Attribute Field Reference:

uiIndex - the weapon index, number the weapons sequentially starting at 1 and ending at 5000 - this number should match the ubClassIndex for the weapon in Items.xml

szWeaponName - The weapon name, 20 characters maximun

ubWeaponClass - the weapon class, look below for a listing

ubWeaponType - exact weapon type, look below for a listing

ubCalibre - what calibre of ammo the the gun uses, look below for a listing (also dictates the burst sound)

ubReadyTime - How many APs are spend to get this weapon into the "ready" state

ubShotsPer4Turns - the weapon's rate of fire for single shots

ubShotsPerBurst - the number of bullets this weapon shoots per burst

ubBurstPenalty - the % chance to hit that is deducted for each shot of the burst (later shots in the burst are lass accurate)

ubBulletSpeed - how fast bullets fly out of the gun (aethtetic consideration only)

ubImpact - this has an effect on how much damage the bullets do

ubDeadliness - this is the "scare" value of the gun. Mercs complain if their guns are too low in this.

bAccuracy - straight to-hit bonus added to the gun

ubMagSize - Number of bullets that can be loaded into the gun

usRange - weapon's maximum range

usReloadDelay - not used anywhere right now, but could be used to specify the reload speed in RT

ubAttackVolume - how much "noise" the weapon makes

ubHitVolume - how much "noise" the bullet makes when it hits something

sSound - the sound that's used for single shot (and burst if the burst sound is missing)

sBurstSound - the "default" burst sound. This is not used anymore. However, set it to something other than 0 if you want to hear bursts

sReloadSound - the sound of reloading

sLocknLoadSound - this sound in used in AutoResolve and sometimes for rifles in tactical

bBurstAP - The AP cost of burst

bAutofireShotsPerFiveAP - this is the number of shots you can fire using this weapon using 5 APs (ie. 25 = 5 shots per AP)

APsToReload - The AP cost to replace magazine

SwapClips - 1 = normal behaviour, 0 = when you reload in turn based combat, you will add to the rounds in the gun instead of replacing the magazine (ie: shotguns)

MaxDistForMessyDeath - the maximum distance at which the critical hit / headshot animations can happen with this weapon

AutoPenalty - the % chance to hit that is deducted for each shot of autofire

NoSemiAuto - the gun has full auto only

APsToReloadManually - How many APs are spend for manual reload, if > 0 than gun will change the gun to non self loading

ManualReloadSound - sound index for manual reload

Weapon Classes:

0 - NOGUNCLASS

1 - HANDGUNCLASS

2 - SMGCLASS

3 - RIFLECLASS

4 - MGCLASS

5 - SHOTGUNCLASS

6 - KNIFECLASS

7 - MONSTERCLASS

Weapon Types:

0 - NOT_GUN

1 - GUN_PISTOL

2 - GUN_M_PISTOL

3 - GUN_SMG

4 - GUN_RIFLE

5 - GUN_SN_RIFLE

6 - GUN_AS_RIFLE

7 - GUN_LMG

8 - GUN_SHOTGUN


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