

The maximum burst size fired at any individual target.

smart_ammo_max_targets

int

True

The maximum number of targets that can be locked simultaneously.

smart_ammo_max_trackers_per_target

int

True

The maximum number of locks per target.

smart_ammo_new_target_delay

float

True

Time in seconds before the smart weapon can start acquiring locks.

Time starts from the moment the weapon is swapped to, even if it can’t acquire locks due to deploy/raise time.

smart_ammo_npc_targets_must_be_tracked

bool

True

Requires targets to be locked for NPCs to fire the weapon.

smart_ammo_only_search_on_charge

bool

True

Enables/disables limiting lock acquisition to only while the weapon is charging.

smart_ammo_other_targets_must_be_tracked

bool

True

Unknown.

smart_ammo_player_targets_must_be_tracked

bool

True

Requires targets to be locked for players to fire the weapon.

smart_ammo_points_search_tick_interval

int

False

Unknown.

smart_ammo_search_angle

float

True

The angle of the smart ammo search cone.

smart_ammo_search_distance

float

True

The range of the smart ammo search cone.

smart_ammo_search_enemy_team

bool

True

Unknown.

smart_ammo_search_friendly_team

bool

True

Unknown.

smart_ammo_search_neutral_team

bool

True

Unknown.

smart_ammo_search_npcs

bool

True

Enables/disables smart ammo searching for NPC targets.

smart_ammo_search_phase_shift

bool

True

Unknown.

smart_ammo_search_players

bool

True

Enables/disables smart ammo searching for player targets.

smart_ammo_stick_to_fully_locked_targets

bool

True

Unknown.

smart_ammo_target_confirmed_sound

string

True

Sound effect played when a target is fully locked.

smart_ammo_target_confirming_sound

string

True

Sound effect played when a lock starts to be acquired.

smart_ammo_target_found_sound

string

True

Sound effect played when a new target enters the search cone.

smart_ammo_target_lost_sound

string

True

Sound effect played when locks on a target are lost.

smart_ammo_target_max_locks_heavy

int

True

The maximum number of locks on a heavily armored target.

smart_ammo_target_max_locks_normal

int

True

The maximum number of locks on a non-heavily armored target.

If unused, acquires locks to deal enough damage to kill the target in a single burst (up to general maximum locks).

smart_ammo_target_npc_lock_factor

float

True

Unknown.

smart_ammo_targeting_time_max

float

True

The maximum time in seconds it takes to acquire a lock.

smart_ammo_targeting_time_max_npc

float

True

The maximum time in seconds it takes to acquire a lock on an NPC.

smart_ammo_targeting_time_min

float

True

The minimum time in seconds it takes to acquire a lock.

smart_ammo_targeting_time_min_npc

float

True

The minimum time in seconds it takes to acquire a lock on an NPC.

smart_ammo_targeting_time_modifier_cloaked

float

True

Scalar on lock on time when locking a cloaked target.

smart_ammo_targeting_time_modifier_projectile

float

True

Scalar on lock on time when locking projectiles.

smart_ammo_targeting_time_modifier_projectile_owner

float

True

Scalar on lock on time when locking projectiles from the user.

smart_ammo_titan_lock_point0

string

False

Unknown.

Additional values for lock point exist up to smart_ammo_titan_lock_point7.

smart_ammo_titans_block_los

bool

False

Enables/disables titans blocking LoS for acquiring locks on other targets.

smart_ammo_track_cloaked_targets

bool

True

Allows smart ammo to lock on to cloaked targets.

smart_ammo_tracked_targets_check_visibility

bool

True

Unknown.

smart_ammo_tracker_status_effects

bool

True

Unknown.

smart_ammo_unlock_debounce_time

float

True

The time in seconds that locks on targets outside the search cone will be retained for before disappearing.

Does not prevent locks from being cleared by looking too far away from the target.

smart_ammo_weapon_type

<special>

True

Determines the type of smart ammo fired.

If unused, defaults to hitscan bullets. The only other class is homing_missile.

sound_dryfire

string

True

Sound effect played on offhand weapons when an attempted use or swap fails.

sound_pickup

string

True

Sound effect played when picking up the weapon.

sound_trigger_pull

string

False

Unknown.

sound_weapon_ready

string

True

Sound effect played on offhand weapons when they have reached the next ammo_min_to_fire multiple.

special_3p_attack_anim

bool

False

Enables/disables playing a non-standard animation for an offhand weapon on charge.

special_3p_attack_anim_after_charge

bool

False

Enables/disables playing a non-standard animation for an offhand weapon after charge ends.

spread_air_ads

float

True

The angle of the shot spread cone while aiming down sights in the air (includes wallrunning).

spread_air_hip

float

True

The angle of the shot spread cone while hipfiring in the air (includes wallrunning).

spread_crouch_ads

float

True

The angle of the shot spread cone while grounded, aiming down sights, and crouching or sliding.

spread_crouch_hip

float

True

The angle of the shot spread cone while grounded, hipfiring, and crouching or sliding

spread_decay_delay

float

True

The time in seconds since last shot fired before spread kick begins to decay.

spread_decay_rate

float

True

The amount of spread kick regressed per second when decaying.

spread_kick_on_fire_air_ads

float

True

The amount spread increases by per shot when aiming down sights in the air (includes wallrunning).

spread_kick_on_fire_air_hip

float

True

The amount spread increases by per shot when hipfiring in the air (includes wallrunning).

spread_kick_on_fire_crouch_ads

float

True

The amount spread increases by per shot when grounded, aiming down sights, and crouching or sliding.

spread_kick_on_fire_crouch_hip

float

True

The amount spread increases by per shot when grounded, hipfiring, and crouching or sliding.

spread_kick_on_fire_stand_ads

float

True

The amount spread increases by per shot when grounded, aiming down sights, and standing or sprinting.

spread_kick_on_fire_stand_hip

float

True

The amount spread increases by per shot when grounded, hipfiring, and standing or sprinting.

spread_lerp_speed

float

True

Unknown.

spread_max_kick_air_ads

float

True

The maximum amount of additional spread kick while aiming down sights in the air (includes wallrunning).

spread_max_kick_air_hip

float

True

The maximum amount of additional spread kick while hipfiring in the air (includes wallrunning).

spread_max_kick_crouch_ads

float

True

The maximum amount of additional spread kick while grounded, aiming down sights, and crouching or sliding.

spread_max_kick_crouch_hip

float

True

The maximum amount of additional spread kick while grounded, hipfiring, and crouching or sliding.

spread_max_kick_stand_ads

float

True

The maximum amount of additional spread kick while grounded, aiming down sights, and standing or sprinting.

spread_max_kick_stand_hip

float

True

The maximum amount of additional spread kick while grounded, hipfiring, and standing or sprinting.

spread_stand_ads

float

True

The angle of the shot spread cone while grounded, aiming down sights, and standing or walking.

spread_stand_hip

float

True

The angle of the shot spread cone while grounded, hipfiring, standing, and not moving.

spread_stand_hip_run

float

True

The angle of the shot spread cone while grounded, hipfiring, standing, and walking.

spread_stand_hip_sprint

float

True

The angle of the shot spread cone while grounded, hipfiring, and sprinting.

spread_time_to_max

float

True

Unknown.

spread_wallhanging

float

True

The angle of the shot spread cone while wallhanging. Optional.

If unused, spread_stand_hip is applied instead.

spread_wallrunning

float

True

The angle of the shot spread cone while wallrunning. Optional.

If unused, spread_air values are applied instead.

sprint_fractional_anims

bool

True

Unknown.

sprintcycle_time

float

True

Unknown.

stat_accuracy

int

True

The accuracy rating shown on the weapon selection screen in loadout creation.

stat_damage

int

True

The damage rating shown on the weapon selection screen in loadout creation.

stat_range

int

True

The range rating shown on the weapon selection screen in loadout creation.

stat_rof

int

True

The fire rate rating shown on the weapon selection screen in loadout creation.

stick_pilot

bool

False

Enables/disables player entities sticking to projectiles fired.

Includes player-manned titans.

stick_titan

bool

False

Enables/disables titan entities sticking to projectiles fired.

stick_npc

bool

False

Enables/disables npc entities sticking to projectiles fired.

Includes npc/auto titans.

sustained_discharge_allow_melee

bool

True

Allows the user to melee in the middle of a sustained discharge.

sustained_discharge_duration

float

True

The time in seconds that a sustained discharge lasts.

sustained_discharge_pulse_frequency

float

True

The number of attacks made per second during a sustained discharge.

sustained_discharge_require_input

bool

True

Whether or not to stop the sustained discharge when the attack button is let go.

sustained_discharge_want_pulse_callbacks

bool

True

Determines whether to use the OnWeaponSustainedDischargePulse callback or not.

sustained_laser_attachment

string

True

The weapon part to attach the sustained laser effect to.

sustained_laser_effect_1p

asset

True

The visual effect shown to the user when the sustained laser attacks.

sustained_laser_effect_3p

asset

True

The visual effect shown to others when the sustained laser attacks.

sustained_laser_effect_loops

bool

True

Enables/disables looping on the sustained laser effects.

sustained_laser_enabled

bool

True

Enables/disables firing the sustained laser on sustained discharge.

sustained_laser_impact_distance

float

True

The minimum distance for sustained_laser_impact_effect to be applied.

sustained_laser_impact_effect

asset

True

The visual effect shown where the sustained laser impacts terrain.

sustained_laser_impact_effect_loops

bool

True

Enables/disables looping on sustained_laser_impact_effect.

sustained_laser_new_surface_impact_effect_table

asset

True

Unknown.

sustained_laser_radial_iterations

int

True

The number of radial iterations the sustained laser is composed of.

sustained_laser_radial_step

int

True

Scalar on the number of evenly spaced lasers created per radial iteration.

1 radial iteration is required for the single center beam.

Successive iterations generate 2 ^ (i - 2) * sustained_laser_radial_step evenly spaced lasers in a circle, where i is the current iteration.

E.g. 3 iterations and 3 step makes 1 center beam in the 1st iteration, 3 beams in the 2nd iteration, and 6 beams in the 3rd iteration.

sustained_laser_radius

float

True

The radius increase in sustained laser circles as the radial iteration increases.

sustained_laser_range

float

True

The maximum range of the sustained laser.

sway_

Various

False

A large set of values controlling view model sway when held.

threat_scope_bounds_height

float

True

Used instead of tagname to manually specify threat scope height.

threat_scope_bounds_tagname1

string

True

Determines one corner of the threat scope.

threat_scope_bounds_tagname2

string

True

Determines one corner of the threat scope.

threat_scope_bounds_width

float

True

Used instead of tagname to manually specify threat scope width.

threat_scope_enabled

bool

True

Enables/disables threat scope.

threat_scope_fadeWithDistance

bool

True

Unknown.

threat_scope_zoomfrac_end

bool

True

Unknown.

threat_scope_zoomfrac_start

bool

True

Unknown.

titanarmor_critical_hit_required

bool

True

Enables/disables requiring critical hits to damage titans.

toss_overhead_time

float

True

Unknown.

toss_pullout_time

float

True

The time in seconds to pull out the toss-able object.

toss_time

float

True

The time in seconds to throw the toss-able object.

tossholdsprintcycle_time

float

True

Unknown.

tracer_effect

asset

True

Tracer effect shown to others when a hitscan shot is fired.

tracer_effect_first_person

asset

True

Tracer effect shown to the user when a hitscan shot is fired.

trap_warning_enemy_fx

asset

False

Has no native use. The visual effect shown to enemy players when a trap light effect is played on projectiles.

trap_warning_friendly_fx

asset

False

Has no native use. The visual effect shown to allied players when a trap light effect is played on projectiles.

trigger_snipercam

bool

False

Unknown.

ui1_draw_cloaked

bool

True

Enables/disables showing ui element 1 while cloaked.

ui1_enable

bool

True

Enables/disables showing ui element 1.

Additional values exist for ui elements up to ui8.

viewdrift_ads_air_scale_pitch

float

True

The maximum absolute value pitch the user view will drift by when aiming down sights in the air.

viewdrift_ads_crouch_scale_pitch

float

True

The maximum absolute value pitch the user view will drift by when grounded, aiming down sights, and crouched or sliding.

viewdrift_ads_speed_pitch

float

True

Scalar on how quickly pitch viewdrift shifts while aiming down sights.

viewdrift_ads_stand_scale_pitch

float

True

The maximum absolute value pitch the user view will drift by when grounded, aiming down sights, and standing or sprinting.

viewdrift_hipfire_air_scale_pitch

float

True

The maximum absolute value pitch the user view will drift by when hipfiring in the air.

viewdrift_hipfire_crouch_scale_pitch

float

True

The maximum absolute value pitch the user view will drift by when grounded, hipfiring, and crouched or sliding.

viewdrift_hipfire_speed_pitch

float

True

Scalar on how quickly pitch viewdrift shifts while hipfiring.

viewdrift_hipfire_stand_scale_pitch

float

True

The maximum absolute value pitch the user view will drift by when grounded, hipfiring, and standing or sprinting.

The same values exist for yaw viewdrift.

viewkick_ads_weaponFraction

float

True

Scalar on how much the weapon/reticle recoils separate from viewpoint while aiming down sights (i.e. how much your viewpoint counters the recoil).

viewkick_ads_weaponFraction_vmScale

float

True

Scalar on how much the weapon viewmodel recoils while aiming down sights.

viewkick_air_scale_ads

float

True

Scalar on recoil generated while aiming down sights when the user is not grounded (includes wallrunning).

viewkick_duck_scale

float

True

Scalar on recoil generated while crouching.

viewkick_hipfire_weaponFraction

float

True

Scalar on how much the weapon/reticle recoils separate from viewpoint while hipfiring (i.e. how much your viewpoint counters the recoil).

viewkick_hipfire_weaponFraction_vmScale

float

True

Scalar on how much the weapon viewmodel recoils while hipfiring.

viewkick_hover_scale

float

True

Scalar on recoil generated while using pilot Hover.

viewkick_move_scale

float

True

Scalar on recoil generated while moving.

viewkick_perm_pitch_base

float

True

The base amount of vertical recoil (positive = down). Unaffected by viewkick_spring.

viewkick_perm_pitch_random

float

True

The maximum absolute value of randomness added to base vertical recoil. Unaffected by viewkick_spring.

viewkick_perm_pitch_random_innerexclude

float

True

Unknown.

viewkick_pitch_base

float

True

The base amount of vertical recoil (positive = down).

viewkick_pitch_random

float

True

The maximum absolute value of randomness added to base vertical recoil.

viewkick_pitch_softScale

float

True

Scalar on soft vertical recoil, which applies recoil over time.

viewkick_pitch_hardScale

float

True

Scalar on hard vertical recoil, which applies recoil instantly.

The same values exist for yaw (positive = left)

viewkick_roll_base

float

True

The absolute value base amount of roll.

viewkick_roll_hardScale

float

True

Scalar on hard roll recoil.

viewkick_roll_randomMax

float

True

The maximum amount of random roll added to base roll.

viewkick_roll_randomMin

float

True

The minimum amount of random roll added to base roll.

viewkick_roll_softScale

float

True

Scalar on soft roll recoil. Appears to simply be weaker than hard roll recoil.

Roll values are unaffected by other scalars, such as viewkick_scale and weaponFraction.

viewkick_scale_min_hipfire

float

True

Scalar on recoil generated when hipfiring at minimum LERP.

viewkick_scale_max_hipfire

float

True

Scalar on recoil generated when hipfiring at maximum LERP.

viewkick_scale_min_ads

float

True

Scalar on recoil generated when aiming down sights at minimum LERP.

viewkick_scale_max_ads

float

True

Scalar on recoil generated when aiming down sights at maximum LERP.

viewkick_scale_valuePerShot

float

True

How much each shot advances the LERP.

viewkick_scale_valueLerpStart

float

True

The minimum value for the LERP.

viewkick_scale_valueLerpEnd

float

True

The maximum value for the LERP.

viewkick_scale_valueDecayDelay

float

True

The time in seconds since last shot fired before LERP begins to decay.

viewkick_scale_valueDecayRate

float

True

The amount of LERP regressed per second when decaying.

viewkick_spring

string

True

Specifies the class of viewkick spring, which dampens recoil above certain values.

viewmodel

asset

True

The model of the weapon shown to the user when held.

viewmodel_offset_ads

vector

True

The position offset of the viewmodel while aiming down sights.

viewmodel_offset_hip

vector

True

The position offset of the viewmodel while hipfiring.

viewpunch_multiplier

float

False

Unknown.

vortex_absorb_effect

asset

True

Shot model shown to the vortex user when a vortex weapon catches this weapon’s shot.

vortex_absorb_effect_third_person

asset

True

Shot model shown to others when a vortex weapon catches this weapon’s shot.

vortex_absorb_sound

string

False

Sound effect played to the vortex user when a vortex weapon catches this weapon’s shot.

vortex_absorb_sound_1p_vs_3p

string

False

Sound effect played to others when a vortex weapon catches this weapon’s shot.

vortex_drain

float

True

Fraction of charge taken from vortex weapons that catch a shot from this weapon.

If caught by Ion’s Vortex, drains a fraction of her energy instead.

vortex_impact_effect

asset

True

The impact effect table referenced for vortex collisions.

Vortex collisions refers to standard blocking vortex entities, such as Particle Wall and Gun Shield.

vortex_refire_behavior

string

False

Defines the behavior for this weapon’s projectiles when caught/reflected by Vortex shield.

absorb: Disappears when caught.

bullet: High speed (12000) and slightly higher than moderate spread.

explosive_round: Moderate speed (8000) and moderate spread.

rocket: Low speed (1800) and low spread.

grenade: Low speed (1500) and high spread with 1.25s fuse time.

grenade_long_fuse: Low speed (1500) and high spread with 10s fuse time.

wave_max_count

int

False

The number of steps wave attacks should take.

wave_step_dist

float

False

The distance each step moves a wave attack forward.

weaponClass

string

False

Determines the type of entity that normally uses the weapon.

human: Humanoid entities.

titan: Titans.

other: Anything else (e.g. heavily armored NPCs, turrets)

weaponSubClass

string

False

Unknown.

Takes rifle, smg, lmg, sidearm, sniper, projectile_shotgun, rocket, shotgun, or autolock.

weaponType

string

False

Determines the type of offhand the weapon is. (Offhands/melees only)

melee: Melee weapon.

shoulder: Offhand pulled from the shoulder used as an offensive ability. (Excluding Energy Siphon)

defense: Held or instant offhand used as a defensive ability.

tactical: Held or instant offhand used as a utility ability. (Excluding Tether Trap)

titan_core: Titan Core weapon.

anti_titan: Turret weapon.

zoom_angle_shift_pitch

float

True

Unknown.

zoom_angle_shift_yaw

float

True

Unknown.

zoom_effects

bool

True

Unknown.

zoom_fov

float

True

The FoV the weapon will zoom to when aiming down sights.

Affected by custom player FoV scale. Effectively zooms to ( zoom FoV / base FoV * player FoV scale )

Base FoV is 70 for pilots and 75 for titans.

zoom_fov_viewmodel

float

True

Unknown.

zoom_scope_frac_end

float

True

Unknown.

zoom_scope_frac_start

float

True

Unknown.

zoom_time_in

float

True

The time in seconds to fully zoom in from hipfire.

zoom_time_out

float

True

The time in seconds to fully zoom out from aiming down sights.

zoom_toggle_fov

float

True

The FoV the weapon will zoom to when aiming down sights with a zoom toggle on.

zoom_toggle_lerp_time

float

True

The time in seconds for toggleable zoom to change zoom FoV.

zoomfrac_autoattack

float

True

The fraction of zoom above which the weapon will continually attack