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Overview

Below you'll find the majority of parameters available in CRYENGINE, which can be used by weapons, ammo and other item scripts.

The default location for these files is: GameSDK\Scripts\Entities\Items\XML\

Please refer to the shipped Rifle.xml file which outlines the structure and many useful parameters used in a real example weapon.

Items

Weapons, accessories, equipment, etc.

Root

Code\GameSDK\GameDll\WeaponSystem.cpp
Code\CryEngine\CryAction\ItemSystem.cpp

ParamTypeDescription
name<string>Name for the item. Needs to match the item filename. For example, Rifle.xml uses item name="Rifle".
inherit<string>Inherit script values from another weapon. Useful for doing weapon skin modifications where the only thing defined in the custom weapon is the geometry.
class<string>Class identifier for weapon C++ code which gives access to various parameters and functionality.
category<string>Used for inventory management. Primary, Secondary, Special, Explosive, etc. These are used for controller mapping. See ItemSharedParams.cpp GetItemCategoryType.
priority<int>Used for inventory management, a lower priority weapon will appear first when scrolling through inventory.
weaponParams<bool>If true, loads basic shared weapon parameters to be used in the script. Should always be true for weapons.
Items (accessories/attachments/etc) don't require many of these params and therefore don't require the weaponParams to be true.

Params

Code\GameSDK\GameDll\ItemSharedParams.cpp

ParamTypeDefaultDescription
selectable<bool>trueIndicates whether the item can be selected in the player's inventory.
droppable<bool>trueIndicates whether the item can be dropped.
pickable<bool>trueAllows item to be "picked" up.
mountable<bool>trueUsed for weapons which are fixed and cannot be picked up. Allows player to mount weapon to aim it.
usable<bool>true Indicates whether the weapon can be used. Unlike selectable, this means a weapon can be used but without being selected.
giveable<bool>true If false, item will not appear in the Equipment Pack dialog and cannot be added to player inventory.
unique<bool>true  
mass<float>3.5The weight of the item, in kg, and how much it will slow the player down when held.
drop_impulse<float>12.5Add a small physical impulse on -Z axis when weapon is dropped.
select_override<float>0.0Time delay between selecting the weapon and being able to use the weapon can be overridden here.
auto_droppable<bool>falseItem will be automatically dropped when out of ammo.
auto_pickable<bool>trueAutomatically pickup item when player collides with item.
has_first_select<bool>falsePlays an animation (first fragment) when the weapon is selected for the first time.
If SpecialSelect is activated on the entity properties then an alternative first select animation will play via the special_first fragment.
select_delayed_grab_3P<bool>false 
attach_to_back<bool>falseVisually attaches the weapon to the players back in 3rd person view when it's not in use.
scopeAttachment<int>0 
attachment_gives_ammo<bool>false 
can_ledge_grab<bool>true 
can_rip_off<bool>trueAllows mounted weapons to be removed from their mounts and attach to player as standard weapon.
check_clip_size_after_drop<bool>true 
check_bonus_ammo_after_drop<bool>true 
usable_under_water<bool>falseAllow the weapon to fire while player is under water.
can_overcharge<bool>false 
fp_offset<vec3>0,0,0 
fp_rot_offset<quat>  
hasAimAnims<bool>false 
ironsightAimAnimFactor<float>1.0 
fast_select<bool>falsePlays fast_select Mannequin fragment when selecting.
tag<string>""Mannequin Tag state.
itemClass<string>""Used by Mannequin as an additional tag "weaponType"
attachment_left<string>  
attachment_right<string>  
aiAttachment_left<string>  
aiAttachment_right<string>  
bone_attachment_01<string>  
bone_attachment_02<string>  
deselectTime<float> DEPRECATED (Define animation time for deselect Mannequin fragment)
select<string>""DEPRECATED
select_empty<string>""DEPRECATED
display_name<string>""Used by the localization system to display an item name in the UI.
suffix<string>"" 
adb<string>""Defines which Mannequin Animation Database (ADB) file to load for this weapon's animations.
animPrecache<string>""Pre-cache animation DBA files for this weapon.
aimAnims<string>""DEPRECATED
Delays   
sprintToFireDelay<float>0.0Delay, in seconds, which prevents player from firing weapon after sprinting.
sprintToZoomDelay<float>0.35Delay, in seconds, which prevents player from zooming weapon after sprinting.
sprintToMeleeDelay<float>0.05Delay, in seconds, which prevents player from meleeing after sprinting.
runToSprintBlendTime<float>0.2Delay, in seconds, to transition from running to sprinting state.
sprintToRunBlendTime<float>0.2Delay, in seconds, to transition from sprinting to running state.
autoReloadDelay<float>0.0Delay, in seconds, until the engine will automatically reload the weapon for the player, on empty of the current magazine.
zoomTimeMultiplier<float>1.0Additional timing multiplier which can be used on accessories to slow down weapon zooming transitions.
selectTimeMultiplier<float>1.0Additional timing multiplier which can be used on accessories to slow down weapon selection transitions.
Stats  DEPRECATED - See WeaponStats.cpp
stat_accuracy<int> Arbitrary number to portray designer interpretation of weapon performance, used to display on in-game HUD.
stat_rate_of_fire<int> Arbitrary number to portray designer interpretation of weapon performance, used to display on in-game HUD.
stat_mobility<int> Arbitrary number to portray designer interpretation of weapon performance, used to display on in-game HUD.
stat_damage<int> Arbitrary number to portray designer interpretation of weapon performance, used to display on in-game HUD.
stat_range<int> Arbitrary number to portray designer interpretation of weapon performance, used to display on in-game HUD.
stat_recoil<int> Arbitrary number to portray designer interpretation of weapon performance, used to display on in-game HUD.

MovementModifiers

Code\GameSDK\GameDll\WeaponSharedParams.cpp

ParamTypeDefaultDescription
speedScale<float>1.0Player movement speed when using this zoom mode.
rotationScale<float>1.0Player rotation speed when using this zoom mode.
firingSpeedScale<float>1.0Player movement speed when firing, while using this zoom mode.
firingRotationScale<float>1.0Player rotation speed when firing, while using this zoom mode.
mouseRotationScale<float>1.0Same as rotationScale but for Mouse input device only.

Ammos

Code\GameSDK\GameDll\ItemSharedParams.cpp
Code\GameSDK\GameDll\WeaponSharedParams.cpp

Param

Type

Default

Description

name

<string>

""

Specify the name of the ammo that will be used and obtained with the weapon.

extra

<int>

0

Amount of ammo that is given, extra ammo, aside from the current clip.

amount

<int>

0

Amount of ammo that is given, already loaded into the magazine.

minAmmo

<int>

0

Amount of ammo that is given from picked up weapons.

accessoryAmmo

<int>

0

Amount of weapon accessory ammo that is given. e.g; grenades for grenade launcher attachment.

capacity

<int>

0

Maximum ammo capacity for player's inventory.

Fire

Code\GameSDK\GameDll\FireModeParams.cpp

ParamTypeDefaultDescription
suffix<string>"" 
suffixAG<string>"" 
tag<string>""Defines the fragment tag used by Mannequin for this firemode.
rate<int>400The rate of fire (per minute) for the weapon.
fake_fire_rate<int>0 
minimum_ammo_count<int>0 
clip_size<int>30The maximum amount of bullets a magazine for this weapon can carry.
max_clips<int>20Maximum amount of clips player inventory can store for this weapon.
hit_type<string>bulletThe name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.
ammo_type<string> ""The name of the bullet script that the weapon will fire. For the SDK Rifle, this is "RifleBullet" and the script is defined in: Items/XML/Ammos/RifleBullet.xml
ammo_type_spawn<string>"" 
hitTypeId<int>0 
changeFMFireDelayFraction<float>0.0What percentage through the change firemode anim you can start firing in the new firemode, typically this is set to 1 (or 100%) of the anim.
endReloadFraction<float>1.0What percentage of the way through the reload anim you can start firing again.
fillAmmoReloadFraction<float>1.0What percentage of the way through the reload anim you can interrupt the reload and it will still count as having reloaded the weapon.
autoReload
<bool>trueIf more ammo is available then automatically reload weapon (without user input) after the last bullet is fired.
autoSwitch<bool>true 
stabilization<float>0.2 
speed_override<float>0.0 
bullet_chamber<int>0How many additional bullets can be loaded into the bullet chamber when weapon is reloaded.
damage<int>32The damage this weapon will do by default.
damage_drop_per_meter<float>0.0Amount of damage decrease per meter of projectile travel.
damage_drop_min_distance<float>0.0Minimum distance the projectile has to travel before initiating damage drop calculations.
damage_drop_min_damage<float>0.0Minimum damage value at which point the damage_drop_per_meter no longer applies
point_blank_amount<float>1.0 
point_blank_distance<float>0.0 
point_blank_falloff_distance<float>0.0 
ai_infiniteAmmo<bool>false 
ai_vs_player_damage<int>0DEPRECATED (was replaced with npc_additional_damage)
Additional damage player receives when shot by AI with this weapon. Needs to be activated with secondary_damage.
secondary_damage<bool>0DEPRECATED (was replaced with npc_additional_damage)
Allow additional damage from AI to player. Define damage amount with ai_vs_player_damage.
npc_additional_damage<int>0Set a damage value override for AI. If base damage is 40 and npc_additional_damage is set to 5 then the final damage will be 45. Negative values are also supported.
crosshair<int>1DEPRECATED
Maps to specific flash frames to override the weapon crosshair.
no_cock<bool>trueIf set to false, will attempt to play "fire_cock" Mannequin fragment. Useful for bolt-action rifles for example.
helper_fp<string>"" 
helper_tp<string>"" 
barrel_count<int>1 
spin_up_time<float>0.0 
fire_anim_damp<float>1.0 
ironsight_fire_anim_damp<float>1.0 
holdbreath_ffeedback_damp<float>0.5 
holdbreath_fire_anim_damp<float>0.5 
knocks_target<bool>false 
min_damage_for_knockDown<int>0 
knockdown_chance_leg<int>0 
min_damage_for_knockDown_leg<int>0 
bullet_pierceability_modifier<int>0 
is_silenced<bool>false 
ignore_damage_falloff<bool>false 
muzzleFromFiringLocator<bool>false 

Recoil

Code\GameSDK\GameDll\Recoil.cpp

ParamTypeDefaultDescription
max_recoil<float>0.0Max_recoil is an arbitrary value which is mapped onto the maxx and maxy and is referenced by the attack.
attack<float>0.0Attack is the fraction of the max_recoil added on with each bullet fired, so effectively attack is the fraction of the maxx and maxy added on with each shot. As an example if max_recoil is 1 (as it usually is for clarity) and maxy is 3.0 and attack is 0.33 then the first shot causes the sights to recoil upwards 1 degree, the second shot causes the sights to continue to climb now up 2 degrees and the third and all subsequent shots hold the sights at 3 degrees above the initial aim point.  However, its not quite that simple because we also have decay.
first_attack<float>0.0First_attack is only applied to the first bullet, it can be used to give an extra large initial attack and then use a lower attack for the subsequent shots, typically to prevent people tapping fire to be really accurate.
decay<float>0.65Decay is the time in seconds it takes for the max_recoil to be reduced to zero. If max_recoil is 1 and decay is 1.0 second then every 10th of a second the max_recoil would be reduced by 0.1. The rate must be taken into account of course. At rate 600 the gun fires 10 bullets per second. If attack is set to 0.1 and decay is set to 1.0 then every tenth of a second the max_recoil is reduced by 10% or 0.1 attack. So in this case each shot causes 10% of the total recoil to be applied but the sights then return to 0 recoil just as the next bullet is fired, so the sights do not climb steadily in the Y whilst the trigger is held down. If decay is increased slightly then attack has not returned to 0 before the next bullet is fired so the sights slowly climb as the trigger is held down until the attack reaches the max_recoil.
end_decay<float>0.0End_decay is the time it takes for the max_decay value to return to zero once firing ceases.
recoil_time<float>0.0The length of time decay will apply after a shot.
maxx<float>8.0Maxx is the maximum recoil deviation in degrees along the x-axis (upwards).  This is influenced by the <hints>.
maxy<float>4.0Maxy is the maximum recoil deviation in degrees upwards in the y-axis (sideways). This is influenced by the <hints>.
tilt<float>0.0Applies a rotation to the recoil to tilt the camera/HUD. The higher the number, the more rotation that is applied.
randomness<float>1.0Randomness is added to each hint when they are applied to the x and added or subtracted from the y recoil (should be added or subtracted to x as well).
impulse<float>0.0Value defines the amount of physical impulse when firing. Firing direction is calculated and then impulse is applied to the weapon owner. If a character is holding this weapon, the character also receives the impulse.
recoil_crouch_m<float>0.85Recoil_crouch_m is the modifier to recoil when player is in crouched stance. If this is greater than 1.0, the recoil in Crouch will be less than the recoil in Stand stance.
This value is applied to the amount of decay reduction per frame and increasing the decay per frame reduces the recoil.
recoil_jump_m<float>1.5Recoil_jump_m is the modifier to recoil when jumping (or falling, essentially if the player is in the air). If this is less than 1.0, the recoil will be greater in the air than the recoil while on the ground.
This value is applied to the amount of decay reduction per frame and increasing the decay per frame reduces the recoil.
recoil_holdBreathActive_m<float>0.5Recoil_holdBreathActive_m is the modifier to recoil when player is holding their breath. If this is less than 1.0, the recoil while holding breath will be less than the standard recoil.

RecoilShake

Code\GameSDK\GameDll\FireModePluginParams.cpp

ParamTypeDefaultDescription
rotateShake<vec3>0,0,0Amount to rotate the camera on the X,Y,Z axis.
shiftShake<vec3>0,0,0Amount to shift the camera on the X, Y, Z axis.
frequency
<float>1.0How frequently to apply the shift/rotation. '2' will mean it's applied every 2 seconds.
time<float>0.1Time taken to achieve the full amount of shift/rotation. '3' will mean it takes 3 seconds to reach maximum XYZ values and return to normal.
randomness<float>0.0Add randomness to all values.

Spread

Code\GameSDK\GameDll\Recoil.cpp

ParamTypeDefaultDescription
min<float>0.015Minimum spread (cone size) in all directions.
max<float>0.0Maximum spread (cone size) in all directions, excluding modifiers.
attack<float>0.95Attack is the amount the cone size increases with each bullet until the max is reached.
decay<float>0.65Time taken for the attack to reduce to zero. Is active whenever your spread is above minimum, but is more noticeable when not firing.
end_decay<float>0.65End_decay is the time to reduce the attack to 0 once firing stops.
speed_m<float>0.25Amount of spread added while moving. Multiplies the current velocity by the amount stated and then adds it to the attack
This can take attack above the max spread. As an example if the player is moving at 5m/s and the Speed_m is set to 0.2 then the attack will be increased by 1.
speed_holdBreathActive_m<float>0.25Additional modifier placed on top of speed_m, used when the 'hold breath' function is active.
rotation_m<float>0.35Amount of spread added while rotating (turning, pitching, etc).
spread_crouch_m<float>0.85Spread_crouch_m is a modifier that alters the spread whilst in Crouch stance. The lower this is below 1 the greater the reduction.
spread_jump_m<float>1.5Spread_jump_m is a modifier that alters the spread whilst jumping (or falling, essentially if the player is in the air). The higher this is above 1 the greater the increase.
spread_slide_m<float>1.0Spread_slide_m is a modifier that alters the spread whilst in sliding state. The lower this is below 1 the greater the reduction.
spread_holdBreathActive_m<float>1.0Additional modifier which affects final spread result, used when the 'hold breath' function is active. The lower this is below 1 the greater the reduction.

Tracer

Code\GameSDK\GameDll\FireModeParams.cpp
Code\GameSDK\GameDll\TracerManager.cpp

ParamTypeDefaultDescription
geometryFP<string>""Path to the object file of the first person tracer.
geometry<string>""Path to the object file of the third person tracer.
effectFP<string>""Path to the particle effect for the first person tracer.
effect<string>""Path to the third person particle effect for the tracer.
speed<float>200.0Speed at which you see the tracer fly in third person (should be equal to the bullet's speed).
speedFP<float>400.0Speed at which you see the tracer fly in first person (should be equal to the bullet's speed).
thickness<float>1.0 
thicknessFP<float>1.0 
lifetime<float>1.5 
frequency<int>1How often a new tracer appears per bullet. If 1, every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.
delayBeforeDestroy<float>0.0 
slideFraction<float>0.5 
helper_fp<string>"" 
helper_tp<string>"" 

Rapid

Code\GameSDK\GameDll\FireModeParams.cpp

ParamTypeDefaultDescription
min_speed<float>1.5 
max_speed<float>3.0 
acceleration<float>3.0 
deceleration<float>3.0 
barrel_attachment<string>"" 
min_firingTimeToStop<float>0.1 

Melee

Code\GameSDK\GameDll\FireModeParams.cpp

ParamTypeDefaultDescription
helper<string>""Object used for collision detection when performing melee attack?
range<float>1.75 
target_range_mult<float>1.5 
damage<int>32Default damage done by a melee hit.
damage_ai<int>32 
impulse<float>50.0How much the player will be pushed back when performing a melee attack.
impulse_actor<float>200.0 
impulse_ai_to_player<float>-1.0 
impulse_vehicle<float>50.0 
ai_delay<float>0.5 
delay<float>0.5Time between pressing the Melee button and the damage happens.
duration<float> Duration of the animation?/Duration of time the helper can collide with objects during animation?
knockdown_chance<float>0.0 
impulse_up_percentage<float>0.0 
use_melee_weapon_delay<float>-1.0 
is_melee_weapon<bool>false 
weapon_restore_delay<float>0.0 
FPSignal<string>"" 
3PSignal<string>"" 
closeAttack   
range<float>1.75 
delay<float>0.5 
duration<float>0.5 
impulse_ai_to_player<float>-1.0 

Zoom

Code\GameSDK\GameDll\WeaponSharedParams.cpp

ParamTypeDefaultDescription
suffix<string>ironsight 
suffixAG<string>"" 
dof<bool>false 
dof_focusMin<float>1.0 
dof_focusMax<float>150.0 
dof_focusLimit<float>150.0 
dof_shoulderMinZ<float>0.0 
dof_shoulderMinZScale<float>0.0 
dof_minZ<float>0.0 
dof_minZScale<float>0.0 
blur_amount<float>0.0 
blur_mask<string>"" 
dof_mask<string>""Path to the blur mask used for the depth of field (DoF) effect.
zoom_overlay<string>"" 
zoom_in_time<float>0.35Amount of time it takes to zoom in.
zoom_out_time<float>0.35Amount of time it takes to zoom out.
zoom_out_delay<float>0.0 
stage_time<float>0.055 
scope_mode<bool> falseIndicates whether this is a scope or an ironsight zoommode.
scope_nearFov<float> 55.0Field of view (FoV) when zoomed in (the lower the more zoomed).
shoulderRotationAnimFactor<float>1.0 
shoulderStrafeAnimFactor<float>1.0 
shoulderMovementAnimFactor<float>1.0 
ironsightRotationAnimFactor<float>1.0 
ironsightStrafeAnimFactor<float>1.0 
ironsightMovementAnimFactor<float>1.0 
cameraShakeMultiplier<float>1.0 
muzzle_flash_scale<float>1.0 
fp_offset<quat>  
fp_rot_offset<quat>  
hide_weapon<bool>falseHide the weapon when using this zoom mode.
target_snap_enabled<bool>true 
hide_crosshair<bool>true 
near_fov_sync<bool>false 
armor_bonus_zoom<bool>falseDEPRECATED
Stages   
value<float>1.5 
rotationSpeedScale<float>1.0 
movementSpeedScale<float>1.0 
useDof<bool>true 

zoomSway

Code\GameSDK\GameDll\WeaponSharedParams.cpp

ParamTypeDefaultDescription
maxX<float>0.0Maximum sway on the X (up/down) axis when zoomed in.
maxY<float>0.0Maximum sway on the Y (left/right) axis when zoomed in.
stabilizeTime<float>3.0Time taken (in seconds) for sway to stabilize down to minScale value, when activating scope/ironsight.
holdBreathScale<float>0.1 
holdBreathTime<float>1.0 
minScale<float>0.15Scale of maxX/Y once fully stabilized (see stabilizeTime).
scaleAfterFiring<float>0.5 
crouchScale<float>0.8Amount the zoom sway is scaled when the player is crouching.

Scope

Code\GameSDK\GameDll\WeaponSharedParams.cpp

ParamTypeDefaultDescription
helper_name<string>"" 
crosshair_sub_material<string>"" 
dark_out_time<float>0.025 
dark_in_time<float>0.15 
techvisor<bool>falseDEPRECATED

spreadMod

While the zoom mode is being used the values in<spread> are multiplied by the matching values here.Eg: "attack_mod" matches with "attack".

recoilMod

While the zoom mode is being used the values in<recoil> are multiplied by the matching values here.Eg: "attack_mod" matches with "attack".

Ammo

Bullets, rockets, grenades, etc.

Flags

ParamTypeDefaultDescription
ClientOnly<int> Indicates whether the ammo type is only hosted on the client or also on the server.
ServerOnly<int>  
ServerSpawn<bool>false 
PredictSpawn<bool>falseIndicates whether the game will predict where the bullet will go. Used with ServerSpawn.
Reusable<bool>falseNot used with ServerSpawn.

Physics

Setting the Physics "Type" will unlock certain parameters based on which you choose. See AmmoParams.cpp for more detailed code information.

"Rigid" is designed to be used for projectiles such as cannonballs, for example. "Particle" is designed to be used for projectiles which have added effects like smoke trails or flame effects.

ParamTypeDescriptionUsed With
type<string>"particle", "rigid", or "static". 
material<string>Surface material applied to the bullet.All
mass<float>Weight of the bullet, in kg.Static/Rigid
speed<float>Speed at which the bullet will fly (m/s).Static/Rigid
max_logged_collisions<int>Maximum amount of collisions before the projectile disappears/explodes. single_contact must be set to 0.Static/Rigid
traceable<bool>TBAStatic/Rigid
spin<vec3>Applies a vector rotation on the ammo CGF, useful for things like grenade launchers.Static/Rigid
spin_random<vec3>Applies a random vector rotation on the ammo CGF, useful for things like grenade launchers.Static/Rigid
bounceableBullet<int>TBAStatic/Rigid
single_contact<int>Indicates whether the bullet/rocket will explode on first contact.Particle
constant_orientation<int>TBAParticle
no_roll<int>Disable roll on the particle effect.Particle
no_spin<int>Disable spin on the particle effect.Particle
no_path_alignment<int>Disable path alignment on the particle effect.Particle
radius<float>Radius of the projectile, for collision purposes.Particle
air_resistance<float>How much the bullet will be slowed down by air friction, when in the air (m/s2).Particle
water_resistance<float>How much the bullet will be slowed down by water friction, when underwater (m/s2).Particle
gravity<vec3>Amount of gravity applied to the bullet when in flight (m/s2).Particle
water_gravity<vec3>Amount of gravity applied to the bullet when underwater (m/s2).Particle
thrust<float>Speed at which the bullet leaves the barrel (m/s).Particle
lift<float>Amount of upward acceleration the projectile receives (m/s2).Particle
min_bounce_speed<float>Minimum speed the projectile must be traveling for the it to bounce off objects and terrain (must have single_contact to 0, in m/s).Particle
pierceability<int>Indicates what surface materials the bullet can penetrate. Surface pierceability is defined through SurfaceTypes.Particle
rollAxis<vec3>TBAParticle

Explosion

ParamTypeDescription
pressure<float>Force of the explosion. Size is defined by min/max_phys_radius.
min_radius<float>Minimum damage radius of the explosion (meters).
max_radius<float>Maximum damage radius of the explosion (meters).
hole_size<float>DEPRECATED - Related to the hole created when terrain deformation is activated.
terrain_hole_size<float>DEPRECATED - Related to the hole created when terrain deformation is activated.
decal<string>Path to the decal the projectile will spawn on explosion.
effect<string>Default explosion effect (particle).
effect_scale<string>Amount the explosion effect will be scaled (multiplier).
type<string>Hit type definition for the projectile. (TBA)
min_phys_radius<float>Minimum radius for things to be effected by the explosion force (meters).
max_phys_radius<float>Maximum radius for things to be effected by the explosion force (meters).
radialblurdist<float>Radius in which players vision is blurred by the explosion (meters).
sound_radius<float>TBA

Collision

ParamTypeDescription
sound<string>Sound to be played on collision.
effect<string>Particle effect to be played on collision.
scale<float>Amount the above is scaled.

Params

Code\GameSDK\GameDll\AmmoParams.cpp

ParamTypeDefaultDescription
lifetime<float> Length of time ammo (particle/geometry) should be rendered for, after being fired (seconds).
showtime<float> Time delay before engine starts rendering the ammo (particle/geometry), after being fired (seconds).
armTime<float>  
sleepTime<float>  
safeExplosion<float>  
mpProjectileDestructDelay<float>  
bulletType<int>  
hitPoints<int>  
noBulletHits<bool> Shooting the ammo does not remove hit points.
quietRemoval<bool> Will not cause the ammo to explode when they time out.
aitype<string> What the AI will treat the projectile as, "grenade" or "rpg".
display_name<string>  
ammo_category<int> The AmmoCrate entity recharges ammo of a particular "Ammo Category". With this you can define which ammo types should be added or not.
trackOnHud<bool>  
hitRecoil<int>  
hitRecoilArmorMode<int>  

Homing Missile

Code\GameSDK\GameDll\AmmoParams.cpp
Code\GameSDK\GameDll\HomingMissile.cpp

Params TypeDefaultDescription
cruise<bool>trueIf set, the projectile will attempt to cruise at an altitude before striking the target.
cruise_altitude<float>100.0Altitude the projectile will attempt to cruise at if "cruise" is enabled (meters).
cruiseActivationTime<float>0.0 
controlled<bool>falseIndicated whether the projectile will seek the target or not.
autoControlled<bool>false 
accel<float>10.0 
initial_delay<float>0.2 
align_altitude<float>50.0Altitude the projectile must reach before it points toward the target, should be less than "cruise_altitude" (meters).
descend_distance<float>50.0Distance to the target when cruise will end and the projectile will head directly to the target. Should be less than both "cruise_altitude" and "align_altitude" (meters).
turn_speed<float>2.0Maximum centripetal acceleration the projectile can achieve (m/s2).
max_speed<float>20.0 
max_target_distance<float>200.0Maximum distance for the homing target (meters).
lazyness<float>0.35 
tracks_chaff<bool>false 
detonation_radius<float>0.0 

Flashbang

ParamTypeDefaultDescription
max_radius<float>25.0TBA
blindAmount<float>0.7TBA
flashbangBaseTime<float>2.5TBA

Trail

ParamTypeDefaultDescription
effect<string>""Path to the effect of the trail of the projectile.
effect_fp<string>""Path to the effect of the trail of the projectile, as shown in First Person view.
scale<float>1.0Define the size of the effect used in the trail.
sound<string>""DEPRECATED - The sound the projectile's trail makes. Like a missile's thruster or a bullet's whiz.
prime<bool>falseStarts in equilibrium state, as if activated in past.

trailUnderWater

ParamTypeDescription
effect<string>Path to the effect of the bullet trail when the bullet is underwater.
scale<float>Amount the above is scaled.

BulletTimeParams

ParamTypeDefaultDescription
geometry<string>"" 
effect<string>"" 
disableRifling<bool>false 
always<bool>false 
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