[--- Weapon Overview ---] giveable - Indicates whether the item can be bought/picked up, "given" to the player. selectable - Indicates whether the item can be selected in the player's inventory. select_override - Indicates if the time until the weapon can be used will be overridden. droppable - Indicates whether the item can be dropped. auto_droppable - Indicates whether the item will be automatically dropped when out of ammo. arms - Indicates whether arms will be displayed for this item. two_hand - Indicates whether the player needs to use 2 hands to carry the item. If so, the item can't be used when grabbing AI by the throat, or when holding a small object. has_first_select - Plays an animation when the weapon is selected for the first time (as with the LAW and its expanding tube). prone_not_usable - Indicates whether the player can prone when holding the item. pose - Sets the pose the player model will take when holding the item. mass - The weight of the item, in kg, and how much it will slow the player down when held. melee_attack_firemode - The name of the firemode that is used for melee combat. attach_to_back - Visually attaches the weapon to the players back in 3rd person view when it's not in use. raiseable - Indicates whether the item can be raised when the player faces an object from up close. raise_distance - Sets how close the player has to be to an object for the weapon to be raised. display_name - Sets the display name. For all items already present this refers to an entry in the Game\Localized\Languages\game_text_messages.xml file. [--- Ammo Params ---] name - Specify the name of the ammo that will be used and obtained with the weapon. e.g; "fybullet" will use the same bullets as an FY71. extra - Amount of ammo that is given, extra ammo, aside from the current clip. amount - Amount of ammo that is given, already loaded into the magazine. minammo - Amount of ammo threshold used to indicate low ammo status on the HUD ? accessoryAmmo - Amount of ammo that is given when weapon is picked up (aside from a default?)? [--- Firing ---] ammo_type - The bullet the weapon will fire. hit_type - The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs. rate - The rate of fire for the weapon (bullets fired per minute). damage - The damage this weapon will do by default. damage_drop_per_meter - Amount of damage decrease per meter of projectile travel. damage_drop_min_distance - Minimum distance the projectile has to travel before initiating damage drop calculations. reload_time - The time between hitting the Reload key and the moment you can fire again. This does not affect the reload animation of the weapon. bullet_chamber - Indicates whether the weapon has a bullet in the bullet chamber after reload (basically an extra bullet). clip_size - The maximum amount of bullets a magazine for this weapon can carry. max_clips - Maximum amount of clips that can be available for the weapon? Set to "0" to disallow reloading and buying new ammo? nearmiss_signal - Indicates if the "nearmiss" sound will play if a shot from the weapon just misses a target? autozoom - Indicates whether the player's view will gradually zoom in when firing the weapon for a longer time. ooatracer_treshold - This is the number of bullets left in clip before Out Of Ammo tracer (Red Tracer) shows while shooting. aim_helper - Indicates whether an aim helper, showing where the player needs to aim, should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher. distance - autoaim - Indicates whether auto-aim is enabled on the weapon. (only works for HomingMissiles?) autoaim_zoom - Indicates whether auto-aim is always available or only when zoomed. autoaim_locktime - Amount of time it takes for the weapon to lock on. autoaim_distance - Max distance vehicles may be at for the autoaim to be able to lock on. autoaim_tolerance - Amount the aim point can be moved before the lock is lost (in degrees). autoaim_minvolume - Min volume vehicles must be for the autoaim to be able to lock on. (Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048) autoaim_maxvolume - Max volume vehicles may be for the autoaim to be able to lock on. autoaim_autofiringdir - Indicates the rocket will be fired directly at the target, no matter what direction the weapon actually faces (provided the target is locked). autoaim_timeout - Indicates whether the lock on a vehicle will time out after a certain period of time. ai_vs_player_damage - Sets the damage the gun does when AI hits you (this is defaulted to normal damage)? [--- Recoil ---] max_recoil - Maximum recoil for the weapon in any direction. attack - Amount of recoil per shot. (must be less than max) decay - Speed at which your gun returns to its normal position after firing. Lower is faster. maxx - Max recoil on the X (backwards, causes upwards recoil) axis. maxy - Max recoil on the Y (sideways) axis. randomness - Randomness of the recoil in any direction? angular_impulse - back_impulse - The visual kickback of the gun? impulse - How hard the player should actually be pushed back when firing. [--- Spread ---] min - Minimum spread in all directions. max - Maximum spread in all directions. attack - Amount of spread per shot. (Must be less than max) decay - Speed at which the spread decreases. Lower is faster. Is active whenever your spread is above minimum, but is more noticable when not firing. speed_m - Amount of spread gained whilst moving. rotation_m - Amount of spread gained when moving mouse. crouchScale - Amount the spread is scaled when the player is crouching. proneScale - Amount the spread is scaled when the player is proned. [--- Objects Tracing ---] geometryFP - Path to the object file of the first person tracer. geometry - Path to the object file of the third person tracer. effectFP - Path to the particle effect for the first person tracer. effect - Path to the third person particle effect for the tracer. speed - Speed at which you see the tracer fly in third person. (should be equal to the bullet's speed) speedFP - Speed at which you see the tracer fly in first person. (should be equal to the bullet's speed) frequency - How 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. [--- Speed ---] min_speed - max_speed - acceleration - deceleration - [--- Melee ---] helper - Object used for collision detection when performing melee attack? offset - damage - Default damage done by a melee hit. impulse - How much the player will be pushed back when performing a melee attack. delay - Time between pressing the Melee button and the damage happens. duration - Duration of the animation?/Duration of time the helper can collide with objects during animation? [--- Actions ---] - Refers to an action listed elsewhere (near the top for all Crysis items). [--- Zoom ---] suffix - Animation suffix. Example: "suffix name"_"animation name" , without quotes. suffix_FC - Animation suffix for the simple zoom. Example: Defined suffix is "FCZoom". "FCZoom_zoomin" is the animation for zooming with simple ironsights. support_FC_IronSight - Sets whether this zoommode is compatible with "Simple Ironsights" blur_amount - dof_mask multiplier? dof_mask - Path to the blur mask used for the depth of field (DoF) effect. zoom_in_time - Amount of time it takes to zoom in. zoom_out_time - Amount of time it takes to zoom out. reflex_aimDot - Indicates whether the crosshair will be swapped with a laser dot, as with the LAM? reflex_dotEffect - Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?) hbob_ratio - Amount of Weapon movement according to the Player movement while zooming in this zoommode. Low amount = strong movement. scope_mode - Indicates whether this is a scope or an ironsight zoommode. scope_nearFov - Field of view (FoV) when zoomed in. (the lower the more zoomed) scope_offset - Scope offset from the player view. (in x, y, z) [--- ZoomSway ---] maxX - Maximum sway on the X (up and down) axis when zoomed in. maxY - Maximum sway on the Y (sideways) axis when zoomed in. stabilizeTime - Time taken (not in seconds, try "50") for sway to stabilize down to minimum when activating scope/ironsight. minScale - Minimum amount of sway at any given time. Will override maxX/maxY settings. strengthScale - Amount the zoom sway is scaled when the player is in strength mode. strengthScaleTime - crouchScale - Amount the zoom sway is scaled when the player is crouching. proneScale - Amount the zoom sway is scaled when the player is proned. [--- Scope ---] scope - dark_in_time - dark_out_time - [--- Flags ---] clientonly - Indicates whether the ammo type is only hosted on the client or also on the server. ServerOnly - serverspawn - Indicates whether the bullet will spawn server-side? predictspawn - Indicates whether the game will predict where the bullet will go (Only valid if ServerSpawn is set to true) [--- Physics ---] type - "particle", "rigid", or "static" mass - Weight of the bullet, in kg. speed - Speed at which the bullet will fly. (m/s) material - Surface material applied to the bullet. single_contact - Indicates whether the bullet/rocket will explode on first contact. max_logged_collisions - Maximum amount of collisions before the projectile disappears/explodes. single_contact must be set to 0. traceable - spin - spin_random - no_roll - no_spin - on_path_alignment - [--- Physics: particles ---] radius - Radius of the projectile, for collision purposes. air_resistance - How much the bullet will be slowed down by air friction, when in the air. (m/s2) water_resistance - How much the bullet will be slowed down by water friction, when underwater. (m/s2) gravity - Amount of gravity applied to the bullet when in flight. (m/s2) water_gravity - Amount of gravity applied to the bullet when underwater. (m/s2) thrust - Speed at which the bullet leaves the barrel. (m/s) lift - Amount of upward acceleration the projectile receives. (m/s2) min_bounce_speed - Minimum speed the projectile must be travelling for the it to bounce off objects and terrain. (must have single_contact to 0, in m/s) pierceability - Indicates what surface materials the bullet can penetrate. (Need more info here) [--- Physics: explosions ---] pressure - Force of the explosion. (Newtons?) min_radius - Minimum damage radius of the explosion.(meters) max_radius - Maximum damage radius of the explosion.(meters) hole_size - Related to the hole created when terrain deformation is activated. http://www.crymod.com/thread.php?threadid=39041&hilight=terdef terrain_hole_size - Related to the hole created when terrain deformation is activated. http://www.crymod.com/thread.php?threadid=39041&hilight=terdef decal - Path to the decal the rocket will spawn on explosion. effect - Default explosion effect (particle). effect_scale - Amount the explosion effect will be scaled. (multiplier) type - Hit type definition for the bullet. min_phys_radius - Minimum radius for things to be effected by the explosion force.(meters) max_phys_radius - Maximum radius for things to be effected by the explosion force.(meters) radialblurdist - Radius in which players vision is blurred by the explosion.(meters) [--- Physics: parameters ---] lifetime - Time the bullet will stay alive, before disappearing/exploding for grenades and rockets, after being fired. showtime - Time the actual geometry of the bullet/rocket will stay visible after being fired. bulletType - cruise - If set, the projectile will attempt to cruise at an altitude before striking the target. cruise_altitude - (Causes crash) Altitude the projectile will attempt to cruise at if "cruise" is enabled. (meters) align_altitude - (Causes crash) Altitude the projectile must reach before it points tword the target, should be less than "cruise_altitude". (meters) descend_distance - (Causes crash) Distance 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) controlled - Indicated whether the projectile will seek the target or not. turn_speed - Maximum centripetal acceleration the projectile can achieve. (m/s2 max_target_distance - Maximum distance for the homing target. (meters) lazyness - Seems more sensitive than the turn speed. Lower values aren't as lazy (?). hitPoints - Ammo hitpoints noBulletHits - Shooting the ammo does not remove hit points quietRemoval - Will not cause the ammo to explode when they time out sleepTime - aitype - What the AI will treat the projectile as. "grenade" or "rpg". [--- Physics: Trails ---] effect - Path to the effect of the trail of the rocket. scale - Amount the trail effect will be scaled. sound - The sound the projectile makes. Like a missile's thruster or a bullet's whizz. effect_fp - What the effect will look like from the perspective of the shooter? prime - [--- Physics: Watertrails ---] effect - Path to the effect of the bullet trail when the bullet is underwater. scale - Amount the above is scaled.