WeaponData { "printname" "#WPN_TITAN_STUN_LASER" "shortprintname" "#WPN_TITAN_STUN_LASER_SHORT" "description" "#WPN_TITAN_STUN_LASER_DESC" "longdesc" "#WPN_TITAN_STUN_LASER_LONGDESC" "menu_icon" "rui/titan_loadout/defensive/titan_defensive_energy_siphon_menu" "hud_icon" "rui/titan_loadout/defensive/titan_defensive_energy_siphon" "draw_latest_non_offhand_when_offhand_is_active" "1" "damage_type" "bullet" "damage_flags" "DF_EXPLOSION" // General "weaponClass" "titan" "weaponType" "shoulder" "fire_mode" "offhand" ///////// // Ammo "ammo_display" "bar" "ammo_stockpile_max" "120" "ammo_clip_size" "120" "ammo_default_total" "120" "ammo_min_to_fire" "120" "cooldown_type" "ammo_per_shot" "reload_enabled" "0" "ammo_per_shot" "120" // Regen Ammo "regen_ammo_refill_rate" "10.0" "regen_ammo_refill_start_delay" "1.0" "OnWeaponAttemptOffhandSwitch" "OnWeaponAttemptOffhandSwitch_titanweapon_stun_laser" "OnWeaponPrimaryAttack" "OnWeaponPrimaryAttack_titanweapon_stun_laser" "OnWeaponNPCPrimaryAttack" "OnWeaponNPCPrimaryAttack_titanweapon_stun_laser" "sound_weapon_ready" "HUD_TitanDefenseAbility_replenished_1P" //TODO: Investigate if we can improve how we're using charge. MP_BASE { // Charge settings "charge_time" "3.0" //Audio is based on this being 3.0s "charge_cooldown_time" "1.0" "charge_cooldown_delay" "0.0" "charge_end_forces_fire" "1" "charge_require_input" "1" "charge_remain_full_when_fired" "1" // Damage - When Used by Players "damage_near_distance" "4000" "damage_far_distance" "4000" "damage_near_value" "20" "damage_far_value" "20" "npc_damage_near_value" "20" "npc_damage_far_value" "20" "damage_near_value_titanarmor" "100" "damage_far_value_titanarmor" "100" "explosion_damage" "20" // 150 "explosion_damage_heavy_armor" "100" // 150 "explosionradius" "50" "explosion_inner_radius" "50" "critical_hit" "0" "critical_hit_damage_scale" "1.5" "enable_highlight_networking_on_creation" "" } SP_BASE { // Charge settings "charge_time" "3.0" //Audio is based on this being 3.0s "charge_cooldown_time" "1.0" "charge_cooldown_delay" "0.0" "charge_end_forces_fire" "1" "charge_require_input" "1" "charge_remain_full_when_fired" "1" // Damage - When Used by Players "damage_near_distance" "4000" "damage_far_distance" "4000" "damage_near_value" "20" "damage_far_value" "20" "npc_damage_near_value" "20" "npc_damage_far_value" "20" "damage_near_value_titanarmor" "100" "damage_far_value_titanarmor" "100" "explosion_damage" "20" // 150 "explosion_damage_heavy_armor" "100" // 150 "explosionradius" "30" "explosion_inner_radius" "30" "critical_hit" "0" "critical_hit_damage_scale" "1.5" "enable_highlight_networking_on_creation" "1" } // Models "viewmodel" "models/weapons/titan_bt_rocket_pod/atpov_titan_bt_laser_pod.mdl" //"playermodel" // no model, use rocket pod "projectilemodel" "models/weapons/bullets/projectile_rocket.mdl" // Effects "tracer_effect" "P_wpn_monarch_beam_v1" "tracer_effect_first_person" "P_wpn_monarch_beam_v1" "charge_effect_1p" "P_wpn_monarch_charge_v1" "charge_effect_3p" "P_wpn_monarch_charge_v1" "charge_effect_attachment" "muzzle_flash" // on titan in 3p, on weapon in 1p "charge_effect_show_during_drain" "0" "fx_muzzle_flash_view" "P_wpn_monarch_mflash_v1" "fx_muzzle_flash_world" "P_wpn_monarch_mflash_v1" "fx_muzzle_flash_attach" "muzzle_flash" // on titan in 3p, on weapon in 1p "impact_effect_table" "exp_monarch_beam_v1" "projectile_adjust_to_gun_barrel" "1" "vortex_absorb_effect" "P_impact_lstar_default" "vortex_absorb_effect_third_person" "P_impact_lstar_default" "vortex_refire_behavior" "absorb" // Sounds "fire_sound_1_player_1p" "Weapon_EnergySyphon_Lvl1_Fire_1P" "fire_sound_1_player_3p" "Weapon_EnergySyphon_Lvl1_Fire_3P" "charge_sound_1p" "Weapon_EnergySyphon_Charge_1P" "charge_sound_3p" "Weapon_EnergySyphon_Charge_3P" "gesture_attack_anim" "0" "impulse_force" "5000" // Behavior "fire_rate" "1.5" "zoom_time_in" "0.1" "zoom_time_out" "0.1" "zoom_fov" "35" "reload_time" "3.5" "reloadempty_time" "3.5" "reloadempty_time_late1" "2.5" "reloadempty_time_late2" "1.5" "reloadempty_time_late3" "0.5" "holster_time" "0.65" "deploy_time" "0.3" "lower_time" "0.65" "raise_time" "0.3" "play_offhand_charging_anim" "1" "play_offhand_start_end_anim" "1" "play_offhand_fire_anim" "1" "allow_empty_fire" "0" "allow_empty_click" "1" "empty_reload_only" "0" "trigger_snipercam" "1" "allow_headshots" "0" "bypass_semiauto_hold_protection" "1" "vortex_drain" "0.0" "offhand_keep_primary_in_hand" "1" "aimassist_disable_hipfire" "0" "aimassist_disable_ads" "0" "aimassist_disable_hipfire_humansonly" "1" "aimassist_disable_ads_humansonly" "1" // Spread "spread_stand_hip" "1.5" "spread_stand_hip_run" "1.5" "spread_stand_ads" "1.5" "spread_stand_hip_sprint" "1.5" "spread_crouch_hip" "1.5" "spread_crouch_ads" "1.5" "spread_air_hip" "1.5" "spread_air_ads" "1.5" "ammo_suck_behavior" "offhand_weapons" // View Kick "viewkick_spring" "titan_arc" "viewkick_pitch_base" "-1" "viewkick_pitch_random" "0.5" "viewkick_pitch_softScale" "1" "viewkick_pitch_hardScale" "0" "viewkick_yaw_base" "0" "viewkick_yaw_random" "0.5" "viewkick_yaw_softScale" "1" "viewkick_yaw_hardScale" "0" "viewkick_roll_base" "0.0" "viewkick_roll_randomMin" "0.3" "viewkick_roll_randomMax" "0.45" "viewkick_roll_softScale" "0.2" "viewkick_roll_hardScale" "1.6" "viewkick_hipfire_weaponFraction" "0.5" "viewkick_hipfire_weaponFraction_vmScale" "0.75" "viewkick_ads_weaponFraction" "0.6" "viewkick_ads_weaponFraction_vmScale" "0.2" // Bob //"bob_cycle_time" "0.69" //"bob_vert_dist" "0.6" //"bob_horz_dist" "0.1" //"bob_max_speed" "150" //"bob_pitch" "-0.75" //"bob_yaw" "1.7" //"bob_roll" "-1.2" // View Drift "viewdrift_hipfire_stand_scale_pitch" "0.325" "viewdrift_hipfire_crouch_scale_pitch" "0.275" "viewdrift_hipfire_air_scale_pitch" "0.5" "viewdrift_hipfire_stand_scale_yaw" "0.12" "viewdrift_hipfire_crouch_scale_yaw" "0.10" "viewdrift_hipfire_air_scale_yaw" "0.22" "viewdrift_hipfire_speed_pitch" "0.6" "viewdrift_hipfire_speed_yaw" "1.22" "viewdrift_ads_stand_scale_pitch" "0.2" "viewdrift_ads_crouch_scale_pitch" "0.1" "viewdrift_ads_air_scale_pitch" "0.6" "viewdrift_ads_air_scale_yaw" "0.5" "viewdrift_ads_stand_scale_yaw" "0.2" "viewdrift_ads_crouch_scale_yaw" "0.1" "viewdrift_ads_speed_pitch" "0.6" "viewdrift_ads_speed_yaw" "1.22" // Rumble "fire_rumble" "rumble_titan_lasershot" // Sway "sway_rotate_attach" "jx_c_pov" "sway_min_x" "-0.5" "sway_min_y" "-2" "sway_min_z" "-2.7" "sway_max_x" "0.5" "sway_max_y" "2" "sway_max_z" "2.7" "sway_min_pitch" "-3" "sway_min_yaw" "-2.5" "sway_min_roll" "-4" "sway_max_pitch" "3" "sway_max_yaw" "2.5" "sway_max_roll" "4" "sway_translate_gain" "2" "sway_rotate_gain" "7" "sway_move_forward_translate_x" "-0.3" "sway_move_forward_translate_z" "-0.1" "sway_move_back_translate_x" "0.2" "sway_move_back_translate_z" "-0.2" "sway_move_left_translate_y" "-1" "sway_move_left_translate_z" "-0.5" //"sway_move_left_rotate_roll" "-2" "sway_move_right_translate_y" "1" "sway_move_right_translate_z" "-0.5" //"sway_move_right_rotate_roll" "2" "sway_move_up_translate_z" "-1" "sway_move_down_translate_z" "1" "sway_turn_left_rotate_yaw" "-3" "sway_turn_right_rotate_yaw" "3" "sway_turn_left_translate_y" "-.1" "sway_turn_right_translate_y" ".1" "sway_turn_up_translate_z" "-.5" "sway_turn_down_translate_z" ".5" "sway_turn_up_translate_x" "-.1" "sway_turn_down_translate_x" ".1" //"sway_turn_left_rotate_roll" "0.5" //"sway_turn_right_rotate_roll" "-0.5" "sway_turn_up_rotate_pitch" "3" "sway_turn_down_rotate_pitch" "-3" "sway_turn_up_rotate_roll" "-0.8" "sway_turn_down_rotate_roll" "0.8" // NPC "proficiency_poor_spreadscale" "5.0" "proficiency_average_spreadscale" "4.0" "proficiency_good_spreadscale" "3.5" "proficiency_very_good_spreadscale" "2.0" "proficiency_poor_bias" "0.0" "proficiency_average_bias" "0.2" "proficiency_good_bias" "0.3" "npc_accuracy_multiplier_pilot" "1.0" "npc_min_range" "0" "npc_max_range" "3000" "npc_min_burst" "1" "npc_max_burst" "1" "npc_rest_time_between_bursts_min" "8" "npc_rest_time_between_bursts_max" "14" "npc_pre_fire_delay" "1.5" "npc_pre_fire_delay_interval" "3" "npc_rest_time_between_bursts_expedite" "1.0" //should be less than npc_rest_time_between_bursts_max. if npc is interrupted waiting for rest time through damage, wait this long instead "npc_charge_time_min" "1.0" // for rocketpod animation time "npc_charge_time_max" "1.0" // WeaponED Unhandled Key/Values and custom script Key/Values "sound_dryfire" "titan_dryfire" "npc_reload_enabled" "0" "sprintcycle_time" "0.55" "arc_switch_activator" "1" // Crosshair "red_crosshair_range" "3000" Mods { dev_mod_low_recharge { "charge_cooldown_time" "*0.2" } burn_mod_titan_laser_lite { "tracer_effect" "P_wpn_hand_laser_beam_BC" "tracer_effect_first_person" "P_wpn_hand_laser_beam_BC" "damage_near_value_titanarmor" "*1.15" "damage_far_value_titanarmor" "*1.15" "is_burn_mod" "1" } energy_field { "impact_effect_table" "exp_monarch_beam_LG_v1" "explosionradius" "350" "explosion_inner_radius" "350" "hud_icon" "rui/titan_loadout/passive/monarch_core_energy_transfer" //Deliberately swapped with energy transfer } energy_transfer { "fire_sound_1_player_1p" "Weapon_EnergySyphon_Lvl2_Fire_1P" "fire_sound_1_player_3p" "Weapon_EnergySyphon_Lvl2_Fire_3P" "charge_effect_1p" "P_wpn_monarch_charge_v2" "charge_effect_3p" "P_wpn_monarch_charge_v2" "fx_muzzle_flash_view" "P_wpn_monarch_mflash_v2" "fx_muzzle_flash_world" "P_wpn_monarch_mflash_v2" "tracer_effect" "P_wpn_monarch_beam_v2" "tracer_effect_first_person" "P_wpn_monarch_beam_v2" "impact_effect_table" "exp_monarch_beam_v2" "hud_icon" "rui/titan_loadout/passive/monarch_core_energy_field" } energy_field_energy_transfer { "fire_sound_1_player_1p" "Weapon_EnergySyphon_Lvl2_Fire_1P" "fire_sound_1_player_3p" "Weapon_EnergySyphon_Lvl2_Fire_3P" "impact_effect_table" "exp_monarch_beam_LG_v2" "explosionradius" "350" "explosion_inner_radius" "350" "charge_effect_1p" "P_wpn_monarch_charge_v2" "charge_effect_3p" "P_wpn_monarch_charge_v2" "fx_muzzle_flash_view" "P_wpn_monarch_mflash_v2" "fx_muzzle_flash_world" "P_wpn_monarch_mflash_v2" "tracer_effect" "P_wpn_monarch_beam_v2" "tracer_effect_first_person" "P_wpn_monarch_beam_v2" "hud_icon" "rui/titan_loadout/passive/monarch_core_energy_transfer" } } active_crosshair_count "1" rui_crosshair_index "0" RUI_CrosshairData { DefaultArgs { adjustedSpread weapon_spread adsFrac player_zoomFrac isSprinting player_is_sprinting isReloading weapon_is_reloading teamColor crosshair_team_color isAmped weapon_is_amped crosshairMovementX crosshair_movement_x crosshairMovementY crosshair_movement_y } Crosshair_1 { "ui" "ui/crosshair_circle2" "base_spread" "0.0" Args { isFiring weapon_is_firing } } } }