Documentation - Variables - Weapons

Every weapon’s settings, one set for each weapon named by its prefix, such as pistolammoclip.

Weapon settings

<weapon> is one of: claw, pistol, sword, shotgun, smg, flamer, plasma, zapper, rifle, corroder, trident, grenade, mine, rocket, minigun, jetsaw, eclipse, melee. Suffix [1|2] selects primary (1) or secondary (2) fire; optional [flak] applies to flak sub-projectiles.

Variable / Command Description Arguments / Fields
<weapon>ammoadd the amount added when picking up the weapon or reloading it value
<weapon>ammoclip the maximum amount the clip of this weapon can hold value
<weapon>ammoitem the amount of ammo added to the inventory by an ammo pickup value
<weapon>ammospawn amount of ammo held at spawntime (including ammo loaded in weapon) value
<weapon>ammostore maximum amount of ammo carryable in inventory (excludes ammo loaded in weapon) value
<weapon>laser determines if this weapon has a laser pointer which is projected to the point where the player is aiming value
<weapon>colour determines the weapon main colour;
affects the light around the weapon, the ammo and the icon in the weaponlist
colour
<weapon>modes determines the modes in which this weapon is allowed or disallowed;
conveniently set as a sum of bit shifted mode (<< 1 $G_*) vars,
positive sum: allow this weapon if one of the declared modes is selected,
negative sum: disallow this weapon if one if the declared modes is selected
sum
<weapon>muts determines the mutators in which this weapon is allowed or disallowed;
conveniently set as a sum of $G_M_* vars,
positive sum: allow this weapon if one of the declared mutators is selected,
negative sum: disallow this weapon if one of the declared mutators is selected
sum
<weapon>lightpersist determines the light effect around the weapon (bitwise OR):
1: dynamic light emission
2: material colour on weapon itself
3: player hint (glow around player)
4: player hint when powering weapon
value
<weapon>cookzoom determines time to zoom in fully, in milliseconds value
<weapon>cookzoommin minimum field of view that zoom can take (min FoV = max zoom) value
<weapon>cookzoommax maximum field of view that zoom can take (max FoV = min zoom) value
<weapon>name short name of the weapon, used where space is limited string
<weapon>longname full name of the weapon, used in messages and pickups string
<weapon>disabled when non-zero, the weapon is unavailable in all modes boolean
<weapon>lightradius radius of the light emitted by the weapon (currently unused) value
<weapon>spawnstay time a dropped weapon of this type stays in the world before it disappears milliseconds
<weapon>spawntime time it takes for a weapon pickup of this type to respawn milliseconds
<weapon>spawnduke when more than zero, time it takes for a weapon pickup of this type to respawn in duel and survivor, overriding the normal delay milliseconds

Crosshairs

Variable / Command Description Arguments / Fields
<weapon>crosshairsize determines size of weapon-specific crosshair value
<weapon>crosshairblend determines opacity of weapon-specific crosshair value
<weapon>crosshair determines the shape of the weapon-specific crosshair string
<weapon>clip determines the shape of the rounds in the weapon’s ammo clip string

Delays

Variable / Command Description Arguments / Fields
<weapon>delayreload the time it takes for the weapon to reload one ‘add’ unit (usually one clip) milliseconds
<weapon>delayitem the time it takes to pick up ammunition and return to firing condition milliseconds
<weapon>delayswitch the time it takes for the weapon be drawn before it is ready to fire milliseconds
<weapon>cookinterrupt toggles if the weapon can be switched while in the process of being cooked boolean

Player modifiers

Variable / Command Description Arguments / Fields
<weapon>modhealth determines change in maximum health by having weapon in inventory; stacks with other modhealth vars (note that player health is out of 1000) value
<weapon>modhealthammo determines change in maximum health per unit of ammo in possession, including ones loaded into weapon; stacks with other modhealth vars (note that player health is out of 1000) value
<weapon>modhealthequip determines change in maximum health by holding weapon (as opposed to merely having it inventory); stacks with other modhealth vars (note that player health is out of 1000) value
<weapon>modimpulsespeed determines change in impulse move speed while having weapon in inventory; stacks with other modimpulsespeed vars value
<weapon>modimpulsespeedammo determines change in impulse move speed per unit of ammo in possession (including ones loaded into weapon); stacks with other modimpulsespeed vars value
<weapon>modimpulsespeedequip determines change in impulse move speed while holding weapon (as opposed to merely having it inventory); stacks with other modimpulsespeed vars value
<weapon>modimpulsespeedreload determines change in impulse move speed while reloading weapon; stacks with other modimpulsespeed vars value
<weapon>modimpulsespeedswitch determines change in impulse move speed switching from another weapon to this weapon; stacks with other modimpulsespeed vars value
<weapon>modimpulsespeedpower determines change in impulse move speed while cooking the weapon (like in plasma2); stacks with other modimpulsespeed vars value
<weapon>modimpulsespeeduse determines change in impulse move speed while picking up the weapon; stacks with other modimpulsespeed vars value
<weapon>modimpulsespeedzoom determines change in impulse move speed while using weapon zoom; stacks with other modimpulsespeed vars value
<weapon>modspeed determines change in run speed while having weapon in inventory; stacks with other modspeed vars value
<weapon>modspeedammo determines change in run speed per unit of ammo in possession (including ones loaded into weapon); stacks with other modspeed vars value
<weapon>modspeedequip determines change in run speed while holding weapon (as opposed to merely having it in inventory); stacks with other modspeed vars value
<weapon>modspeedreload determines change in run speed while reloading the weapon; stacks with other modspeed vars value
<weapon>modspeedswitch determines change in run speed while switching from another weapon to this weapon; stacks with other modspeed vars value
<weapon>modspeedpower determines change in run speed while cooking the weapon (like in plasma2); stacks with other modspeed vars value
<weapon>modspeeduse determines change in run speed while picking up the weapon; stacks with other modspeed vars value
<weapon>modspeedzoom determines change in run speed while using weapon zoom; stacks with other modspeed vars value
<weapon>modweight determines change in player weight while having weapon in inventory; stacks with other modweight vars value
<weapon>modweightammo determines change in player weight per unit of ammo in possession (including ones loaded into weapon); stacks with other modweight vars value
<weapon>modweightequip determines change in player weight while holding weapon (as opposed to merely having it in inventory); stacks with other modweight vars value
<weapon>modweightreload determines change in player weight while reloading the weapon; stacks with other modweight vars value
<weapon>modweightswitch determines change in player weight while switching from another weapon to this weapon; stacks with other modweight vars value
<weapon>modweightpower determines change in player weight while cooking the weapon (like in plasma2); stacks with other modweight vars value
<weapon>modweightuse determines change in player weight while picking up the weapon; stacks with other modweight vars value
<weapon>modweightzoom determines change in player weight while using weapon zoom; stacks with other modweight vars value
<weapon>modbuoyancy determines change in player buoyancy while having weapon in inventory; stacks with other modbuoyancy vars value
<weapon>modbuoyancyammo determines change in player buoyancy per unit of ammo in possession (including ones loaded into weapon); stacks with other modbuoyancy vars value
<weapon>modbuoyancyequip determines change in player buoyancy while holding weapon (as opposed to merely having it in inventory); stacks with other modbuoyancy vars value
<weapon>modbuoyancyreload determines change in player buoyancy while reloading the weapon; stacks with other modbuoyancy vars value
<weapon>modbuoyancyswitch determines change in player buoyancy while switching from another weapon to this weapon; stacks with other modbuoyancy vars value
<weapon>modbuoyancypower determines change in player buoyancy while cooking the weapon (like in plasma2); stacks with other modbuoyancy vars value
<weapon>modbuoyancyuse determines change in player buoyancy while picking up the weapon; stacks with other modbuoyancy vars value
<weapon>modbuoyancyzoom determines change in player buoyancy while using weapon zoom; stacks with other modbuoyancy vars value
<weapon>ammosub[1\|2] the amount taken from the clip for each firing action, set to zero for unlimited ammo value
<weapon>delayattack[1\|2] the time it takes after each firing action for the weapon to be ready again milliseconds
<weapon>speed[1\|2] the speed of a projectile from each firing action value
<weapon>cooktime[1\|2] when more than zero, determines that the weapon can be ‘cooked’ this long before firing value
<weapon>time[1\|2] the maximum lifetime of a projectile for each firing action milliseconds
<weapon>escapedelay[1\|2] when more than zero, projectiles from this weapon will not be able to hurt its owner for this long milliseconds
<weapon>rays[1\|2] the amount of projectiles spawned from one shot of each firing action value
<weapon>spread[1\|2] determines the amount a projectile from each firing action skews off-center value
<weapon>spreadz[1\|2] when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much value
<weapon>znudge[1\|2] determines the multiplier of targeted distance to nudge the z-axis up by value
<weapon>aiskew[1\|2] determines ‘added stupidity’ for each weapon for AI counterparts value
<weapon>aidist[1\|2] determines the ‘maximum distance’ a weapon should be shot at, used by AI to determine weapon effectiveness ranges distance
<weapon>fragweap[1\|2] when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+12 = alt fire for the weapon); disable flak by setting to -1 value
<weapon>fragrays[1\|2] when creating flak, create this many projectiles for it value
<weapon>fragtime[1\|2] flak projectiles from this weapon last this long milliseconds
<weapon>fragspeed[1\|2] flak projectiles from this weapon start with this much speed (may be influenced by fragspread/fragskew and fragrel) value
<weapon>fullauto[1\|2] determines if each firing action is fully automatic (click-and-hold) or not (click-and-click) bool
<weapon>relativity[1\|2] multiplier of player velocity added to a projectile of each firing action value
<weapon>kickpush[1\|2] determines the amount of pushback from shooting each firing action value
<weapon>fragscale[1\|2] flak created by this firing action is scaled by this much value
<weapon>fragspread[1\|2] flak created by this firing action spreads its direction randomly by this much if it doesn’t impact a player value
<weapon>fragrel[1\|2] flak created by this firing action retains this much of its parent relative momentum value
<weapon>fragoffset[1\|2] flak created by this firing action is offset by this distance if it impacts a player before being created value
<weapon>fragskew[1\|2] flak created by this firing action spreads its direction randomly by this much when it impacts a player value
<weapon>cooked[1\|2] determines cooking style for a projectile [more damage] [less damage] [longer lifetime] [shorter lifetime] [faster speed] [slower speed] [extra rays] [zoom view] [keep zoom view]
<weapon>desc[1\|2] description of each firing action string
<weapon>timedelay[1\|2] delay before a projectile from each firing action is launched milliseconds
<weapon>timeiter[1\|2] extra delay added for each successive ray of a multi-ray firing action milliseconds
<weapon>speedlimit[1\|2] when cooking scales speed, the speed a projectile from each firing action starts from before scaling value
<weapon>spreadmin[1\|2] minimum spread for each firing action after movement modifiers are applied value
<weapon>spreadmax[1\|2] maximum spread for each firing action after movement modifiers are applied, 0 = no limit value
<weapon>spreadstill[1\|2] spread added for each firing action while not moving value
<weapon>spreadmoving[1\|2] spread added for each firing action while moving value
<weapon>spreadrunning[1\|2] spread added for each firing action while running value
<weapon>spreadsprinting[1\|2] spread added for each firing action while sprinting value
<weapon>spreadcrouch[1\|2] spread added for each firing action while crouching value
<weapon>spreadzoom[1\|2] spread added for each firing action while zoomed in value
<weapon>spreadinair[1\|2] spread added for each firing action while midair, on top of the other spread modifiers value
<weapon>aileaddist[1\|2] distance at which AI fully leads its aim by the target’s velocity, closer targets are led proportionally less distance
<weapon>aileadvel[1\|2] multiplier of the target’s velocity that AI adds to its aim to lead a target value
<weapon>fragcond[1\|2] determines when flak uses fragoffset and fragskew rather than fragspread (bitwise OR) [always] [hit a player] [stuck to a player] [stuck to anything]
<weapon>fragtimedelay[1\|2] delay before the first flak projectile from this firing action is launched milliseconds
<weapon>fragtimeiter[1\|2] extra delay added for each successive flak projectile from this firing action milliseconds
<weapon>fragspeedmin[1\|2] minimum speed of flak created by this firing action, used when fragspeed is zero value
<weapon>fragspeedmax[1\|2] maximum speed of flak created by this firing action, used when fragspeed is zero, 0 = no limit value
<weapon>fragjump[1\|2] fraction of fragtime to skip, shortening the lifetime of flak created by this firing action value
<weapon>colourcook[1\|2] colour the weapon blends towards while cooking or zooming, 0 = off colour
<weapon>colourproj[1\|2] colour the projectile model blends towards as it ages, 0 = off colour
<weapon>fxtypepower[1\|2] effect type shown on the weapon while cooking each firing action value
<weapon>fxchain[1\|2] links successive projectiles from continuous fire into a chain for effects boolean
<weapon>soundskew[1\|2] when cooked, scale the firing sound volume by the cook amount boolean
<weapon>modbuoyancyattack[1\|2] determines change in player buoyancy while firing the weapon; stacks with other modbuoyancy vars value

Attack modifiers

Variable / Command Description Arguments / Fields
<weapon>modimpulsespeedattack[1\|2] determines change in impulse speed while firing the weapon; stacks with other modimpulsespeed vars value
<weapon>modspeedattack[1\|2] determines change in run speed while firing the weapon; stacks with other modspeed vars value
<weapon>modweightattack[1\|2] determines change in player weight wihle firing the weapon; stacks with other modweight vars value

Recoil

Variable / Command Description Arguments / Fields
<weapon>recoilpitchcrouch[1\|2] determines weapon’s crosshair rise scale factor while crouching value
<weapon>recoilpitchinair[1\|2] determines weapon’s crosshair rise scale factor while midair value
<weapon>recoilpitchmax[1\|2] determines weapon’s maximum crosshair rise rate value
<weapon>recoilpitchmin[1\|2] determines weapon’s minimum crosshair rise rate value
<weapon>recoilpitchmoving[1\|2] determines weapon’s crosshair rise scale factor while moving value
<weapon>recoilpitchdir[1\|2] determines weapon’s crosshair chance of rising versus falling (0 = always up, >0 = favour rising, <0 = favour falling) value
<weapon>recoilpitchrunning[1\|2] determines weapon’s crosshair rise scale factor while running value
<weapon>recoilpitchsprinting[1\|2] determines weapon’s crosshair rise scale factor while sprinting value
<weapon>recoilpitchstill[1\|2] determines weapon’s crosshair rise scale factor while not moving value
<weapon>recoilpitchzoom[1\|2] determines weapon’s crosshair rise scale factor while zoomed in value
<weapon>recoiltime[1\|2] determines weapon’s crosshair rise time (>0 = time in ms, <0 = divided attack delay) value
<weapon>recoiltimecrouch[1\|2] determines weapon’s crosshair rise duration factor while crouching value
<weapon>recoiltimeinair[1\|2] determines weapon’s crosshair rise duration factor while midair value
<weapon>recoiltimemoving[1\|2] determines weapon’s crosshair rise duration factor while moving value
<weapon>recoiltimerunning[1\|2] determines weapon’s crosshair rise duration factor while running value
<weapon>recoiltimesprinting[1\|2] determines weapon’s crosshair rise duration factor while sprinting value
<weapon>recoiltimestill[1\|2] determines weapon’s crosshair rise duration factor while not moving value
<weapon>recoiltimezoom[1\|2] determines weapon’s crosshair rise duration factor while zoomed in value
<weapon>recoilyawcrouch[1\|2] determines weapon’s crosshair rise duration factor while crouching value
<weapon>recoilyawinair[1\|2] determines weapon’s crosshair rise duration factor while midair value
<weapon>recoilyawmax[1\|2] determines weapon’s maximum lateral crosshair wander rate value
<weapon>recoilyawmin[1\|2] determines weapon’s minimum lateral crosshair wander rate value
<weapon>recoilyawmoving[1\|2] determines weapon’s lateral crosshair wander rate scale factor while moving value
<weapon>recoilyawrunning[1\|2] determines weapon’s lateral crosshair wander rate scale factor while running value
<weapon>recoilyawsprinting[1\|2] determines weapon’s lateral crosshair wander rate scale factor while sprinting value
<weapon>recoilyawstill[1\|2] determines weapon’s lateral crosshair wander rate scale factor while not moving value
<weapon>recoilyawzoom[1\|2] determines weapon’s lateral crosshair wander rate scale factor while zoomed in value

Projectiles

Variable / Command Description Arguments / Fields
<weapon>[flak]attractdist[1\|2] determines radius in which the attraction effect takes place value
<weapon>[flak]attractminvel[1\|2] when the speed of the projectile exceeds this value, it will stop attracting value
<weapon>[flak]attractscaled[1\|2] determines the increase in attraction speed when closer to the center of the attract radius value
<weapon>[flak]attractspeed[1\|2] determines the percentage of projectile’s speed that will be used as the base of the attraction speed value
<weapon>[flak]liquidcoast[1\|2] multiplier of velocity for a projectile of each firing action when in liquid value
<weapon>[flak]weight[1\|2] relative weight for a projectile of each firing action value
<weapon>[flak]coastscale[1\|2] multiplier of the world coast for a projectile of each firing action, 0 disables coasting drag value
<weapon>[flak]radius[1\|2] determines the size for a projectile or length of a scan of each firing action value
<weapon>[flak]elasticity[1\|2] multiplier of velocity for a projectile of each firing action when doing a bounce event value
<weapon>[flak]buoyancy[1\|2] determines whether a projectile will sink or surface when submerged in a liquid, and how quickly if so value
<weapon>[flak]drill[1\|2] determines distance to which the projectile may penetrate level geometry value
<weapon>[flak]collide[1\|2] determines collision properties for a projectile from each firing action (bitwise OR) COLLIDE_TRACE COLLIDE_SCAN COLLIDE_LENGTH COLLIDE_PROJ COLLIDE_OWNER IMPACT_GEOM IMPACT_PLAYER IMPACT_SHOTS BOUNCE_GEOM BOUNCE_PLAYER BOUNCE_SHOTS DRILL_GEOM DRILL_PLAYER DRILL_SHOTS STICK_GEOM STICK_PLAYER
<weapon>[flak]guideddelay[1\|2] when more than zero, projectiles from this weapon will delay guided settings by this long milliseconds
<weapon>[flak]speeddelta[1\|2] determines the amount by which each firing action is guided value
<weapon>[flak]taperin[1\|2] determines the fraction of the lifetime from the start until the projectile reaches its full size value
<weapon>[flak]taperout[1\|2] determines the fraction of the lifetime from the end where the projectile size “fades out” value
<weapon>[flak]blend[1\|2] determines the opacity of the projectile & particle effects of the weapon (0=transparent, 1=opaque) value
<weapon>[flak]speedmin[1\|2] minimum speed of a projectile from each firing action after bouncing value
<weapon>[flak]speedmax[1\|2] maximum speed of a projectile from each firing action after bouncing, 0 = no limit value
<weapon>[flak]guidedspeed[1\|2] multiplier of a guided projectile’s speed once guidance starts value
<weapon>[flak]interacts[1\|2] determines which map entities a projectile from each firing action interacts with (bitwise OR) teleports pushers
<weapon>[flak]timestick[1\|2] when more than zero, a projectile from each firing action has its lifetime reset to this when it sticks milliseconds
<weapon>[flak]taper[1\|2] determines how a projectile changes size;
0 = off, 1 = by lifetime fraction, 3 = by lifetime in milliseconds, 5 = by distance travelled,
+1 = keep tapering out once stuck
value
<weapon>[flak]tapermin[1\|2] minimum size multiplier of a tapering projectile, also the minimum damage multiplier of tapered damage value
<weapon>[flak]tapermax[1\|2] maximum size multiplier of a tapering projectile, also the maximum damage multiplier of tapered damage value
<weapon>[flak]length[1\|2] maximum length of the trail drawn behind a projectile from each firing action value
<weapon>[flak]fade[1\|2] determines whose projectiles fade out near the camera (bitwise OR) own others
<weapon>[flak]fadeat[1\|2] distance from the camera at which a fading projectile is fully visible distance
<weapon>[flak]fadecut[1\|2] distance from the camera within which a fading projectile is invisible distance
<weapon>[flak]fadein[1\|2] time a projectile from each firing action takes to fade in after launch milliseconds
<weapon>[flak]fadeout[1\|2] time before the end of its lifetime that a projectile from each firing action starts fading out milliseconds
<weapon>[flak]vistime[1\|2] time a stuck projectile takes to fade to its visfade level milliseconds
<weapon>[flak]visfade[1\|2] amount a stuck projectile fades out over vistime (0 = stays visible, 1 = invisible) value
<weapon>[flak]fxtype[1\|2] effect type for the muzzle when firing each firing action value
<weapon>[flak]fxtypeproj[1\|2] effect type for a projectile from each firing action value
<weapon>[flak]fxcol[1\|2] colour of the effects of each firing action colour
<weapon>[flak]fxscale[1\|2] size multiplier of the effects of each firing action value
<weapon>[flak]fxblend[1\|2] opacity multiplier of the effects of each firing action value
<weapon>[flak]lightcol[1\|2] colour of the light emitted by the weapon while lightpersist has the material colour flag colour
<weapon>[flak]explcol[1\|2] colour of the explosion of a projectile from this weapon (currently unused) colour
<weapon>[flak]headmin[1\|2] maximum distance from an explosion to the head for a radial hit to count as a head shot, beyond this it is a whiplash hit distance
<weapon>[flak]damagewhiplash[1\|2] determines the multiplier of damage for whiplash hits (radial hits near the head) value
<weapon>[flak]damagecollect[1\|2] multiplier of damage dealt by each firing action that is returned to the attacker as health value
<weapon>[flak]damagepenalty[1\|2] when non-zero, killing a teammate with each firing action incurs the team kill penalty boolean
<weapon>[flak]hitvel[1\|2] determines the amount of velocity added in the direction of travel when getting hit by this shot value
<weapon>[flak]stun[1\|2] determines the stun effects of getting hit by each firing action (bitwise OR) [slow over time] [lower gravity over time] [slow immediately] [lower gravity immediately] [slip]
<weapon>[flak]stunscale[1\|2] determines how much a stun slows movement (0-1) value
<weapon>[flak]stunfall[1\|2] determines how much a stun reduces gravity (0-1) value
<weapon>[flak]stuntime[1\|2] duration of a stun effect milliseconds
<weapon>[flak]shockstunscale[1\|2] determines how much a shock residual stun slows movement (0-1) value
<weapon>[flak]shockstunfall[1\|2] determines how much a shock residual stun reduces gravity (0-1) value
<weapon>[flak]shockstuntime[1\|2] duration of each shock residual stun milliseconds
<weapon>[flak]destroyburn[1\|2] when non-zero, a projectile from each firing action is destroyed on hitting a burning player boolean
<weapon>[flak]destroybleed[1\|2] when non-zero, a projectile from each firing action is destroyed on hitting a bleeding player boolean
<weapon>[flak]destroyshock[1\|2] when non-zero, a projectile from each firing action is destroyed on hitting a shocked player boolean
<weapon>[flak]destroycorrode[1\|2] when non-zero, a projectile from each firing action is destroyed on hitting a corroded player boolean
<weapon>[flak]proxtype[1\|2] determines how a stuck projectile is triggered;
0 = off, 1 = a player comes within proxdist, 2 = a player crosses a tripwire of proxdist length
value
<weapon>[flak]proxdist[1\|2] trigger distance of a stuck proximity projectile distance
<weapon>[flak]proxdelay[1\|2] time after sticking for the proximity distance to grow to its full size milliseconds
<weapon>[flak]proxtime[1\|2] time left before a triggered proximity projectile detonates milliseconds

Damage

Variable / Command Description Arguments / Fields
<weapon>[flak]damage[1\|2] the amount of damage a projectile from each firing action does value
<weapon>[flak]damagehead[1\|2] determines the multiplier of damage for head shots value
<weapon>[flak]damagetorso[1\|2] determines the multiplier of damage for torso shots value
<weapon>[flak]damagelimb[1\|2] determines the multiplier of damage for limb shots value
<weapon>[flak]damageself[1\|2] determines the multiplier of damage for self-inflicted shots value
<weapon>[flak]damageteam[1\|2] determines the multiplier of damage for shots at one’s own team value
<weapon>[flak]element[1\|2] determines what the shot is made of, which decides how grass reacts to it, 0 = nothing, 1 = fire, 2 = energy, 3 = acid value
<weapon>[flak]elementradius[1\|2] determines how far the shot’s element reaches on the grass it touches, in power 0 cubes value
<weapon>[flak]radial[1\|2] determines the radius of splash damage, in power 0 cubes value
<weapon>[flak]radialdelay[1\|2] determines the time between ticks of “continuous” radial damage, starts counting from first “radiation” milliseconds

Projectile effects

Variable / Command Description Arguments / Fields
<weapon>[flak]extinguish[1\|2] determines if a projectile from each firing action is extinguished by water value
<weapon>[flak]radial[1\|2] determines the explosion radius for a particle of this firing action value
<weapon>[flak]wavepush[1\|2] determines the multiplier of explode radius this weapon pushes in value
<weapon>[flak]hitpush[1\|2] determines the amount of pushback from getting hit by this shot value
<weapon>[flak]hitpushself[1\|2] determines the amount of multiplier of pushback from hitting oneself with this shot value
<weapon>[flak]grab[1\|2] determines if the weapon is used for parkour grabs [can grab on walls] [can grab players]
<weapon>[flak]guided[1\|2] determines guided style for a projectile, 0 = off, 1 = follow crosshair direction, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target), 6 = direct toward first crosshair direction value

Residual effects

Variable / Command Description Arguments / Fields
<weapon>[flak]residual[1\|2] determines the residual effects of a projectile from each firing action (bitwise OR) burns bleeds shocks corrodes
<weapon>[flak]residualundo[1\|2] determines if a projectile from each firing action will extinguish a residual effect burn bleed shock corrode
<weapon>[flak]bleeddamage[1\|2] determines damage caused by bleed residual (if enabled) (note that player health is 1000) value
<weapon>[flak]bleeddelay[1\|2] determines time between damage caused by bleed residual (if enabled) in milliseconds value
<weapon>[flak]bleedtime[1\|2] determines duration of damage caused by bleed residual (if enabled) in milliseconds value
<weapon>[flak]burndamage[1\|2] determines damage caused by burn residual (if enabled) in (note that player health is out of 1000) value
<weapon>[flak]burndelay[1\|2] determines time between damage caused by burn residual (if enabled) in milliseconds value
<weapon>[flak]burntime[1\|2] determines duration of damage caused by burn residual (if enabled) in milliseconds value
<weapon>[flak]shockdamage[1\|2] determines damage caused by shock residual (if enabled) in (note that player health is out of 1000) value
<weapon>[flak]shockdelay[1\|2] determines time between damage caused by shock residual (if enabled) in milliseconds value
<weapon>[flak]shocktime[1\|2] determines magnitude of stun effect caused by shock residual (if enabled) in milliseconds value
<weapon>[flak]shockstun[1\|2] determines magnitude of stun effect caused by shock residual (if enabled) in milliseconds value
<weapon>[flak]corrodedamage[1\|2] determines damage caused by corrode residual (if enabled) in (note that player health is out of 1000) value
<weapon>[flak]corrodedelay[1\|2] determines time between damage caused by corrode residual (if enabled) in milliseconds value
<weapon>[flak]corrodetime[1\|2] determines magnitude of stun effect caused by corrode residual (if enabled) in milliseconds value

Weapon obituaries

Variable / Command Description Arguments / Fields
<weapon>[flak]obitheadless[1\|2] determines death message for kills which decapitate opponent string
<weapon>[flak]obitobliterated[1\|2] determines death message for kills which gib (reduce to pieces) opponent string
<weapon>[flak]obitsuicide[1\|2] determines death message for kills which are inflicted upon oneself string
<weapon>[flak]obituary[1\|2] determines death message for normal kills which do not satisfy conditions for other obituaries string