;the animation that the ThrownWeapon's first-person model should play before thrown, ie. pin-being-pulled
FirstPersonPreThrowAnimation=PullPin
;********************************
;GENERAL AND ENEMY RELATED DATA
;********************************
[SwatEquipment.SubMachineGun]
;offset from the origin of the gun to the tip
ThirdPersonFireOffset=(X=0,Y=0,Z=0)
RagdollDeathImpactMomentumMultiplier=20
[SwatEquipment.Handgun]
;offset from the origin of the gun to the tip
ThirdPersonFireOffset=(X=0,Y=0,Z=0)
RagdollDeathImpactMomentumMultiplier=10
[SwatEquipment.MachineGun]
;offset from the origin of the gun to the tip
ThirdPersonFireOffset=(X=0,Y=0,Z=0)
RagdollDeathImpactMomentumMultiplier=30
[SwatEquipment.Shotgun]
;offset from the origin of the gun to the tip
ThirdPersonFireOffset=(X=0,Y=0,Z=0)
RagdollDeathImpactMomentumMultiplier=80
[SwatEquipment.CSBallLauncher]
RagdollDeathImpactMomentumMultiplier=0
;********************************
; PRIMARY AND BACKUP WEAPONS
;********************************
;*************************
; SHOTGUNS
;*************************
;********************************
;BENELLI M4 SUPER90 SHOTGUN
;********************************
[SwatEquipment.M4Super90SG]
;RoundBasedWeapon configuration
MagazineSize=5
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.M4Super90SGAmmo
PlayerAmmoOption=SwatAmmo.M4Super90SGSabotAmmo
;00 buck ammo description. In SWATammo.u
;00 buck has been a law enforcement standard issue for shotguns for many years. These rounds contain 9 buckshot pellets all 00 gauge in diameter. The pellets spread out after being fired and can inflict massive damage to unarmored targets. It is less effective against armored targets because the pellets round shape and low speed doesn't allow for penetration.
;Sabot round description. In SWATammo.u
;This 12 gauge specialty round is specifically designed for armor penetration. It is a fin stabilized slug housing a steel penetrator button. Although relatively inaccurate, it allows for the shotgun to be quite effective against armored targets.
Description="The Benelli M4 Super90 tactical shotgun is a highly reliable 12 gauge shotgun that has proven itself time and again in the field. This model features an auto loader allowing for semi-automatic firing of its five round magazine. This powerful weapon is capable of dealing extreme damage quickly and in a reliable spread. It only has two drawbacks. The first is that its bulk can make it difficult to handle in close quarters situations. The second is its small magazine size."
Description="A relatively new design from Benelli, the Nova pump is the top of the line in pump action shotguns. While firing a bit slower than the semi-automatic M4 Super 90, the attached magazine extender allows the Nova pump to hold up to 8 shells at one time."
Description=The breaching shotgun is a specially modified, pump action shotgun designed to breach locked doors. The weapon fires frangible breaching ammo that is designed to quickly break into very small pieces upon impact. This behavior reduces penetration and increases damage upon impact with hard surfaces. These factors make it ideal for breaking locks on doors without penetrating the door and harming someone on the other side. The toothed extender on barrel allows officers to jam the weapon into the door and ensures the correct distance from the lock for the breaching ammo to be most effective. Its compact design permits officers to carry the weapon on their back, allowing it to be carried in addition to the primary weapon.
FriendlyName="Shotgun"
GUIImage=material'gui_tex.equip_breachingshotgun'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=12.0
SmallAimErrorRecoveryRate=2.0
AimErrorBreakingPoint=3.5
StandingAimError=1.0
WalkingAimError=2.0
RunningAimError=5.5
CrouchingAimError=0.5
;Instantaneous penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=2.0
MaxLookAimErrorPenalty=13.0
;AimError penalty for one unit of mouse movement per second
Description="The less lethal shotgun is a Benelli Nova, pump-action shotgun which is always loaded with less than lethal beanbag rounds. It is most often used on an uncooperative suspect or civilian. The specially designated less lethal shotgun is necessary to eliminate errors that can occur from individually loading lethal or less than lethal munitions into the same weapon. To remind the operators that this particular weapon is only to be loaded with less than lethal ammunition, it has been painted green.||The beanbag ammunition provides a powerful blunt force impact on the target. This causes extreme pain and disorientation."
Description="The Pepper-ball gun is based on technology originally designed for recreational paintball. Compressed Carbon Dioxide ejects the ammunition at relatively high velocities. The Pepper-ball gun allows officers to quickly deploy OC at specific targets, in more easily controlled quantities, and at significantly longer ranges than a grenade or standard pepper spray. With the large ammunition hopper this weapon never needs to be reloaded under normal operating conditions."
FriendlyName="Pepper-ball"
GUIImage=material'gui_tex.equip_pepperballgun'
GUIPaperdollImage=material'gui_tex.paperdoll'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=2
ReloadAnimationRate=1
bCanShootThroughGlass=false
bAimAtHead=true
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=10.0
SmallAimErrorRecoveryRate=1.5
AimErrorBreakingPoint=3.5
StandingAimError=1.0
WalkingAimError=2.5
RunningAimError=10.5
CrouchingAimError=0.5
;Instantaneous penalties
EquippedAimErrorPenalty=7.0
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=2.5
MaxLookAimErrorPenalty=10.0
;AimError penalty for one unit of mouse movement per second
Description="The Colt M4A1 carbine is based on the tried and true design of the M16 assault rifle used by the United States Army. The shorter carbine design makes it a more viable weapon than the M16 in close quarters situations. Using .223 caliber rifle ammunition in both full metal jacket and jacketed hollow point configurations, the Colt carbine is the most powerful weapon available to SWAT officers. It is equipped with a firemode selector with a 3-round burst, semi automatic as well as fully automatic firing"
FriendlyName="Colt M4A1 Carbine"
GUIImage=material'gui_tex.equip_m4a1'
GUIPaperdollImage=material'gui_tex.paperdoll'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1.0
ReloadAnimationRate=0.8
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=15.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.5
;Aim Error Base values
StandingAimError=0.25
WalkingAimError=1.3
RunningAimError=12.5
CrouchingAimError=0.15
;Instantaneous penalties
EquippedAimErrorPenalty=6.5
StandToWalkAimErrorPenalty=2.5
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.25
InjuredAimErrorPenalty=1.15
MaxInjuredAimErrorPenalty=7.0
;AimError penalty for one unit of mouse movement per second
Description="The AK-47 was developed in the Soviet Union in 1947 and became standard issue in the Soviet army in 1951. It has remained in service in many third world armies as well as terrorist organizations around the world due to its dependability and the ease at which it can be maintained. It has a slower rate of fire and lower muzzle velocity than the Colt M4A1, but uses a higher caliber bullet which makes it comparable to its American counterpart at short ranges. Since the weapon is not normally used by SWAT it is not equipped with a tactical flashlight."
FriendlyName="AK-47 Machinegun"
GUIImage=material'gui_tex.equip_AK47'
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=6.0
SmallAimErrorRecoveryRate=1.5
AimErrorBreakingPoint=2.75
StandingAimError=0.4
WalkingAimError=2.0
RunningAimError=13.0
CrouchingAimError=0.3
;Instantaneous penalties
EquippedAimErrorPenalty=6.5
StandToWalkAimErrorPenalty=3.3
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.35
InjuredAimErrorPenalty=2.0
MaxInjuredAimErrorPenalty=7.5
;AimError penalty for one unit of mouse movement per second
Description=The GB36s Assault Rifle is a lightweight full sized assault rifle originally developed in the 1990s for the German Bundeswehr. It is now world renowned as an incredibly reliable all-around assault rifle. Firing a mid-sized 5.56mm (.223) rifle round, this weapon is equipped with a firemode selector with a 2-round burst as well as fully automatic firing.
FriendlyName=GB36s Assault Rifle
GUIImage=material'gui_tex.equip_G36K'
GUIPaperdollImage=material'gui_tex.paperdoll'
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=9.0
SmallAimErrorRecoveryRate=1.75
AimErrorBreakingPoint=3.0
StandingAimError=0.2
WalkingAimError=1.85
RunningAimError=10.0
CrouchingAimError=0.1
;Instantaneous penalties
EquippedAimErrorPenalty=6.5
StandToWalkAimErrorPenalty=3.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.5
MaxInjuredAimErrorPenalty=7.0
;AimError penalty for one unit of mouse movement per second
Description="The Gal is a compact and reliable sub-machinegun that was developed in the early fifties in Israel. It has a very high rate of fire and can be hard to control when fired in full auto mode. This model is equipped with a suppressor making it a more stealthy choice. Since the weapon is not normally used by SWAT it is not equipped with a tactical flashlight."
FriendlyName="Gal Sub-machinegun"
GUIImage=material'gui_tex.equip_uzi'
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=10.0
SmallAimErrorRecoveryRate=3.5
AimErrorBreakingPoint=1.5
StandingAimError=0.20
WalkingAimError=1.5
RunningAimError=9.5
CrouchingAimError=0.25
;Instantaneous penalties
EquippedAimErrorPenalty=5.5
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=5.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=4.5
;AimError penalty for one unit of mouse movement per second
Description="This 9mm sub-machine gun is designed by a world renowned german manufacturer. It is preferred by many para-military groups throughout the world for urban tactical engagements. Firing either full metal jacket or jacketed hollow point 9mm ammunition it is versatile, but lacks the stopping power of an assault rifle. Its key advantage is its compact design, which allows superior maneuverability in indoor situations. It is equipped with a fire mode selector allowing semi-automatic and three round burst firing modes."
FriendlyName="9mm SMG"
GUIImage=material'gui_tex.equip_mp5'
GUIPaperdollImage=material'gui_tex.paperdoll'
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=1.0
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=15.0
SmallAimErrorRecoveryRate=2.75
;At what value does it switch to the SmallAimErrorRecoveryRate
AimErrorBreakingPoint=2.0
StandingAimError=0.45
WalkingAimError=1.05
RunningAimError=10.25
CrouchingAimError=0.25
;Instantaneous penalties
EquippedAimErrorPenalty=6.5
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.75
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=7.0
MaxLookAimErrorPenalty=9.0
;AimError penalty for one unit of mouse movement per second
Description="This 9mm sub-machine gun is designed by a world renowned german manufacturer. It is preferred by many para-military groups throughout the world for urban tactical engagements. Firing either full metal jacket or jacketed hollow point 9mm pistol ammunition it is versatile, but lacks the stopping power of the Colt Carbine. Its key advantage is its compact design, which allows superior maneuverability in indoor situations. This model is equipped with a fire mode selector allowing semi-automatic and three round burst firing modes. It also sports a sound and flash suppressor for when stealth is paramount."
FriendlyName="Suppressed 9mm SMG"
GUIImage=material'gui_tex.equip_mp5silenced'
GUIPaperdollImage=material'gui_tex.paperdoll'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=13.0
SmallAimErrorRecoveryRate=2.50
;At what value does it switch to the SmallAimErrorRecoveryRate
AimErrorBreakingPoint=2.0
;Base Accuracy Values
StandingAimError=0.30
WalkingAimError=1.05
RunningAimError=10.25
CrouchingAimError=0.15
;Instantaneous penalties
EquippedAimErrorPenalty=5.5
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.75
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=7.0
MaxLookAimErrorPenalty=9.0
;AimError penalty for one unit of mouse movement per second
Description="The .45 caliber submachinegun is comparable to the 9mm SMG in almost every way. Built largely of glass-fiber reinforced polymers, this lightweight sub-machine gun provides the same reliability as the 9mm model, but with the added punch of the larger .45 caliber round. The heavy bullet provides superior penetration of armored targets with FMJ rounds compared to its 9mm brethren, despite having a lower muzzle velocity and slower cyclical rate of fire. This model is equipped with a fire mode selector allowing semi-automatic, burst (2 shots) and fully automatic firing modes."
FriendlyName=".45 SMG"
GUIImage=material'gui_tex.equip_Ump'
GUIPaperdollImage=material'gui_tex.paperdoll'
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=1.0
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=13.0
SmallAimErrorRecoveryRate=2.75
;At what value does it switch to the SmallAimErrorRecoveryRate
AimErrorBreakingPoint=2.0
StandingAimError=0.55
WalkingAimError=1.15
RunningAimError=10.75
CrouchingAimError=0.35
;Instantaneous penalties
EquippedAimErrorPenalty=6.0
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.1
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=7.0
MaxLookAimErrorPenalty=9.0
;AimError penalty for one unit of mouse movement per second
Description="The Colt M1911 Handgun has been a mainstay in law enforcement for decades. This .45 caliber weapon packs a powerful punch and is the most common backup weapon for SWAT officers. This semi-automatic weapon has an 8 round magazine and can fire both full metal jacket and jacketed hollow point ammunition."
FriendlyName="M1911 Handgun"
GUIImage=material'gui_tex.equip_1911'
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=1.0
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=7.0
SmallAimErrorRecoveryRate=0.95
AimErrorBreakingPoint=1.0
StandingAimError=0.55
WalkingAimError=0.75
RunningAimError=7.5
CrouchingAimError=0.3
;Instantaneous penalties
EquippedAimErrorPenalty=4.5
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=4.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.65
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1.0
;AimError penalty for one unit of mouse movement per second
Description="This Austrian designed handgun is largely made of high tech polymer plastics. This construction results in a weapon that is incredibly easy to handle and manipulate. While less powerful than the Colt 1911, it boasts a 17 round magazine. Its ease of use, accuracy, and "safe action" trigger has made it a popular choice for law enforcement agencies."
FriendlyName="9mm Handgun"
GUIImage=material'gui_tex.equip_9mmpistol'
EquipAnimationRate=1
UnequipAnimationRate=1
UseAnimationRate=1
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=14.0
SmallAimErrorRecoveryRate=1.3
AimErrorBreakingPoint=1.5
StandingAimError=0.59
WalkingAimError=0.75
RunningAimError=8.75
CrouchingAimError=0.35
;Instantaneous penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.15
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1.5
;AimError penalty for one unit of mouse movement per second
Description="The Colt Python is among the most famous of Colt revolvers and was introduced in 1955. It is chambered for the powerful .357 Magnum ammunition making it one of the most powerful hand guns on the market. Its power is offset by its slow rate of fire and arduous reload. In addition, it is not equipped with a tactical flashlight."
FriendlyName="Colt Python"
GUIImage=material'gui_tex.equip_python'
GUIPaperdollImage=material'gui_tex.paperdoll'
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=9.0
SmallAimErrorRecoveryRate=0.95
AimErrorBreakingPoint=1.75
StandingAimError=0.65
WalkingAimError=1.25
RunningAimError=9.5
CrouchingAimError=0.35
;Instantaneous penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=3.5
InjuredAimErrorPenalty=0.75
MaxInjuredAimErrorPenalty=1.50
;AimError penalty for one unit of mouse movement per second
Description="The Taser stun gun works on the principal of Electro-Muscular Disruption (EMD). It fires small electrodes into the target and then sends a powerful electric charge down the thin wires. The EMD effect causes involuntary contraction of the target's muscle tissue regardless of an individual's pain tolerance or mental focus. The effect is painful and demoralizing to even the most aggressive suspects.||The Taser has two key drawbacks. The first is that it has a relatively short range. The second is that new electrodes must be loaded after each shot."
FriendlyName="Taser Stun Gun"
;Ammo description
; The taser cartridge consists of two probes that are propelled by compressed air.
; The probes can fire up to about 15 feet. They are connected to the weapon
; by high-voltage insulated wire and must be replaced after each shot.
GUIImage=material'gui_tex.equip_taser'
EquipAnimationRate=1
;UnequipAnimationRate=1
UnequipAnimationRate=2
UseAnimationRate=1
bCanShootThroughGlass=false
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.25
;Base Accuracy Values
StandingAimError=0.65
WalkingAimError=2.5
RunningAimError=7.5
CrouchingAimError=0.5
;Instantaneous Accuracy Penalties
EquippedAimErrorPenalty=4.5
StandToWalkAimErrorPenalty=2.5
WalkToRunAimErrorPenalty=7.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1
MaxLookAimErrorPenalty=10.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
;Recoil
RecoilBackDuration=0.05
RecoilForeDuration=0.15
RecoilMagnitude=100
;Weapon Zoom
ZoomedFOV=60.0
ZoomTime=0.1
;Pawn reactions
PlayerTasedDuration=15.0
AITasedDuration=1.0
;Number of seconds that the probes stick in the victim before fading out (this has no effect on the logical tased time)
;ProbeStickTime=5.5
ProbeStickTime=5.5
;Time (Seconds) allowed for slacking after contact has been made
;ProbeFallDuration=2.0
ProbeFallDuration=0.75
;Time (seconds) to fade out after done slacking
;FadeDuration=1.5
FadeDuration=1.5
;in units per second, how fast do the probes *appear* to fly. Note that the target point has *already been determined*.
;ProbeVisualSpeed=2000.0
ProbeVisualSpeed=900.0
; If the probes miss, the probes will overreach for this amount of seconds (like a over-stretched spring action)
ProbeRecoilTime=0.4
; if the probes miss, this is the backwards speed (towards the shooter) after the recoil time
ProbeFinalRecoilSpeed=220.0
;the subclass of TaserProbeBase to be used for the Taser Probes
Description="The Colt M1911 Handgun has been a mainstay in law enforcement for decades. This .45 caliber weapon packs a powerful punch and is the most common backup weapon for SWAT officers. This semi-automatic weapon has an 8 round magazine and can fire both full metal jacket and jacketed hollow point ammunition."
FriendlyName="VIP Colt M1911 Handgun"
GUIImage=material'gui_tex.equip_1911'
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=0.9
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=1.0
AimErrorBreakingPoint=1.0
StandingAimError=0.65
WalkingAimError=0.95
RunningAimError=9.0
CrouchingAimError=0.5
;Instantaneous penalties
EquippedAimErrorPenalty=5.5
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=4.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.75
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1.0
;AimError penalty for one unit of mouse movement per second
Description="This grenade emits Chlorobenzylidene malonitrile, or CS. CS is a chemical agent which causes tearing in the eyes and irritation of the mucus membranes. Commonly known as Tear gas, this agent causes people to lose visual acuity and have difficulty breathing. While under the influence of tear gas, suspects are at a significant disadvantage when encountering officers."
FriendlyName="CS Gas"
GUIImage=material'gui_tex.equip_csgas'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=1
[SwatEquipment.VIPGrenadeProjectile]
;timer
FuseTime=1.3
;bouncing
BounceDampening=0.4
BounceCount=3
;how often the CSGasGrenadeProjectile checks who it is affecting
UpdatePeriod=0.5
; How long the gas effect will continue to affect players who
; enter its radius (NOT how long the gas effect lasts when a player
; is gassed!). This should be timed to match the gas particle effect's duration
GasEmissionDuration=9.0
;how long a gassed pawn reacts to the gas, ie. how long it takes for a pawn to recover after leaving the gas
ReactionDuration=12.5
; min and max radius of effect
Radius=(Min=30.0,Max=500.0)
; Time it takes the radius of effect to expand from min to max.
; You can watch the radius expand by typing "rend collision" before
Description=The GB36s Assault Rifle is a lightweight full sized assault rifle originally developed in the 1990s for the German Bundeswehr. It is now world renowned as an incredibly reliable all-around assault rifle. Firing a mid-sized 5.56mm (.223) rifle round, this weapon is equipped with a firemode selector with a 2-round burst as well as fully automatic firing.
FriendlyName=GB36s Assault Rifle
GUIImage=material'gui_tex.equip_G36K'
GUIPaperdollImage=material'gui_tex.paperdoll'
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=7.0
SmallAimErrorRecoveryRate=3.0
AimErrorBreakingPoint=2.5
StandingAimError=0.2
WalkingAimError=1.6
RunningAimError=8.0
CrouchingAimError=0.1
;Instantaneous penalties
EquippedAimErrorPenalty=8.0
StandToWalkAimErrorPenalty=3.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=5.5
;AimError penalty for one unit of mouse movement per second
Description=The GB36s Assault Rifle is a lightweight full sized assault rifle originally developed in the 1990s for the German Bundeswehr. It is now world renowned as an incredibly reliable all-around assault rifle. Firing a mid-sized 5.56mm rifle round, this weapon is equipped with a firemode selector with a 2-round burst as well as fully automatic firing.
FriendlyName=GB36s Assault Rifle
GUIImage=material'gui_tex.equip_G36K'
GUIPaperdollImage=material'gui_tex.paperdoll'
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=7.0
SmallAimErrorRecoveryRate=3.0
AimErrorBreakingPoint=2.5
StandingAimError=0.2
WalkingAimError=1.6
RunningAimError=8.0
CrouchingAimError=0.1
;Instantaneous penalties
EquippedAimErrorPenalty=8.0
StandToWalkAimErrorPenalty=3.0
WalkToRunAimErrorPenalty=5.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=2.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=5.5
;AimError penalty for one unit of mouse movement per second
Description="The 45 caliber submachinegun is comparable to the 9mm SMG in almost every way. Built largely of glass-fiber reinforced polymers, this lightweight sub-machine gun provides the same reliability as the 9mm model, but with the added punch of the larger .45 caliber round. The heavy bullet provides superior penetration of armored targets with FMJ rounds compared to its 9mm brethren, despite having a lower muzzle velocity and slower cyclical rate of fire. This model is equipped with a fire mode selector allowing semi-automatic and fully automatic firing modes."
FriendlyName=".45 SMG"
GUIImage=material'gui_tex.equip_Ump'
GUIPaperdollImage=material'gui_tex.paperdoll'
EquipAnimationRate=1
UnequipAnimationRate=1.5
UseAnimationRate=1.0
ReloadAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=15.0
SmallAimErrorRecoveryRate=2.75
;At what value does it switch to the SmallAimErrorRecoveryRate
AimErrorBreakingPoint=2.0
StandingAimError=0.5
WalkingAimError=0.95
RunningAimError=6.75
CrouchingAimError=0.25
;Instantaneous penalties
EquippedAimErrorPenalty=6.0
StandToWalkAimErrorPenalty=2.25
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=3.0
MaxLookAimErrorPenalty=9.0
;AimError penalty for one unit of mouse movement per second
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=12.0
SmallAimErrorRecoveryRate=2.0
AimErrorBreakingPoint=3.5
StandingAimError=2.5
WalkingAimError=3.5
RunningAimError=8.0
CrouchingAimError=1.5
;Instantaneous penalties
EquippedAimErrorPenalty=7.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=1.0
InjuredAimErrorPenalty=1.0
MaxInjuredAimErrorPenalty=5
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
MaxLookAimErrorPenalty=10.0
;RECOIL IS IGNORED BY AIs
RecoilBackDuration=0.05
RecoilForeDuration=0.35
RecoilMagnitude=1000
;********************************
; PROTECTIVE EQUIPMENT
;********************************
[SwatProtectiveEquipment.LightBodyArmor]
Description=This is the basic and common kevlar body armor worn during normal operations. Light armor provides some protection from hollow point rounds and buckshot, but does little to stop full metal jacket rounds.
FriendlyName=Light Armor
GUIImage=material'gui_tex.equip_LightArmor'
[SwatProtectiveEquipment.HeavyBodyArmor]
Description=Heavy body armor is laden with ceramic plates that provide the best possible protection from ballistic penetrations. Even when hit with FMJ rounds, it provides exceptional protection from pistols and submachineguns, but is still vulnerable to assault rifles and armor piercing shotgun slugs. Also, the extreme weight of the plates reduces the wearer's speed. Its thickness and bulk also reduces the effects of Sting grenades and the less lethal shotgun by half.
FriendlyName=Heavy Armor
GUIImage=material'gui_tex.equip_HeavyArmor'
[SwatProtectiveEquipment.GasMask]
Description=The gas mask provides the wearer with immunity to CS gas, and greatly reduces the duration of the effect of pepper spray. Unfortunately it causes restricted vision and offers no ballistic protection.
FriendlyName=Gas Mask
GUIImage=material'gui_tex.equip_gasmask'
[SwatProtectiveEquipment.KevlarHelmet]
Description=If you can read this, there is a bug. This Kevlar Helmet description should never be displayed.
FriendlyName=Kevlar Helmet
GUIImage=None
[SwatProtectiveEquipment.HelmetAndGoggles]
Description=The kevlar helmet combined with tactical eyewear provides superior damage prevention to the head region as well as eliminating the effects of flashbangs.
Description="The flashbang is a diversionary device that stuns and disorients people with an explosive report and a brillant flash. People that are affected by the device can be temporarily blinded and deafened by the blast. During this time SWAT has a significant tactical advantage over the affected persons.||Flashbangs are designed so that they will not fragment on detonation, but can still cause serious injury if detonation occurs in close proximity to a person. Caution is advised."
FriendlyName="Flashbang"
GUIImage=material'gui_tex.equip_flashbang'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=1
[SwatEquipment.FlashbangGrenadeProjectile]
;timer
FuseTime=1.5
;bouncing
BounceDampening=0.4
BounceCount=3
;damage - Damage should be applied constantly over DamageRadius
Damage=12.0
DamageRadius=48.0
;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius
KarmaImpulse=(Max=300.0,Min=200.0)
KarmaImpulseRadius=800.0
; When a Player (non-AI) being banged has protective
; equipment that protects him from flashbangs, then the duration of
Description="This grenade emits Chlorobenzylidene malonitrile, or CS. CS is a chemical agent which causes tearing in the eyes and irritation of the mucus membranes. Commonly known as Tear gas, this agent causes people to lose visual acuity and have difficulty breathing. While under the influence of tear gas, suspects are at a significant disadvantage when encountering officers."
FriendlyName="CS Gas"
GUIImage=material'gui_tex.equip_csgas'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=1
[SwatEquipment.CSGasGrenadeProjectile]
;timer
FuseTime=1.5
;bouncing
BounceDampening=0.4
BounceCount=3
;how often the CSGasGrenadeProjectile checks who it is affecting
UpdatePeriod=0.5
; How long the gas effect will continue to affect players who
; enter its radius (NOT how long the gas effect lasts when a player
; is gassed!). This should be timed to match the gas particle effect's duration
GasEmissionDuration=7.0
;how long a gassed pawn reacts to the gas, ie. how long it takes for a pawn to recover after leaving the gas
ReactionDuration=11.5
; When a Player (non-AI) being gassed has protective
; equipment that protects him from gas, then the duration of
Description="The sting grenade, or Stinger, is filled with many small rubber balls. Upon detonation these balls are ejected from the grenade, bombarding targets with blunt force projectiles. The rubber balls will not penetrate the skin but can cause dizzyness, disorientation, and severe pain from the impact of the projectiles. While considered less lethal, the sting grenade can cause severe injury if it detonates in very close proximity to someone."
FriendlyName="Stinger"
GUIImage=material'gui_tex.equip_stinggrenade'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=1
[SwatEquipment.StingGrenadeProjectile]
;timer
FuseTime=1.5
;bouncing
BounceDampening=0.4
BounceCount=3
;damage - Damage should be applied constantly over DamageRadius
Damage=25.0
DamageRadius=105.0
;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius
KarmaImpulse=(Max=300.0,Min=50.0)
KarmaImpulseRadius=640.0
;sting
StingRadius=510.0
PlayerStingDuration=11.0
HeavilyArmoredPlayerStingDuration=5.5
;AI stuff
NotifyAIsTime=0.75
AIStingDuration=8.0
MoraleModifier=0.4
;********************************
;PEPPER SPRAY
;********************************
[SwatEquipment.PepperSpray]
;PepperSpray configuration
;when deciding who is affected by pepper spray, the trace is not blocked by anything with MtP less than this
MomentumToPenetrateThreshold=20
PlayerPepperSprayedDuration=12.0
AIPepperSprayedDuration=12.0
; When a Player (non-AI) being peppered has protective
; equipment that protects him from pepper, then the duration of
Description="While generally used for riot control, handheld pepper spray canisters can be an effective tool for subduing uncooperative targets. The active ingredient in pepper spray is Oleoresin Capsicum or OC. OC is an inflammatory agent that causes the eyes to swell up and close. It also causes a burning sensation on any exposed skin. Due to its limited range and area of effect it is best used in addition to other non-lethal devices to cause a suspect or hostage to comply."
FriendlyName="Pepper Spray"
GUIImage=material'gui_tex.equip_pepperspray'
EquipAnimationRate=1
UnequipAnimationRate=2
UseAnimationRate=1
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=20.0
;AimError recovered per second until base AimError is achieved
LargeAimErrorRecoveryRate=250.0
SmallAimErrorRecoveryRate=120.0
AimErrorBreakingPoint=16.0
StandingAimError=15.0
WalkingAimError=16.0
RunningAimError=17.0
InjuredAimErrorPenalty=16.0
CrouchingAimError=14.0
EquippedAimErrorPenalty=17.0
;AimError penalty for one unit of mouse movement per second
Description="The opti-wand is a sophisticated observation device which allows officers to examine situations around corners and under closed doors without exposing themselves to lines of fire. On top of the device is a small LCD screen which displays the images seen by the camera at the end of the expandable rod. It is an invaluable tool for gathering intelligence on suspect and civilian locations before performing dangerous clear routines and potentially exposing your team to fire."
Description="The multi-tool serves many functions and can be used to pick locks, disable bombs and traps, and remove tactical wedges. All officers are equipped with a toolkit."
Description="This specially designed tactical wedge is slid under the door and then activated. The spring loaded action flips up wedges preventing the door from opening from either direction. The rubber coating along the bottom of the wedge increases friction making it extremely difficult to push open with brute force. It can only be removed with a cutting tool reducing the risk of a suspect dislodging the device."
FriendlyName="Door Wedge"
GUIImage=material'gui_tex.equip_doorwedge'
EquipAnimationRate=1.25
UnequipAnimationRate=1.25
UseAnimationRate=1
[SwatGame.DeployedWedgeBase]
;in seconds, the time required to qualify to remove a Wedge with a Toolkit
Description="The C2 breaching charge is a powerful and devastating method of breaching a door. The compact and specially designed charge destroys the locking mechanism of the door and forcefully opens the door at the same time. The noise and shock of the detonation causes people on the opposite side of the door to react in a similar manner to a flashbang detonation, which can provide a tactical advantage for using it instead of the breaching shotgun. The C2 breaching charge is an explosive and can injure or kill anyone unlucky enough to be directly behind the door."
FriendlyName="C2 (x3)"
GUIImage=material'gui_tex.equip_c2charge'
EquipAnimationRate=1.5
UnequipAnimationRate=1.5
UseAnimationRate=2
[SwatGame.DeployedC2ChargeBase]
;in seconds, the time required to qualify to remove a C2Charge with a Toolkit
QualifyTimeForToolkit=2.0
Damage=100.0
;damage is applied to Pawns within a cone. this is the angle (in degrees) at the cone's vertex.
Description="Zip cuff restraints have many benefits over traditional metal hand-cuffs. Tactical teams favor them due to their light weight and flexible design."