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INI File  |  2005-10-24  |  108KB  |  3,026 lines

  1. [Engine.HandheldEquipment]
  2. ZoomTime=0.1
  3.  
  4. [Engine.FiredWeapon]
  5. DebugPerfectAim=false
  6. DebugDrawTraceFire=false
  7. DebugDrawAccuracyCone=false
  8.  
  9. bCanShootThroughGlass=true
  10.  
  11. FlashlightPointLightClass=class'SwatEquipmentModels.DynamicFlashlightPointLight'
  12. FlashlightSpotLightClass=class'SwatEquipmentModels.DynamicFlashlightSpotLight'
  13. FlashlightCoronaLightClass=class'SwatEquipmentModels.DynamicFlashlightCoronaLight'
  14. FlashlightUseFancyLights=-1
  15.  
  16. [Engine.ThrownWeapon]
  17. ;the animation that the ThrownWeapon's first-person model should play before thrown, ie. pin-being-pulled
  18. FirstPersonPreThrowAnimation=PullPin
  19.  
  20.  
  21. ;********************************
  22. ;GENERAL AND ENEMY RELATED DATA
  23. ;********************************
  24.  
  25. [SwatEquipment.SubMachineGun]
  26. ;offset from the origin of the gun to the tip
  27. ThirdPersonFireOffset=(X=0,Y=0,Z=0)
  28. RagdollDeathImpactMomentumMultiplier=20
  29.  
  30. [SwatEquipment.Handgun]
  31. ;offset from the origin of the gun to the tip
  32. ThirdPersonFireOffset=(X=0,Y=0,Z=0)
  33. RagdollDeathImpactMomentumMultiplier=10
  34.  
  35. [SwatEquipment.MachineGun]
  36. ;offset from the origin of the gun to the tip
  37. ThirdPersonFireOffset=(X=0,Y=0,Z=0)
  38. RagdollDeathImpactMomentumMultiplier=30
  39.  
  40. [SwatEquipment.Shotgun]
  41. ;offset from the origin of the gun to the tip
  42. ThirdPersonFireOffset=(X=0,Y=0,Z=0)
  43. RagdollDeathImpactMomentumMultiplier=80
  44.  
  45.  
  46. [SwatEquipment.CSBallLauncher]
  47. RagdollDeathImpactMomentumMultiplier=0
  48.  
  49.  
  50. ;********************************
  51. ; PRIMARY AND BACKUP WEAPONS
  52. ;********************************
  53.  
  54. ;*************************
  55. ;  SHOTGUNS
  56. ;*************************
  57.  
  58. ;********************************
  59. ;BENELLI M4 SUPER90 SHOTGUN
  60. ;********************************
  61.  
  62. [SwatEquipment.M4Super90SG]
  63. ;RoundBasedWeapon configuration
  64. MagazineSize=5
  65. ;FiredWeapon configuration
  66. PlayerAmmoOption=SwatAmmo.M4Super90SGAmmo
  67. PlayerAmmoOption=SwatAmmo.M4Super90SGSabotAmmo
  68. ;00 buck ammo description.  In SWATammo.u
  69. ;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.
  70. ;Sabot round description.  In SWATammo.u
  71. ;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.
  72. EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=100)
  73. Range=3000
  74. MuzzleVelocity=20384
  75. OverrideArmDamageModifier=1.0
  76. ;HandheldEquipment configuration
  77. FirstPersonModelClass=class'SwatEquipmentModels.M4Super90_FirstPerson'
  78. ThirdPersonModelClass=class'SwatEquipmentModels.M4Super90_ThirdPerson'
  79. 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."
  80. FriendlyName="M4 Super90"
  81. GUIImage=material'gui_tex.equip_m4super90'
  82. GUIPaperdollImage=material'gui_tex.paperdoll_shotgun'
  83. EquipAnimationRate=1
  84. UnequipAnimationRate=1
  85. UseAnimationRate=1.5
  86. ReloadAnimationRate=1
  87. ;Since zero is perfect AimError, Max AimError is the worst AimError
  88. MaxAimError=60.0
  89. ;AimError recovered per second until base AimError is achieved
  90. LargeAimErrorRecoveryRate=12.0
  91. SmallAimErrorRecoveryRate=2.0
  92. AimErrorBreakingPoint=4.0
  93. StandingAimError=2.2
  94. WalkingAimError=3.5
  95. RunningAimError=14.0
  96. CrouchingAimError=2.10
  97. ;Instantaneous penalties
  98. EquippedAimErrorPenalty=5.0
  99. StandToWalkAimErrorPenalty=3.0
  100. WalkToRunAimErrorPenalty=9.0
  101. DamagedAimErrorPenalty=0.0
  102. FiredAimErrorPenalty=0.7
  103. InjuredAimErrorPenalty=1.5
  104. MaxInjuredAimErrorPenalty=8
  105. ;AimError penalty for one unit of mouse movement per second
  106. LookAimErrorPenaltyFactor=0.000125
  107. MaxLookAimErrorPenalty=13.0
  108. RecoilBackDuration=0.05
  109. RecoilForeDuration=0.45
  110. RecoilMagnitude=1200
  111. HasAttachedFlashlight=true
  112. FlashlightPosition_1stPerson=(X=14,Y=-4,Z=7)
  113. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  114. FlashlightPosition_3rdPerson=(X=0,Y=-34.6,Z=2.7)
  115. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  116. ;Weapon Zoom
  117. ZoomedFOV=52.0
  118. ZoomTime=0.1
  119.  
  120. ;********************************
  121. ;BENELLI NOVA PUMP ACTION SHOTGUN
  122. ;********************************
  123.  
  124. [SwatEquipment.NovaPumpSG]
  125. ;RoundBasedWeapon configuration
  126. MagazineSize=8
  127. ;FiredWeapon configuration
  128. PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
  129. PlayerAmmoOption=SwatAmmo.NovaPumpSGSabotAmmo
  130. EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100)
  131. Range=3000
  132. MuzzleVelocity=20384
  133. OverrideArmDamageModifier=1.0
  134. ;HandheldEquipment configuration
  135. FirstPersonModelClass=class'SwatEquipmentModels.NovaPump_FirstPerson'
  136. ThirdPersonModelClass=class'SwatEquipmentModels.NovaPump_ThirdPerson'
  137. 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."
  138. FriendlyName="Nova Pump"
  139. GUIImage=material'gui_tex.equip_novapump'
  140. GUIPaperdollImage=material'gui_tex.paperdoll_shotgun'
  141. EquipAnimationRate=1
  142. UnequipAnimationRate=1
  143. UseAnimationRate=1.15
  144. ReloadAnimationRate=1
  145. ;Since zero is perfect AimError, Max AimError is the worst AimError
  146. MaxAimError=60.0
  147. ;AimError recovered per second until base AimError is achieved
  148. LargeAimErrorRecoveryRate=12.0
  149. SmallAimErrorRecoveryRate=2.0
  150. AimErrorBreakingPoint=4.0
  151. StandingAimError=2.5
  152. WalkingAimError=3.9
  153. RunningAimError=14.0
  154. CrouchingAimError=2.0
  155. ;Instantaneous penalties
  156. EquippedAimErrorPenalty=6.0
  157. StandToWalkAimErrorPenalty=3.0
  158. WalkToRunAimErrorPenalty=9.0
  159. DamagedAimErrorPenalty=0.0
  160. FiredAimErrorPenalty=0.7
  161. InjuredAimErrorPenalty=1.5
  162. MaxInjuredAimErrorPenalty=6.0
  163. MaxLookAimErrorPenalty=13.0
  164. ;AimError penalty for one unit of mouse movement per second
  165. LookAimErrorPenaltyFactor=0.000125
  166. RecoilBackDuration=0.05
  167. RecoilForeDuration=0.35
  168. RecoilMagnitude=1200
  169. ;Weapon Zoom
  170. ZoomedFOV=55.0
  171. ZoomTime=0.1
  172. HasAttachedFlashlight=true
  173. ;Flashlight
  174. FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
  175. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  176. FlashlightPosition_3rdPerson=(X=0,Y=-39.4,Z=1.15)
  177. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  178.  
  179. ;*************************
  180. ; Breaching Shotgun
  181. ;*************************
  182.  
  183. [SwatEquipment.BreachingSG]
  184. ;RoundBasedWeapon configuration
  185. MagazineSize=10
  186. ;FiredWeapon configuration
  187. PlayerAmmoOption=SwatAmmo.FrangibleBreachingAmmo
  188. EnemyUsesAmmo=(AmmoClass="SwatAmmo.BreachingShotgunAmmo",Chance=100)
  189. Range=90
  190. MuzzleVelocity=20384
  191. ;HandheldEquipment configuration
  192. FirstPersonModelClass=class'SwatEquipmentModels.BreachingShotgun_FirstPerson'
  193. ThirdPersonModelClass=class'SwatEquipmentModels.BreachingShotgun_ThirdPerson'
  194. 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.
  195. FriendlyName="Shotgun"
  196. GUIImage=material'gui_tex.equip_breachingshotgun'
  197. EquipAnimationRate=1
  198. UnequipAnimationRate=1
  199. UseAnimationRate=1
  200. ReloadAnimationRate=1
  201. ;Since zero is perfect AimError, Max AimError is the worst AimError
  202. MaxAimError=60.0
  203. ;AimError recovered per second until base AimError is achieved
  204. LargeAimErrorRecoveryRate=12.0
  205. SmallAimErrorRecoveryRate=2.0
  206. AimErrorBreakingPoint=3.5
  207. StandingAimError=1.0
  208. WalkingAimError=2.0
  209. RunningAimError=5.5
  210. CrouchingAimError=0.5
  211. ;Instantaneous penalties
  212. EquippedAimErrorPenalty=5.0
  213. StandToWalkAimErrorPenalty=2.0
  214. WalkToRunAimErrorPenalty=6.0
  215. DamagedAimErrorPenalty=0.0
  216. FiredAimErrorPenalty=1.0
  217. InjuredAimErrorPenalty=1.0
  218. MaxInjuredAimErrorPenalty=2.0
  219. MaxLookAimErrorPenalty=13.0
  220. ;AimError penalty for one unit of mouse movement per second
  221. LookAimErrorPenaltyFactor=0.000125
  222. RecoilBackDuration=0.05
  223. RecoilForeDuration=0.15
  224. RecoilMagnitude=1200
  225.  
  226. ;*************************
  227. ; Less Lethal Shotgun
  228. ;*************************
  229.  
  230. [SwatEquipment.LessLethalSG]
  231. ;RoundBasedWeapon configuration
  232. MagazineSize=8
  233. ;FiredWeapon configuration
  234. PlayerAmmoOption=SwatAmmo.LessLethalAmmo
  235. EnemyUsesAmmo=(AmmoClass="SwatAmmo.LessLethalAmmo",Chance=100)
  236. Range=1600
  237. MuzzleVelocity=20384
  238. ;HandheldEquipment configuration
  239. FirstPersonModelClass=class'SwatEquipmentModels.NonLethalShotgun_FirstPerson'
  240. ThirdPersonModelClass=class'SwatEquipmentModels.NonLethalShotgun_ThirdPerson'
  241. 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."
  242. FriendlyName="Less Lethal Shotgun"
  243. GUIImage=material'gui_tex.equip_lesslethal'
  244. GUIPaperdollImage=material'gui_tex.paperdoll_shotgun'
  245. EquipAnimationRate=1
  246. UnequipAnimationRate=1
  247. UseAnimationRate=1
  248. ReloadAnimationRate=1
  249. bCanShootThroughGlass=false
  250. ;Since zero is perfect AimError, Max AimError is the worst AimError
  251. MaxAimError=60.0
  252. ;AimError recovered per second until base AimError is achieved
  253. LargeAimErrorRecoveryRate=12.0
  254. SmallAimErrorRecoveryRate=2.0
  255. AimErrorBreakingPoint=3.0
  256. StandingAimError=2.0
  257. WalkingAimError=2.10
  258. RunningAimError=14.0
  259. CrouchingAimError=1.0
  260. ;Instantaneous penalties
  261. EquippedAimErrorPenalty=5.0
  262. StandToWalkAimErrorPenalty=3.0
  263. WalkToRunAimErrorPenalty=9.0
  264. DamagedAimErrorPenalty=0.0
  265. FiredAimErrorPenalty=1.0
  266. InjuredAimErrorPenalty=1.0
  267. MaxInjuredAimErrorPenalty=8.0
  268. ;AimError penalty for one unit of mouse movement per second
  269. LookAimErrorPenaltyFactor=0.000125
  270. MaxLookAimErrorPenalty=13.0
  271. RecoilBackDuration=0.05
  272. RecoilForeDuration=0.35
  273. RecoilMagnitude=1200
  274. ; **The following are copied from the sting grenade**
  275. ;damage - Damage should be applied constantly over DamageRadius
  276. Damage=9.0
  277. DamageRadius=16.0
  278. ;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius
  279. KarmaImpulse=(Max=200.0,Min=50.0)
  280. KarmaImpulseRadius=800.0
  281. ;sting
  282. StingRadius=800.0
  283. PlayerStingDuration=12.0
  284. HeavilyArmoredPlayerStingDuration=5.0
  285. ;AI stuff
  286. AIStingDuration=6.0
  287. MoraleModifier=0.4
  288. ;Weapon Zoom
  289. ZoomedFOV=55.0
  290. ZoomTime=0.1
  291. HasAttachedFlashlight=true
  292. FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
  293. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  294. FlashlightPosition_3rdPerson=(X=0,Y=-39.4,Z=1.15)
  295. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  296. ;********************************
  297. ;Pepperball WEAPON (CS Ball Launcher)
  298. ;********************************
  299.  
  300. [SwatEquipment.CSBallLauncher]
  301. ;CSBallLauncher configuration
  302. CSBallClass=class'SwatDesignerClasses.CSBall'
  303. ;RoundBasedWeapon configuration
  304. MagazineSize=200
  305. ;FiredWeapon configuration
  306. PlayerAmmoOption=SwatAmmo.CSBallLauncherAmmo
  307. EnemyUsesAmmo=(AmmoClass="SwatAmmo.CSBallLauncherAmmo",Chance=100)
  308. Range=2500
  309. MuzzleVelocity=4000
  310. AvailableFireMode=FireMode_Single
  311. ;AvailableFireMode=FireMode_Burst
  312. ;AvailableFireMode=FireMode_Auto
  313. ;BurstRateFactor=1
  314. ;HandheldEquipment configuration
  315. FirstPersonModelClass=class'SwatEquipmentModels.Paintball_FirstPerson'
  316. ThirdPersonModelClass=class'SwatEquipmentModels.Paintball_ThirdPerson'
  317. 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."
  318. FriendlyName="Pepper-ball"
  319. GUIImage=material'gui_tex.equip_pepperballgun'
  320. GUIPaperdollImage=material'gui_tex.paperdoll'
  321. EquipAnimationRate=1
  322. UnequipAnimationRate=1
  323. UseAnimationRate=2
  324. ReloadAnimationRate=1
  325. bCanShootThroughGlass=false
  326. bAimAtHead=true
  327. ;Since zero is perfect AimError, Max AimError is the worst AimError
  328. MaxAimError=60.0
  329. ;AimError recovered per second until base AimError is achieved
  330. LargeAimErrorRecoveryRate=10.0
  331. SmallAimErrorRecoveryRate=1.5
  332. AimErrorBreakingPoint=3.5
  333. StandingAimError=1.0
  334. WalkingAimError=2.5
  335. RunningAimError=10.5
  336. CrouchingAimError=0.5
  337. ;Instantaneous penalties
  338. EquippedAimErrorPenalty=7.0
  339. StandToWalkAimErrorPenalty=2.25
  340. WalkToRunAimErrorPenalty=5.0
  341. DamagedAimErrorPenalty=0.0
  342. FiredAimErrorPenalty=0.5
  343. InjuredAimErrorPenalty=0.5
  344. MaxInjuredAimErrorPenalty=2.5
  345. MaxLookAimErrorPenalty=10.0
  346. ;AimError penalty for one unit of mouse movement per second
  347. LookAimErrorPenaltyFactor=0.000125
  348. RecoilBackDuration=0.025
  349. RecoilForeDuration=0.035
  350. RecoilMagnitude=100
  351. ;Flashlight
  352. HasAttachedFlashlight=true
  353. FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
  354. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  355. FlashlightPosition_3rdPerson=(X=2.5,Y=-31.5,Z=6.6)
  356. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  357. ;Weapon Zoom
  358. ZoomedFOV=60.0
  359. ZoomTime=0.5
  360.  
  361. [SwatEquipment.CSBallBase]
  362. UpdatePeriod=0.6
  363. CloudRadius=50.0
  364. CloudDuration=2.0
  365. AIGassedDuration=10.0
  366. PlayerGassedDuration=10.0
  367. ; When a Player (non-AI) being gassed has protective 
  368. ; equipment that protects him from gas, then the duration of 
  369. ; effect will be scaled by this value. 
  370. ; I.e., PlayerGassedDuration *= <XXX>PlayerProtectiveEquipmentDurationScaleFactor
  371. ; Where XXX is SP or MP depending on whether it's a single-player or
  372. ; multiplayer game
  373. SPPlayerProtectiveEquipmentDurationScaleFactor=0
  374. MPPlayerProtectiveEquipmentDurationScaleFactor=0.2
  375.  
  376.  
  377. ;***********************
  378. ;   MACHINEGUNS
  379. ;***********************
  380.  
  381. ;*****************************
  382. ;M4A1 Carbine ASSAULT RIFLE
  383. ;*****************************
  384.  
  385. [SwatEquipment.M4A1MG]
  386. ;FiredWeapon configuration
  387. PlayerAmmoOption=SwatAmmo.M4A1MG_JHP
  388. PlayerAmmoOption=SwatAmmo.M4A1MG_FMJ
  389. EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4A1MG_JHP",Chance=100)
  390. Range=4000
  391. MuzzleVelocity=44617 
  392. AvailableFireMode=FireMode_Auto
  393. AvailableFireMode=FireMode_Single
  394. AvailableFireMode=FireMode_Burst
  395. BurstRateFactor=1.4
  396. BurstShotCount=3
  397. ;HandheldEquipment configuration
  398. FirstPersonModelClass=class'SwatEquipmentModels.M4A1_FirstPerson'
  399. ThirdPersonModelClass=class'SwatEquipmentModels.M4A1_ThirdPerson'
  400. 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"
  401. FriendlyName="Colt M4A1 Carbine"
  402. GUIImage=material'gui_tex.equip_m4a1'
  403. GUIPaperdollImage=material'gui_tex.paperdoll'
  404. EquipAnimationRate=1
  405. UnequipAnimationRate=1
  406. UseAnimationRate=1.0
  407. ReloadAnimationRate=0.8
  408. ;Since zero is perfect AimError, Max AimError is the worst AimError
  409. MaxAimError=15.0
  410. ;AimError recovered per second until base AimError is achieved
  411. LargeAimErrorRecoveryRate=8.0
  412. SmallAimErrorRecoveryRate=2.5
  413. AimErrorBreakingPoint=2.5
  414. ;Aim Error Base values
  415. StandingAimError=0.25
  416. WalkingAimError=1.3
  417. RunningAimError=12.5
  418. CrouchingAimError=0.15
  419. ;Instantaneous penalties
  420. EquippedAimErrorPenalty=6.5
  421. StandToWalkAimErrorPenalty=2.5
  422. WalkToRunAimErrorPenalty=5.0
  423. DamagedAimErrorPenalty=0.0
  424. FiredAimErrorPenalty=1.25
  425. InjuredAimErrorPenalty=1.15
  426. MaxInjuredAimErrorPenalty=7.0
  427. ;AimError penalty for one unit of mouse movement per second
  428. LookAimErrorPenaltyFactor=0.000125
  429. MaxLookAimErrorPenalty=10.0
  430. RecoilBackDuration=0.02
  431. RecoilForeDuration=0.6
  432. RecoilMagnitude=235
  433. AutoFireRecoilMagnitudeIncrement=70
  434. ;Flashlight
  435. HasAttachedFlashlight=true
  436. FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
  437. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  438. FlashlightPosition_3rdPerson=(X=2.5,Y=-32,Z=8.7)
  439. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  440. ;Weapon Zoom
  441. ZoomedFOV=40.0
  442. ZoomTime=0.1
  443.  
  444. ;***************************
  445. ;  AK47
  446. ;***************************
  447.  
  448. [SwatEquipment.AK47MG]
  449. ;FiredWeapon configuration
  450. PlayerAmmoOption=SwatAmmo.AK47MG_FMJ
  451. PlayerAmmoOption=SwatAmmo.AK47MG_JHP
  452. EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=90)
  453. EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_LowAmmo_FMJ",Chance=10)
  454. Range=4000
  455. MuzzleVelocity=36186 
  456. AvailableFireMode=FireMode_Auto
  457. AvailableFireMode=FireMode_Single
  458. BurstRateFactor=1.0
  459. ;HandheldEquipment configuration
  460. FirstPersonModelClass=class'SwatEquipmentModels.AK47_FirstPerson'
  461. ThirdPersonModelClass=class'SwatEquipmentModels.AK47_ThirdPerson'
  462. 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."
  463. FriendlyName="AK-47 Machinegun"
  464. GUIImage=material'gui_tex.equip_AK47'
  465. ;Since zero is perfect AimError, Max AimError is the worst AimError
  466. MaxAimError=60.0
  467. ;AimError recovered per second until base AimError is achieved
  468. LargeAimErrorRecoveryRate=6.0
  469. SmallAimErrorRecoveryRate=1.5
  470. AimErrorBreakingPoint=2.75
  471. StandingAimError=0.4
  472. WalkingAimError=2.0
  473. RunningAimError=13.0
  474. CrouchingAimError=0.3
  475. ;Instantaneous penalties
  476. EquippedAimErrorPenalty=6.5
  477. StandToWalkAimErrorPenalty=3.3
  478. WalkToRunAimErrorPenalty=5.0
  479. DamagedAimErrorPenalty=0.0
  480. FiredAimErrorPenalty=1.35
  481. InjuredAimErrorPenalty=2.0
  482. MaxInjuredAimErrorPenalty=7.5
  483. ;AimError penalty for one unit of mouse movement per second
  484. LookAimErrorPenaltyFactor=0.000125
  485. MaxLookAimErrorPenalty=12.0
  486. ;RECOIL IS IGNORED BY AIs
  487. RecoilBackDuration=0.015
  488. RecoilForeDuration=0.7
  489. RecoilMagnitude=250
  490. AutoFireRecoilMagnitudeIncrement=70
  491. HasAttachedFlashlight=False
  492. ;Weapon Zoom
  493. ZoomedFOV=50.0
  494. ZoomTime=0.1
  495.  
  496. ;***************************
  497. ;  G36k (GB36s)
  498. ;***************************
  499.  
  500. [SwatEquipment.G36kMG]
  501. ;FiredWeapon configuration
  502. PlayerAmmoOption=SwatAmmo.G36kMG_FMJ
  503. PlayerAmmoOption=SwatAmmo.G36kMG_JHP
  504. EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=100)
  505. Range=4000
  506. MuzzleVelocity=42893 
  507. AvailableFireMode=FireMode_Auto
  508. AvailableFireMode=FireMode_Burst
  509. BurstRateFactor=1.25
  510. BurstShotCount=2
  511. ;HandheldEquipment configuration
  512. ShouldHaveFirstPersonModel=true
  513. FirstPersonModelClass=class'SwatEquipmentModels.G36K_FirstPerson'
  514. ThirdPersonModelClass=class'SwatEquipmentModels.G36K_ThirdPerson'
  515. 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.
  516. FriendlyName=GB36s Assault Rifle
  517. GUIImage=material'gui_tex.equip_G36K'
  518. GUIPaperdollImage=material'gui_tex.paperdoll'
  519. ;Since zero is perfect AimError, Max AimError is the worst AimError
  520. MaxAimError=60.0
  521. ;AimError recovered per second until base AimError is achieved
  522. LargeAimErrorRecoveryRate=9.0
  523. SmallAimErrorRecoveryRate=1.75
  524. AimErrorBreakingPoint=3.0
  525. StandingAimError=0.2
  526. WalkingAimError=1.85
  527. RunningAimError=10.0
  528. CrouchingAimError=0.1
  529. ;Instantaneous penalties
  530. EquippedAimErrorPenalty=6.5
  531. StandToWalkAimErrorPenalty=3.0
  532. WalkToRunAimErrorPenalty=5.0
  533. DamagedAimErrorPenalty=0.0
  534. FiredAimErrorPenalty=2.0
  535. InjuredAimErrorPenalty=1.5
  536. MaxInjuredAimErrorPenalty=7.0
  537. ;AimError penalty for one unit of mouse movement per second
  538. LookAimErrorPenaltyFactor=0.000125
  539. MaxLookAimErrorPenalty=13.0
  540. ;RECOIL IS IGNORED BY AIs
  541. RecoilBackDuration=0.02
  542. RecoilForeDuration=0.5
  543. RecoilMagnitude=240
  544. AutoFireRecoilMagnitudeIncrement=65
  545. HasAttachedFlashlight=true
  546. ;Weapon Zoom
  547. ZoomedFOV=35.0
  548. ZoomTime=0.1
  549. FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
  550. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  551. FlashlightPosition_3rdPerson=(X=2.2,Y=-31,Z=8.9)
  552. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  553.  
  554. ;***********************
  555. ;  SUB-MACHINEGUNS
  556. ;***********************
  557.  
  558.  
  559. ;***********************
  560. ;  UZI
  561. ;***********************
  562.  
  563. [SwatEquipment.UZISMG]
  564. ;FiredWeapon configuration
  565. PlayerAmmoOption=SwatAmmo.UZISMG_FMJ
  566. PlayerAmmoOption=SwatAmmo.UZISMG_JHP
  567. EnemyUsesAmmo=(AmmoClass="SwatAmmo.UZISMG_FMJ",Chance=100)
  568. Range=2500
  569. MuzzleVelocity=19508
  570. AvailableFireMode=FireMode_Auto
  571. AvailableFireMode=FireMode_Single
  572. BurstRateFactor=1.25
  573. ;HandheldEquipment configuration
  574. FirstPersonModelClass=class'SwatEquipmentModels.Uzi_FirstPerson'
  575. ThirdPersonModelClass=class'SwatEquipmentModels.UZI_ThirdPerson'
  576. 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."
  577. FriendlyName="Gal Sub-machinegun"
  578. GUIImage=material'gui_tex.equip_uzi'
  579. ;Since zero is perfect AimError, Max AimError is the worst AimError
  580. MaxAimError=60.0
  581. ;AimError recovered per second until base AimError is achieved
  582. LargeAimErrorRecoveryRate=10.0
  583. SmallAimErrorRecoveryRate=3.5
  584. AimErrorBreakingPoint=1.5
  585. StandingAimError=0.20
  586. WalkingAimError=1.5
  587. RunningAimError=9.5
  588. CrouchingAimError=0.25
  589. ;Instantaneous penalties
  590. EquippedAimErrorPenalty=5.5
  591. StandToWalkAimErrorPenalty=2.0
  592. WalkToRunAimErrorPenalty=5.0
  593. DamagedAimErrorPenalty=0.0
  594. FiredAimErrorPenalty=5.0
  595. InjuredAimErrorPenalty=1.0
  596. MaxInjuredAimErrorPenalty=4.5
  597. ;AimError penalty for one unit of mouse movement per second
  598. LookAimErrorPenaltyFactor=0.000125
  599. MaxLookAimErrorPenalty=8.0
  600. ;RECOIL IS IGNORED BY AIs
  601. RecoilBackDuration=0.02
  602. RecoilForeDuration=0.5
  603. RecoilMagnitude=200
  604. AutoFireRecoilMagnitudeIncrement=50
  605. HasAttachedFlashlight=False
  606. ;Weapon Zoom
  607. ZoomedFOV=60.0
  608. ZoomTime=0.1
  609.  
  610. ;*****************************
  611. ;HK MP5
  612. ;*****************************
  613.  
  614. [SwatEquipment.MP5SMG]
  615. ;FiredWeapon configuration
  616. PlayerAmmoOption=SwatAmmo.MP5SMG_JHP
  617. PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ
  618. EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=100)
  619. Range=4000
  620. MuzzleVelocity=20185
  621. AvailableFireMode=FireMode_Burst
  622. AvailableFireMode=FireMode_Single
  623. BurstRateFactor=1.33
  624. ;HandheldEquipment configuration
  625. FirstPersonModelClass=class'SwatEquipmentModels.MP5_FirstPerson'
  626. ThirdPersonModelClass=class'SwatEquipmentModels.MP5_ThirdPerson'
  627. 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."
  628. FriendlyName="9mm SMG"
  629. GUIImage=material'gui_tex.equip_mp5'
  630. GUIPaperdollImage=material'gui_tex.paperdoll'
  631. EquipAnimationRate=1
  632. UnequipAnimationRate=1.5
  633. UseAnimationRate=1.0
  634. ReloadAnimationRate=1
  635. ;Since zero is perfect AimError, Max AimError is the worst AimError
  636. MaxAimError=60.0
  637. ;AimError recovered per second until base AimError is achieved
  638. LargeAimErrorRecoveryRate=15.0
  639. SmallAimErrorRecoveryRate=2.75
  640. ;At what value does it switch to the SmallAimErrorRecoveryRate
  641. AimErrorBreakingPoint=2.0
  642. StandingAimError=0.45
  643. WalkingAimError=1.05
  644. RunningAimError=10.25
  645. CrouchingAimError=0.25
  646. ;Instantaneous penalties
  647. EquippedAimErrorPenalty=6.5
  648. StandToWalkAimErrorPenalty=2.25
  649. WalkToRunAimErrorPenalty=6.0
  650. DamagedAimErrorPenalty=0.0
  651. FiredAimErrorPenalty=0.75
  652. InjuredAimErrorPenalty=1.0
  653. MaxInjuredAimErrorPenalty=7.0
  654. MaxLookAimErrorPenalty=9.0
  655. ;AimError penalty for one unit of mouse movement per second
  656. LookAimErrorPenaltyFactor=0.000125
  657. RecoilBackDuration=0.05
  658. RecoilForeDuration=0.4
  659. RecoilMagnitude=200
  660. AutoFireRecoilMagnitudeIncrement=25
  661. HasAttachedFlashlight=true
  662. FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
  663. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  664. FlashlightPosition_3rdPerson=(X=0,Y=-30,Z=5.4)
  665. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  666. ;Weapon Zoom
  667. ZoomedFOV=50.0
  668. ZoomTime=0.1
  669.  
  670. ;*****************************
  671. ;SILENCED HK MP5
  672. ;*****************************
  673.  
  674. [SwatEquipment.SilencedMP5SMG]
  675. ;FiredWeapon configuration
  676. PlayerAmmoOption=SwatAmmo.MP5SMG_JHP
  677. PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ
  678. EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=100)
  679. Range=4000
  680. MuzzleVelocity=17693
  681. AvailableFireMode=FireMode_Burst
  682. AvailableFireMode=FireMode_Single
  683. BurstRateFactor=1.30
  684. ;HandheldEquipment configuration
  685. FirstPersonModelClass=class'SwatEquipmentModels.SilencedMP5_FirstPerson'
  686. ThirdPersonModelClass=class'SwatEquipmentModels.SilencedMP5_ThirdPerson'
  687. 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."
  688. FriendlyName="Suppressed 9mm SMG"
  689. GUIImage=material'gui_tex.equip_mp5silenced'
  690. GUIPaperdollImage=material'gui_tex.paperdoll'
  691. EquipAnimationRate=1
  692. UnequipAnimationRate=1
  693. UseAnimationRate=1
  694. ReloadAnimationRate=1
  695. ;Since zero is perfect AimError, Max AimError is the worst AimError
  696. MaxAimError=60.0
  697. ;AimError recovered per second until base AimError is achieved
  698. LargeAimErrorRecoveryRate=13.0
  699. SmallAimErrorRecoveryRate=2.50
  700. ;At what value does it switch to the SmallAimErrorRecoveryRate
  701. AimErrorBreakingPoint=2.0
  702. ;Base Accuracy Values
  703. StandingAimError=0.30
  704. WalkingAimError=1.05
  705. RunningAimError=10.25
  706. CrouchingAimError=0.15
  707. ;Instantaneous penalties
  708. EquippedAimErrorPenalty=5.5
  709. StandToWalkAimErrorPenalty=2.25
  710. WalkToRunAimErrorPenalty=6.0
  711. DamagedAimErrorPenalty=0.0
  712. FiredAimErrorPenalty=0.75
  713. InjuredAimErrorPenalty=1.0
  714. MaxInjuredAimErrorPenalty=7.0
  715. MaxLookAimErrorPenalty=9.0
  716. ;AimError penalty for one unit of mouse movement per second
  717. LookAimErrorPenaltyFactor=0.000125
  718. ;Recoil
  719. RecoilBackDuration=0.05
  720. RecoilForeDuration=0.4
  721. RecoilMagnitude=200
  722. AutoFireRecoilMagnitudeIncrement=25
  723. ;Flashlight
  724. HasAttachedFlashlight=true
  725. FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
  726. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  727. FlashlightPosition_3rdPerson=(X=0,Y=-30,Z=5.4)
  728. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  729. ;Weapon Zoom
  730. ZoomedFOV=50.0
  731. ZoomTime=0.1
  732.  
  733.  
  734. ;***************************
  735. ;  UMP45
  736. ;***************************
  737.  
  738. [SwatEquipment.UMP45SMG]
  739. ;FiredWeapon configuration
  740. PlayerAmmoOption=SwatAmmo.UMP45SMG_FMJ
  741. PlayerAmmoOption=SwatAmmo.UMP45SMG_JHP
  742. EnemyUsesAmmo=(AmmoClass="SwatAmmo.UMP45SMG_FMJ",Chance=100)
  743. Range=4000
  744. MuzzleVelocity=12693
  745. AvailableFireMode=FireMode_Auto
  746. AvailableFireMode=FireMode_Single
  747. AvailableFireMode=FireMode_Burst
  748. BurstRateFactor=0.55
  749. BurstShotCount=2
  750. ;HandheldEquipment configuration
  751. ShouldHaveFirstPersonModel=True
  752. FirstPersonModelClass=class'SwatEquipmentModels.UMP45_FirstPerson'
  753. ThirdPersonModelClass=class'SwatEquipmentModels.UMP45_ThirdPerson'
  754. 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."
  755. FriendlyName=".45 SMG"
  756. GUIImage=material'gui_tex.equip_Ump'
  757. GUIPaperdollImage=material'gui_tex.paperdoll'
  758. EquipAnimationRate=1
  759. UnequipAnimationRate=1.5
  760. UseAnimationRate=1.0
  761. ReloadAnimationRate=1
  762. ;Since zero is perfect AimError, Max AimError is the worst AimError
  763. MaxAimError=60.0
  764. ;AimError recovered per second until base AimError is achieved
  765. LargeAimErrorRecoveryRate=13.0
  766. SmallAimErrorRecoveryRate=2.75
  767. ;At what value does it switch to the SmallAimErrorRecoveryRate
  768. AimErrorBreakingPoint=2.0
  769. StandingAimError=0.55
  770. WalkingAimError=1.15
  771. RunningAimError=10.75
  772. CrouchingAimError=0.35
  773. ;Instantaneous penalties
  774. EquippedAimErrorPenalty=6.0
  775. StandToWalkAimErrorPenalty=2.25
  776. WalkToRunAimErrorPenalty=6.0
  777. DamagedAimErrorPenalty=0.0
  778. FiredAimErrorPenalty=1.1
  779. InjuredAimErrorPenalty=1.0
  780. MaxInjuredAimErrorPenalty=7.0
  781. MaxLookAimErrorPenalty=9.0
  782. ;AimError penalty for one unit of mouse movement per second
  783. LookAimErrorPenaltyFactor=0.000125
  784. MaxLookAimErrorPenalty=9.0
  785. ;RECOIL IS IGNORED BY AIs
  786. RecoilBackDuration=0.04
  787. RecoilForeDuration=0.6
  788. RecoilMagnitude=220
  789. AutoFireRecoilMagnitudeIncrement=45
  790. HasAttachedFlashlight=true
  791. FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11)
  792. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  793. FlashlightPosition_3rdPerson=(X=0,Y=-30.5,Z=4)
  794. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  795. ;Weapon Zoom
  796. ZoomedFOV=45.0
  797. ZoomTime=0.1
  798.  
  799.  
  800.  
  801. ;***********************
  802. ;   HANDGUNS
  803. ;***********************
  804.  
  805. ;*****************************
  806. ;COLT M1911
  807. ;*****************************
  808.  
  809. [SwatEquipment.ColtM1911HG]
  810. ;FiredWeapon configuration
  811. PlayerAmmoOption=SwatAmmo.ColtM1911HG_JHP
  812. PlayerAmmoOption=SwatAmmo.ColtM1911HG_FMJ
  813. EnemyUsesAmmo=(AmmoClass="SwatAmmo.ColtM1911HG_JHP",Chance=100)
  814. Range=4000
  815. MuzzleVelocity=12770
  816. ;HandheldEquipment configuration
  817. FirstPersonModelClass=class'SwatEquipmentModels.ColtM1911_FirstPerson'
  818. ThirdPersonModelClass=class'SwatEquipmentModels.ColtM1911_ThirdPerson'
  819. 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."
  820. FriendlyName="M1911 Handgun"
  821. GUIImage=material'gui_tex.equip_1911'
  822. EquipAnimationRate=1
  823. UnequipAnimationRate=1.5
  824. UseAnimationRate=1.0
  825. ReloadAnimationRate=1
  826. ;Since zero is perfect AimError, Max AimError is the worst AimError
  827. MaxAimError=60.0
  828. ;AimError recovered per second until base AimError is achieved
  829. LargeAimErrorRecoveryRate=7.0
  830. SmallAimErrorRecoveryRate=0.95
  831. AimErrorBreakingPoint=1.0
  832. StandingAimError=0.55
  833. WalkingAimError=0.75
  834. RunningAimError=7.5
  835. CrouchingAimError=0.3
  836. ;Instantaneous penalties
  837. EquippedAimErrorPenalty=4.5
  838. StandToWalkAimErrorPenalty=2.0
  839. WalkToRunAimErrorPenalty=4.0
  840. DamagedAimErrorPenalty=0.0
  841. FiredAimErrorPenalty=0.65
  842. InjuredAimErrorPenalty=0.5
  843. MaxInjuredAimErrorPenalty=1.0
  844. ;AimError penalty for one unit of mouse movement per second
  845. LookAimErrorPenaltyFactor=0.000125
  846. MaxLookAimErrorPenalty=5.0
  847. RecoilBackDuration=0.02
  848. RecoilForeDuration=0.45
  849. RecoilMagnitude=400
  850. HasAttachedFlashlight=true
  851. FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
  852. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  853. FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9)
  854. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  855. ;Weapon Zoom
  856. ZoomedFOV=60.0
  857. ZoomTime=0.1
  858.  
  859. ;***************************
  860. ;  Glock
  861. ;***************************
  862.  
  863. [SwatEquipment.Glock9mmHG]
  864. ;FiredWeapon configuration
  865. PlayerAmmoOption=SwatAmmo.Glock9mmHG_JHP
  866. PlayerAmmoOption=SwatAmmo.Glock9mmHG_FMJ
  867. EnemyUsesAmmo=(AmmoClass="SwatAmmo.Glock9mmHG_FMJ",Chance=100)
  868. Range=4000
  869. MuzzleVelocity=18170
  870. ;HandheldEquipment configuration
  871. FirstPersonModelClass=class'SwatEquipmentModels.NineMMpistol_FirstPerson'
  872. ThirdPersonModelClass=class'SwatEquipmentModels.NineMMpistol_ThirdPerson'
  873. 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."
  874. FriendlyName="9mm Handgun"
  875. GUIImage=material'gui_tex.equip_9mmpistol'
  876. EquipAnimationRate=1
  877. UnequipAnimationRate=1
  878. UseAnimationRate=1
  879. ReloadAnimationRate=1
  880. ;Since zero is perfect AimError, Max AimError is the worst AimError
  881. MaxAimError=60.0
  882. ;AimError recovered per second until base AimError is achieved
  883. LargeAimErrorRecoveryRate=14.0
  884. SmallAimErrorRecoveryRate=1.3
  885. AimErrorBreakingPoint=1.5
  886. StandingAimError=0.59
  887. WalkingAimError=0.75
  888. RunningAimError=8.75
  889. CrouchingAimError=0.35
  890. ;Instantaneous penalties
  891. EquippedAimErrorPenalty=5.0
  892. StandToWalkAimErrorPenalty=2.15
  893. WalkToRunAimErrorPenalty=5.0
  894. DamagedAimErrorPenalty=0.0
  895. FiredAimErrorPenalty=0.5
  896. InjuredAimErrorPenalty=0.5
  897. MaxInjuredAimErrorPenalty=1.5
  898. ;AimError penalty for one unit of mouse movement per second
  899. LookAimErrorPenaltyFactor=0.000125
  900. MaxLookAimErrorPenalty=6.95
  901. RecoilBackDuration=0.03
  902. RecoilForeDuration=0.35
  903. RecoilMagnitude=200
  904. HasAttachedFlashlight=true
  905. FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
  906. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  907. FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9)
  908. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  909. ;Weapon Zoom
  910. ZoomedFOV=60.0
  911. ZoomTime=0.1
  912.  
  913. ;***************************
  914. ; Python Revolver
  915. ;***************************
  916.  
  917. [SwatEquipment.PythonRevolverHG]
  918. ;FiredWeapon configuration
  919. PlayerAmmoOption=SwatAmmo.PythonRevolverHG_FMJ
  920. PlayerAmmoOption=SwatAmmo.PythonRevolverHG_JHP
  921. EnemyUsesAmmo=(AmmoClass="SwatAmmo.PythonRevolverHG_FMJ",Chance=100)
  922. Range=3000
  923. MuzzleVelocity=22308
  924. OverrideArmDamageModifier=1.41
  925. ;HandheldEquipment configuration
  926. ShouldHaveFirstPersonModel=true
  927. FirstPersonModelClass=class'SwatEquipmentModels.PythonRevolver_FirstPerson'
  928. ThirdPersonModelClass=class'SwatEquipmentModels.PythonRevolver_ThirdPerson'
  929. 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."
  930. FriendlyName="Colt Python"
  931. GUIImage=material'gui_tex.equip_python'
  932. GUIPaperdollImage=material'gui_tex.paperdoll'
  933. ;Since zero is perfect AimError, Max AimError is the worst AimError
  934. MaxAimError=60.0
  935. ;AimError recovered per second until base AimError is achieved
  936. LargeAimErrorRecoveryRate=9.0
  937. SmallAimErrorRecoveryRate=0.95
  938. AimErrorBreakingPoint=1.75
  939. StandingAimError=0.65
  940. WalkingAimError=1.25
  941. RunningAimError=9.5
  942. CrouchingAimError=0.35
  943. ;Instantaneous penalties
  944. EquippedAimErrorPenalty=5.0
  945. StandToWalkAimErrorPenalty=2.25
  946. WalkToRunAimErrorPenalty=6.0
  947. DamagedAimErrorPenalty=0.0
  948. FiredAimErrorPenalty=3.5
  949. InjuredAimErrorPenalty=0.75
  950. MaxInjuredAimErrorPenalty=1.50
  951. ;AimError penalty for one unit of mouse movement per second
  952. LookAimErrorPenaltyFactor=0.000125
  953. MaxLookAimErrorPenalty=10.0
  954. ;RECOIL IS IGNORED BY AIs
  955. RecoilBackDuration=0.01
  956. RecoilForeDuration=1.0
  957. RecoilMagnitude=500
  958. HasAttachedFlashlight=False
  959. ;Weapon Zoom
  960. ZoomedFOV=70.0
  961. ZoomTime=0.1
  962.  
  963. ;********************************
  964. ;TASER STUN GUN
  965. ;********************************
  966.  
  967. [SwatEquipment.Taser]
  968. ;RoundBasedWeapon configuration
  969. MagazineSize=1
  970. ;FiredWeapon configuration
  971. PlayerAmmoOption=SwatAmmo.TaserAmmo
  972. EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=100)
  973. Range=320
  974. MuzzleVelocity=20
  975. ;HandheldEquipment configuration
  976. FirstPersonModelClass=class'SwatEquipmentModels.Taser_FirstPerson'
  977. ThirdPersonModelClass=class'SwatEquipmentModels.Taser_ThirdPerson'
  978. 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."
  979. FriendlyName="Taser Stun Gun"
  980. ;Ammo description
  981. ; The taser cartridge consists of two probes that are propelled by compressed air.  
  982. ; The probes can fire up to about 15 feet.  They are connected to the weapon
  983. ; by high-voltage insulated wire and must be replaced after each shot.
  984. GUIImage=material'gui_tex.equip_taser'
  985. EquipAnimationRate=1
  986. ;UnequipAnimationRate=1
  987. UnequipAnimationRate=2
  988. UseAnimationRate=1
  989. bCanShootThroughGlass=false
  990. ;Since zero is perfect AimError, Max AimError is the worst AimError
  991. MaxAimError=60.0
  992. LargeAimErrorRecoveryRate=8.0
  993. SmallAimErrorRecoveryRate=2.5
  994. AimErrorBreakingPoint=2.25
  995. ;Base Accuracy Values
  996. StandingAimError=0.65
  997. WalkingAimError=2.5
  998. RunningAimError=7.5
  999. CrouchingAimError=0.5
  1000. ;Instantaneous Accuracy Penalties
  1001. EquippedAimErrorPenalty=4.5
  1002. StandToWalkAimErrorPenalty=2.5
  1003. WalkToRunAimErrorPenalty=7.0
  1004. DamagedAimErrorPenalty=0.0
  1005. FiredAimErrorPenalty=0.5
  1006. InjuredAimErrorPenalty=0.5
  1007. MaxInjuredAimErrorPenalty=1
  1008. MaxLookAimErrorPenalty=10.0
  1009. ;AimError penalty for one unit of mouse movement per second
  1010. LookAimErrorPenaltyFactor=0.000125
  1011. ;Recoil
  1012. RecoilBackDuration=0.05
  1013. RecoilForeDuration=0.15
  1014. RecoilMagnitude=100
  1015. ;Weapon Zoom
  1016. ZoomedFOV=60.0
  1017. ZoomTime=0.1
  1018. ;Pawn reactions
  1019. PlayerTasedDuration=15.0
  1020. AITasedDuration=1.0
  1021. ;Number of seconds that the probes stick in the victim before fading out (this has no effect on the logical tased time)
  1022. ;ProbeStickTime=5.5
  1023. ProbeStickTime=5.5
  1024. ;Time (Seconds) allowed for slacking after contact has been made
  1025. ;ProbeFallDuration=2.0
  1026. ProbeFallDuration=0.75
  1027. ;Time (seconds) to fade out after done slacking
  1028. ;FadeDuration=1.5
  1029. FadeDuration=1.5
  1030. ;in units per second, how fast do the probes *appear* to fly.  Note that the target point has *already been determined*.
  1031. ;ProbeVisualSpeed=2000.0
  1032. ProbeVisualSpeed=900.0
  1033. ; If the probes miss, the probes will overreach for this amount of seconds (like a over-stretched spring action)
  1034. ProbeRecoilTime=0.4
  1035. ; if the probes miss, this is the backwards speed (towards the shooter) after the recoil time
  1036. ProbeFinalRecoilSpeed=220.0
  1037. ;the subclass of TaserProbeBase to be used for the Taser Probes
  1038. ProbeClass=class'SwatProgrammerSampleClasses.TaserProbe'
  1039. ;probe offsets from the root of the Taser on 1st & 3rd person models.
  1040. ;arbitrarily selected A-top, B-bottom
  1041. FirstPersonProbeOffset[0]=(X=0,Y=-11,Z=5)
  1042. FirstPersonProbeOffset[1]=(X=0,Y=-11,Z=3.8)
  1043. ThirdPersonProbeOffset[0]=(X=0,Y=-11,Z=4.5)
  1044. ThirdPersonProbeOffset[1]=(X=0,Y=-11,Z=5.5)
  1045. FirstPersonProbeBones[0]=TaserProng1
  1046. FirstPersonProbeBones[1]=TaserProng2
  1047. ThirdPersonProbeBones[0]=TaserProng1
  1048. ThirdPersonProbeBones[1]=TaserProng2
  1049. ;the class to be used for TaserWire behavior
  1050. TaserWireClass=class'SwatEquipment.TaserWire'
  1051. WireZapAnimation[0]=Fire1
  1052. WireZapAnimation[1]=Fire2
  1053. WireSlackAnimation[0]=Slack1
  1054. WireSlackAnimation[1]=Slack2
  1055. ; how fast is the slack look playing?:
  1056. WireSlackAnimRate=2.5
  1057. ; time to fade in the slack animation (seconds)
  1058. WireSlackTweenTime=.5
  1059. ; force the slack to start after this fraction of the zap animation:
  1060. WireForceSlackTimeFraction=0.7
  1061. ; If the Probe goes below this speed during physics, then trigger the slack anim on the wire:
  1062. WireSlackStartSpeed=150
  1063. WireEndEffectorName=TaserProng
  1064. ; scaling the wire cross section parameters:
  1065. WireMinYZScale=0.1
  1066. WireMaxYZScale=1.0
  1067. ; The speed of the Wire shootout animation:
  1068. WireAnimRate=1.0
  1069. ; Max parabolic height of the probes as they travel, as a fraction of the distance traveled
  1070. WireMaxHeightFraction=.12
  1071. ; Max parabolic height, in absolute units (the actual height will be the Min of the two heights)
  1072. WireMaxHeight=15
  1073. ; Distance the Taser gun can move before the wire detaches (not detaching only happens after sticking)
  1074. WireDetachDistance=20
  1075. ; The aim spread between the two probes.
  1076. TaserAimSpread=3.0
  1077.  
  1078. ; for probes sticking to stuff, choose from:
  1079. ;   STICK_TaseablePawns  : only stick to things that can be tased
  1080. ;   STICK_SkeletalMeshes : stick to any skeletal mesh
  1081. ;   STICK_Actors         : stick to any actor but bsp walls
  1082. ;   STICK_AllGeometry,   : stick to everything and bsp walls too
  1083. ;   STICK_Always         : stick to the empty location of the wire's full extent even if you completely miss
  1084.  
  1085. StickToWhat=STICK_TaseablePawns
  1086.  
  1087. ;****************************
  1088. ;Remington 700 SNIPER RIFLE
  1089. ;****************************
  1090.  
  1091. [SwatEquipment.SniperRifle]
  1092. ;the SniperRifle has no Models
  1093. FirstPersonModelClass=None
  1094. ShouldHaveFirstPersonModel=false
  1095. ThirdPersonModelClass=None
  1096. ShouldHaveThirdPersonModel=false
  1097. ;FiredWeapon configuration
  1098. ;This is the ammo the weapon uses despite what the variable is called
  1099. EnemyUsesAmmo=(AmmoClass="SwatAmmo.SniperRifle_JHP",Chance=100)
  1100. Range=3000
  1101. MuzzleVelocity=40463
  1102. ;HandheldEquipment configuration
  1103. Description="If you are reading this, file a bug that the sniper rifle description is being shown."
  1104. FriendlyName="Remington 700 Sniper rifle"
  1105. ;the SniperRifle always has perfect aim
  1106. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1107. MaxAimError=0
  1108. ;AimError recovered per second until base AimError is achieved
  1109. LargeAimErrorRecoveryRate=250.0
  1110. SmallAimErrorRecoveryRate=120.0
  1111. AimErrorBreakingPoint=3.0
  1112. StandingAimError=0
  1113. WalkingAimError=0
  1114. RunningAimError=0
  1115. InjuredAimErrorPenalty=0
  1116. CrouchingAimError=0
  1117. EquippedAimErrorPenalty=0
  1118. ;AimError penalty for one unit of mouse movement per second
  1119. LookAimErrorPenaltyFactor=0.0
  1120. MaxLookAimErrorPenalty=0.0
  1121. RecoilBackDuration=0.10
  1122. RecoilForeDuration=0.5
  1123. RecoilMagnitude=1500
  1124. HasAttachedFlashlight=false
  1125. ;Weapon Zoom
  1126. ZoomedFOV=10.0
  1127. ;Multiplier to impulse to give ragdolls a push on death shot
  1128. RagdollDeathImpactMomentumMultiplier=50
  1129.  
  1130. ;*****************************
  1131. ;VIP Pistol
  1132. ;*****************************
  1133.  
  1134. [SwatEquipment.VIPColtM1911HG]
  1135. ;FiredWeapon configuration
  1136. PlayerAmmoOption=SwatAmmo.VIPPistolAmmo_FMJ
  1137. Range=4000
  1138. MuzzleVelocity=12770
  1139. ;HandheldEquipment configuration
  1140. FirstPersonModelClass=class'SwatEquipmentModels.VIPgun_FirstPerson'
  1141. ThirdPersonModelClass=class'SwatEquipmentModels.VIPgun_ThirdPerson'
  1142. 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."
  1143. FriendlyName="VIP Colt M1911 Handgun"
  1144. GUIImage=material'gui_tex.equip_1911'
  1145. EquipAnimationRate=1
  1146. UnequipAnimationRate=1.5
  1147. UseAnimationRate=0.9
  1148. ReloadAnimationRate=1
  1149. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1150. MaxAimError=60.0
  1151. ;AimError recovered per second until base AimError is achieved
  1152. LargeAimErrorRecoveryRate=8.0
  1153. SmallAimErrorRecoveryRate=1.0
  1154. AimErrorBreakingPoint=1.0
  1155. StandingAimError=0.65
  1156. WalkingAimError=0.95
  1157. RunningAimError=9.0
  1158. CrouchingAimError=0.5
  1159. ;Instantaneous penalties
  1160. EquippedAimErrorPenalty=5.5
  1161. StandToWalkAimErrorPenalty=2.0
  1162. WalkToRunAimErrorPenalty=4.0
  1163. DamagedAimErrorPenalty=0.0
  1164. FiredAimErrorPenalty=0.75
  1165. InjuredAimErrorPenalty=0.5
  1166. MaxInjuredAimErrorPenalty=1.0
  1167. ;AimError penalty for one unit of mouse movement per second
  1168. LookAimErrorPenaltyFactor=0.000125
  1169. MaxLookAimErrorPenalty=6.0
  1170. RecoilBackDuration=0.02
  1171. RecoilForeDuration=0.45
  1172. RecoilMagnitude=400
  1173. HasAttachedFlashlight=true
  1174. FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
  1175. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1176. FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9)
  1177. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1178. ;Weapon Zoom
  1179. ZoomedFOV=60.0
  1180. ZoomTime=0.1
  1181.  
  1182. ;********************************
  1183. ;VIP GRENADE
  1184. ;********************************
  1185.  
  1186. [SwatEquipment.VIPGrenade]
  1187. ;HandheldEquipment configuration
  1188. FirstPersonModelClass=class'SwatEquipmentModels.VIPGrenade_FirstPerson'
  1189. ThirdPersonModelClass=class'SwatEquipmentModels.VIPGrenade_ThirdPerson'
  1190. 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."
  1191. FriendlyName="CS Gas"
  1192. GUIImage=material'gui_tex.equip_csgas'
  1193. EquipAnimationRate=1.5
  1194. UnequipAnimationRate=1.5
  1195. UseAnimationRate=1
  1196.  
  1197. [SwatEquipment.VIPGrenadeProjectile]
  1198. ;timer
  1199. FuseTime=1.3
  1200. ;bouncing
  1201. BounceDampening=0.4
  1202. BounceCount=3
  1203. ;how often the CSGasGrenadeProjectile checks who it is affecting
  1204. UpdatePeriod=0.5
  1205. ; How long the gas effect will continue to affect players who
  1206. ; enter its radius (NOT how long the gas effect lasts when a player
  1207. ; is gassed!). This should be timed to match the gas particle effect's duration
  1208. GasEmissionDuration=9.0
  1209. ;how long a gassed pawn reacts to the gas, ie. how long it takes for a pawn to recover after leaving the gas
  1210. ReactionDuration=12.5
  1211. ; min and max radius of effect
  1212. Radius=(Min=30.0,Max=500.0)
  1213. ; Time it takes the radius of effect to expand from min to max.
  1214. ; You can watch the radius expand by typing "rend collision" before
  1215. ; throwing the gas grenade.
  1216. ExpansionTime=3
  1217. ;AI stuff
  1218. NotifyAIsTime=0.75
  1219.  
  1220. ;****************************
  1221. ;  Enemy Weapons
  1222. ;****************************
  1223.  
  1224. ;*****************************
  1225. ;Badguy COLT M1911
  1226. ;*****************************
  1227.  
  1228. [SwatEquipment.BadguyColtM1911HG]
  1229. ;FiredWeapon configuration
  1230. PlayerAmmoOption=SwatAmmo.ColtM1911HG_JHP
  1231. PlayerAmmoOption=SwatAmmo.ColtM1911HG_FMJ
  1232. EnemyUsesAmmo=(AmmoClass="SwatAmmo.ColtM1911HG_JHP",Chance=100)
  1233. Range=4000
  1234. MuzzleVelocity=12770
  1235. ;HandheldEquipment configuration
  1236. FirstPersonModelClass=None
  1237. ShouldHaveFirstPersonModel=false
  1238. ThirdPersonModelClass=class'SwatEquipmentModels.BadguyColtM1911_ThirdPerson'
  1239. Description="Colt M1911 Handgun"
  1240. FriendlyName="Colt M1911"
  1241. EquipAnimationRate=1
  1242. UnequipAnimationRate=1.5
  1243. UseAnimationRate=0.9
  1244. ReloadAnimationRate=1
  1245. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1246. MaxAimError=60.0
  1247. ;AimError recovered per second until base AimError is achieved
  1248. LargeAimErrorRecoveryRate=10.0
  1249. SmallAimErrorRecoveryRate=1.0
  1250. AimErrorBreakingPoint=1.0
  1251. StandingAimError=0.65
  1252. WalkingAimError=1.0
  1253. RunningAimError=7.0
  1254. CrouchingAimError=0.35
  1255. ;Instantaneous penalties
  1256. EquippedAimErrorPenalty=5.0
  1257. StandToWalkAimErrorPenalty=2.0
  1258. WalkToRunAimErrorPenalty=5.0
  1259. DamagedAimErrorPenalty=0.0
  1260. FiredAimErrorPenalty=0.5
  1261. InjuredAimErrorPenalty=0.5
  1262. MaxInjuredAimErrorPenalty=1.0
  1263. ;AimError penalty for one unit of mouse movement per second
  1264. RecoilBackDuration=0.02
  1265. RecoilForeDuration=0.45
  1266. RecoilMagnitude=400
  1267. HasAttachedFlashlight=False
  1268.  
  1269. ;***************************
  1270. ;  Bad Guy G36k (GB36s)
  1271. ;***************************
  1272.  
  1273. [SwatEquipment.BadGuyG36kMG]
  1274. ;FiredWeapon configuration
  1275. PlayerAmmoOption=SwatAmmo.G36kMG_FMJ
  1276. PlayerAmmoOption=SwatAmmo.G36kMG_JHP
  1277. EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=100)
  1278. Range=4000
  1279. MuzzleVelocity=42893 
  1280. AvailableFireMode=FireMode_Auto
  1281. AvailableFireMode=FireMode_Burst
  1282. BurstRateFactor=1.25
  1283. BurstShotCount=2
  1284. ;HandheldEquipment configuration
  1285. ShouldHaveFirstPersonModel=true
  1286. FirstPersonModelClass=class'SwatEquipmentModels.G36K_FirstPerson'
  1287. ThirdPersonModelClass=class'SwatEquipmentModels.G36K_ThirdPerson'
  1288. 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.
  1289. FriendlyName=GB36s Assault Rifle
  1290. GUIImage=material'gui_tex.equip_G36K'
  1291. GUIPaperdollImage=material'gui_tex.paperdoll'
  1292. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1293. MaxAimError=60.0
  1294. ;AimError recovered per second until base AimError is achieved
  1295. LargeAimErrorRecoveryRate=7.0
  1296. SmallAimErrorRecoveryRate=3.0
  1297. AimErrorBreakingPoint=2.5
  1298. StandingAimError=0.2
  1299. WalkingAimError=1.6
  1300. RunningAimError=8.0
  1301. CrouchingAimError=0.1
  1302. ;Instantaneous penalties
  1303. EquippedAimErrorPenalty=8.0
  1304. StandToWalkAimErrorPenalty=3.0
  1305. WalkToRunAimErrorPenalty=5.0
  1306. DamagedAimErrorPenalty=0.0
  1307. FiredAimErrorPenalty=2.0
  1308. InjuredAimErrorPenalty=1.0
  1309. MaxInjuredAimErrorPenalty=5.5
  1310. ;AimError penalty for one unit of mouse movement per second
  1311. LookAimErrorPenaltyFactor=0.000125
  1312. MaxLookAimErrorPenalty=12.5
  1313. ;RECOIL IS IGNORED BY AIs
  1314. RecoilBackDuration=0.02
  1315. RecoilForeDuration=0.5
  1316. RecoilMagnitude=240
  1317. AutoFireRecoilMagnitudeIncrement=60
  1318. HasAttachedFlashlight=false
  1319. ;Weapon Zoom
  1320. ZoomedFOV=35.0
  1321. ZoomTime=0.1
  1322.  
  1323.  
  1324. ;****************************
  1325. ;  Beretta M9
  1326. ;****************************
  1327.  
  1328. [SwatEquipment.BerettaM9HG]
  1329. ;FiredWeapon configuration
  1330. PlayerAmmoOption=SwatAmmo.BerettaM9HG_FMJ
  1331. EnemyUsesAmmo=(AmmoClass="SwatAmmo.BerettaM9HG_FMJ",Chance=100)
  1332. Range=4000
  1333. MuzzleVelocity=18924
  1334. ;HandheldEquipment configuration
  1335. FirstPersonModelClass=None
  1336. ShouldHaveFirstPersonModel=false
  1337. ThirdPersonModelClass=class'SwatEquipmentModels.BerettaM9_ThirdPerson'
  1338. Description="Rebetta N9 Handgun"
  1339. FriendlyName="Cheetah N9"
  1340. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1341. MaxAimError=60.0
  1342. ;AimError recovered per second until base AimError is achieved
  1343. LargeAimErrorRecoveryRate=10.0
  1344. SmallAimErrorRecoveryRate=1.0
  1345. AimErrorBreakingPoint=1.0
  1346. StandingAimError=0.5
  1347. WalkingAimError=1.8
  1348. RunningAimError=6.5
  1349. CrouchingAimError=0.3
  1350. ;Instantaneous penalties
  1351. EquippedAimErrorPenalty=5.0
  1352. StandToWalkAimErrorPenalty=2.0
  1353. WalkToRunAimErrorPenalty=5.0
  1354. DamagedAimErrorPenalty=0.0
  1355. FiredAimErrorPenalty=0.5
  1356. InjuredAimErrorPenalty=0.5
  1357. MaxInjuredAimErrorPenalty=1.0
  1358. ;AimError penalty for one unit of mouse movement per second
  1359. LookAimErrorPenaltyFactor=0.000125
  1360. MaxLookAimErrorPenalty=10.0
  1361. ;RECOIL IS IGNORED BY AIs
  1362. RecoilBackDuration=0.05
  1363. RecoilForeDuration=0.35
  1364. RecoilMagnitude=1000
  1365. HasAttachedFlashlight=False
  1366. FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
  1367. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1368. FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
  1369. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1370.  
  1371. ;****************************
  1372. ;  Beretta M9 LOW AMMO  (Same as BerettaM9HG but uses low ammo version of ammo.)
  1373. ;****************************
  1374.  
  1375. [SwatEquipment.BerettaM9HG_LowAmmo]
  1376. PlayerAmmoOption=SwatAmmo.BerettaM9HG_LowAmmo_FMJ
  1377. EnemyUsesAmmo=(AmmoClass="SwatAmmo.BerettaM9HG_LowAmmo_FMJ",Chance=100)
  1378.  
  1379. ;***************************
  1380. ;  Scorpion Machine Pistol
  1381. ;***************************
  1382.  
  1383. [SwatEquipment.ScorpionHG]
  1384. ;FiredWeapon configuration
  1385. PlayerAmmoOption=SwatAmmo.ScorpionHG_FMJ
  1386. EnemyUsesAmmo=(AmmoClass="SwatAmmo.ScorpionHG_FMJ",Chance=100)
  1387. Range=4000
  1388. MuzzleVelocity=16000
  1389. AvailableFireMode=FireMode_Auto
  1390. ;HandheldEquipment configuration
  1391. FirstPersonModelClass=None
  1392. ShouldHaveFirstPersonModel=false
  1393. ThirdPersonModelClass=class'SwatEquipmentModels.Scorpion_ThirdPerson'
  1394. Description="Skorpion Machine Pistol"
  1395. FriendlyName="Skorpion Machine Pistol"
  1396. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1397. MaxAimError=60.0
  1398. ;AimError recovered per second until base AimError is achieved
  1399. LargeAimErrorRecoveryRate=50.0
  1400. SmallAimErrorRecoveryRate=25.0
  1401. AimErrorBreakingPoint=3.0
  1402. StandingAimError=0.3
  1403. WalkingAimError=0.8
  1404. RunningAimError=6.5
  1405. CrouchingAimError=0.15
  1406. ;Instantaneous penalties
  1407. EquippedAimErrorPenalty=5.75
  1408. StandToWalkAimErrorPenalty=1.75
  1409. WalkToRunAimErrorPenalty=6.5
  1410. DamagedAimErrorPenalty=0.0
  1411. FiredAimErrorPenalty=0.75
  1412. InjuredAimErrorPenalty=1.0
  1413. MaxInjuredAimErrorPenalty=2.5
  1414. ;AimError penalty for one unit of mouse movement per second
  1415. LookAimErrorPenaltyFactor=0.000125
  1416. MaxLookAimErrorPenalty=10.0
  1417. ;RECOIL IS IGNORED BY AIs
  1418. RecoilBackDuration=0.05
  1419. RecoilForeDuration=0.35
  1420. RecoilMagnitude=1000
  1421. HasAttachedFlashlight=False
  1422. FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
  1423. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1424. FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
  1425. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1426.  
  1427. ;***************************
  1428. ;  USP40
  1429. ;***************************
  1430.  
  1431.  
  1432. [SwatEquipment.USP40HG]
  1433. ;FiredWeapon configuration
  1434. PlayerAmmoOption=SwatAmmo.USP40HG_FMJ
  1435. EnemyUsesAmmo=(AmmoClass="SwatAmmo.USP40HG_FMJ",Chance=100)
  1436. Range=4000
  1437. MuzzleVelocity=18170
  1438. ;HandheldEquipment configuration
  1439. FirstPersonModelClass=None
  1440. ShouldHaveFirstPersonModel=false
  1441. ThirdPersonModelClass=class'SwatEquipmentModels.USP40_ThirdPerson'
  1442. Description="SLP40 Handgun"
  1443. FriendlyName="SLP 40"
  1444. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1445. MaxAimError=60.0
  1446. ;AimError recovered per second until base AimError is achieved
  1447. LargeAimErrorRecoveryRate=10.0
  1448. SmallAimErrorRecoveryRate=1.0
  1449. AimErrorBreakingPoint=1.0
  1450. StandingAimError=0.25
  1451. WalkingAimError=1.8
  1452. RunningAimError=6.5
  1453. CrouchingAimError=0.15
  1454. ;Instantaneous penalties
  1455. EquippedAimErrorPenalty=5.0
  1456. StandToWalkAimErrorPenalty=2.0
  1457. WalkToRunAimErrorPenalty=5.0
  1458. DamagedAimErrorPenalty=0.0
  1459. FiredAimErrorPenalty=0.5
  1460. InjuredAimErrorPenalty=0.5
  1461. MaxInjuredAimErrorPenalty=1.0
  1462. ;AimError penalty for one unit of mouse movement per second
  1463. LookAimErrorPenaltyFactor=0.000125
  1464. MaxLookAimErrorPenalty=10.0
  1465. ;RECOIL IS IGNORED BY AIs
  1466. RecoilBackDuration=0.05
  1467. RecoilForeDuration=0.35
  1468. RecoilMagnitude=1000
  1469. HasAttachedFlashlight=False
  1470. FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
  1471. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1472. FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
  1473. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1474.  
  1475. ;***************************
  1476. ; Python Revolver Low Ammo
  1477. ;***************************
  1478.  
  1479. [SwatDesignerEquipment.PythonRevolverHG_LowAmmo]
  1480. PlayerAmmoOption=SwatAmmo.PythonRevolverHG_LowAmmo_FMJ
  1481. EnemyUsesAmmo=(AmmoClass="SwatAmmo.PythonRevolverHG_LowAmmo_FMJ",Chance=100)
  1482.  
  1483.  
  1484. ;***************************
  1485. ; Ingram MAC-10
  1486. ;***************************
  1487.  
  1488. [SwatEquipment.IngramHG]
  1489. ;FiredWeapon configuration
  1490. PlayerAmmoOption=SwatAmmo.IngramHG_FMJ
  1491. EnemyUsesAmmo=(AmmoClass="SwatAmmo.IngramHG_FMJ",Chance=100)
  1492. Range=4000
  1493. MuzzleVelocity=14123
  1494. AvailableFireMode=FireMode_Auto
  1495. BurstRateFactor=1.0
  1496. ;HandheldEquipment configuration
  1497. FirstPersonModelClass=None
  1498. ShouldHaveFirstPersonModel=false
  1499. ThirdPersonModelClass=class'SwatEquipmentModels.Ingram_ThirdPerson'
  1500. Description="Ingram Handgun"
  1501. FriendlyName="MAC-10 Machine Pistol"
  1502. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1503. MaxAimError=60.0
  1504. ;AimError recovered per second until base AimError is achieved
  1505. ;AimError recovered per second until base AimError is achieved
  1506. LargeAimErrorRecoveryRate=12.0
  1507. SmallAimErrorRecoveryRate=1.5
  1508. AimErrorBreakingPoint=1.25
  1509. StandingAimError=0.5
  1510. WalkingAimError=1.25
  1511. RunningAimError=6.5
  1512. CrouchingAimError=0.3
  1513. ;Instantaneous penalties
  1514. EquippedAimErrorPenalty=5.75
  1515. StandToWalkAimErrorPenalty=2.0
  1516. WalkToRunAimErrorPenalty=6.0
  1517. DamagedAimErrorPenalty=0.0
  1518. FiredAimErrorPenalty=2.5
  1519. InjuredAimErrorPenalty=1.0
  1520. MaxInjuredAimErrorPenalty=3.5
  1521. ;AimError penalty for one unit of mouse movement per second
  1522. LookAimErrorPenaltyFactor=0.000125
  1523. MaxLookAimErrorPenalty=10.0
  1524. ;RECOIL IS IGNORED BY AIs
  1525. RecoilBackDuration=0.05
  1526. RecoilForeDuration=0.35
  1527. RecoilMagnitude=1000
  1528. HasAttachedFlashlight=False
  1529. FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
  1530. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1531. FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
  1532. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1533.  
  1534. ;*****************************
  1535. ;Badguy HK MP5
  1536. ;*****************************
  1537.  
  1538. [SwatEquipment.BadguyMP5SMG]
  1539. ;FiredWeapon configuration
  1540. PlayerAmmoOption=SwatAmmo.MP5SMG_JHP
  1541. PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ
  1542. EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=100)
  1543. Range=4000
  1544. MuzzleVelocity=20185
  1545. AvailableFireMode=FireMode_Burst
  1546. AvailableFireMode=FireMode_Single
  1547. AvailableFireMode=FireMode_Auto
  1548. BurstRateFactor=1
  1549. ;HandheldEquipment configuration
  1550. FirstPersonModelClass=None
  1551. ShouldHaveFirstPersonModel=false
  1552. ThirdPersonModelClass=class'SwatEquipmentModels.BadguyMP5_ThirdPerson'
  1553. Description="Default description for MP5SMG"
  1554. FriendlyName="9mm Sub-Machine Gun"
  1555. EquipAnimationRate=1
  1556. UnequipAnimationRate=1.5
  1557. UseAnimationRate=0.5
  1558. ReloadAnimationRate=1
  1559. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1560. MaxAimError=60.0
  1561. ;At what value does it switch to the SmallAimErrorRecoveryRate
  1562. AimErrorBreakingPoint=2.0
  1563. StandingAimError=0.45
  1564. WalkingAimError=1.05
  1565. RunningAimError=6.25
  1566. CrouchingAimError=0.25
  1567. ;Instantaneous penalties
  1568. EquippedAimErrorPenalty=6.5
  1569. StandToWalkAimErrorPenalty=2.25
  1570. WalkToRunAimErrorPenalty=6.0
  1571. DamagedAimErrorPenalty=0.0
  1572. FiredAimErrorPenalty=0.75
  1573. InjuredAimErrorPenalty=1.0
  1574. MaxInjuredAimErrorPenalty=4.0
  1575. MaxLookAimErrorPenalty=9.0
  1576. ;AimError penalty for one unit of mouse movement per second
  1577. LookAimErrorPenaltyFactor=0.000125
  1578. MaxLookAimErrorPenalty=9.0
  1579. RecoilBackDuration=0.05
  1580. RecoilForeDuration=0.4
  1581. RecoilMagnitude=200
  1582. AutoFireRecoilMagnitudeIncrement=25
  1583. HasAttachedFlashlight=false
  1584.  
  1585.  
  1586. ;***************************
  1587. ;  Badguy G36ka4
  1588. ;***************************
  1589.  
  1590. [SwatEquipment.BadguyG36kMG]
  1591. ;FiredWeapon configuration
  1592. PlayerAmmoOption=SwatAmmo.G36kMG_FMJ
  1593. PlayerAmmoOption=SwatAmmo.G36kMG_JHP
  1594. EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=100)
  1595. Range=4000
  1596. MuzzleVelocity=42893 
  1597. AvailableFireMode=FireMode_Auto
  1598. AvailableFireMode=FireMode_Burst
  1599. BurstRateFactor=1.25
  1600. BurstShotCount=2
  1601. ;HandheldEquipment configuration
  1602. ShouldHaveFirstPersonModel=true
  1603. ShouldHaveFirstPersonModel=false
  1604. ThirdPersonModelClass=class'SwatEquipmentModels.BadguyG36K_ThirdPerson'
  1605. 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.
  1606. FriendlyName=GB36s Assault Rifle
  1607. GUIImage=material'gui_tex.equip_G36K'
  1608. GUIPaperdollImage=material'gui_tex.paperdoll'
  1609. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1610. MaxAimError=60.0
  1611. ;AimError recovered per second until base AimError is achieved
  1612. LargeAimErrorRecoveryRate=7.0
  1613. SmallAimErrorRecoveryRate=3.0
  1614. AimErrorBreakingPoint=2.5
  1615. StandingAimError=0.2
  1616. WalkingAimError=1.6
  1617. RunningAimError=8.0
  1618. CrouchingAimError=0.1
  1619. ;Instantaneous penalties
  1620. EquippedAimErrorPenalty=8.0
  1621. StandToWalkAimErrorPenalty=3.0
  1622. WalkToRunAimErrorPenalty=5.0
  1623. DamagedAimErrorPenalty=0.0
  1624. FiredAimErrorPenalty=2.0
  1625. InjuredAimErrorPenalty=1.0
  1626. MaxInjuredAimErrorPenalty=5.5
  1627. ;AimError penalty for one unit of mouse movement per second
  1628. LookAimErrorPenaltyFactor=0.000125
  1629. MaxLookAimErrorPenalty=12.5
  1630. ;RECOIL IS IGNORED BY AIs
  1631. RecoilBackDuration=0.02
  1632. RecoilForeDuration=0.5
  1633. RecoilMagnitude=240
  1634. AutoFireRecoilMagnitudeIncrement=60
  1635. HasAttachedFlashlight=false
  1636. ;Weapon Zoom
  1637. ZoomedFOV=35.0
  1638. ZoomTime=0.1
  1639.  
  1640. ;***************************
  1641. ;  Badguy UMP45
  1642. ;***************************
  1643.  
  1644. [SwatEquipment.BadguyUMP45SMG]
  1645. ;FiredWeapon configuration
  1646. PlayerAmmoOption=SwatAmmo.UMP45SMG_FMJ
  1647. PlayerAmmoOption=SwatAmmo.UMP45SMG_JHP
  1648. EnemyUsesAmmo=(AmmoClass="SwatAmmo.UMP45SMG_FMJ",Chance=100)
  1649. Range=4000
  1650. MuzzleVelocity=13123
  1651. AvailableFireMode=FireMode_Auto
  1652. AvailableFireMode=FireMode_Single
  1653. BurstRateFactor=0.725
  1654. ;HandheldEquipment configuration
  1655. ShouldHaveFirstPersonModel=false
  1656. ThirdPersonModelClass=class'SwatEquipmentModels.BadGuyUMP_ThirdPerson'
  1657. 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."
  1658. FriendlyName=".45 SMG"
  1659. GUIImage=material'gui_tex.equip_Ump'
  1660. GUIPaperdollImage=material'gui_tex.paperdoll'
  1661. EquipAnimationRate=1
  1662. UnequipAnimationRate=1.5
  1663. UseAnimationRate=1.0
  1664. ReloadAnimationRate=1
  1665. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1666. MaxAimError=60.0
  1667. ;AimError recovered per second until base AimError is achieved
  1668. LargeAimErrorRecoveryRate=15.0
  1669. SmallAimErrorRecoveryRate=2.75
  1670. ;At what value does it switch to the SmallAimErrorRecoveryRate
  1671. AimErrorBreakingPoint=2.0
  1672. StandingAimError=0.5
  1673. WalkingAimError=0.95
  1674. RunningAimError=6.75
  1675. CrouchingAimError=0.25
  1676. ;Instantaneous penalties
  1677. EquippedAimErrorPenalty=6.0
  1678. StandToWalkAimErrorPenalty=2.25
  1679. WalkToRunAimErrorPenalty=6.0
  1680. DamagedAimErrorPenalty=0.0
  1681. FiredAimErrorPenalty=1.0
  1682. InjuredAimErrorPenalty=1.0
  1683. MaxInjuredAimErrorPenalty=3.0
  1684. MaxLookAimErrorPenalty=9.0
  1685. ;AimError penalty for one unit of mouse movement per second
  1686. LookAimErrorPenaltyFactor=0.000125
  1687. MaxLookAimErrorPenalty=9.0
  1688. ;RECOIL IS IGNORED BY AIs
  1689. RecoilBackDuration=0.04
  1690. RecoilForeDuration=0.6
  1691. RecoilMagnitude=220
  1692. AutoFireRecoilMagnitudeIncrement=40
  1693. HasAttachedFlashlight=false
  1694. ;Weapon Zoom
  1695. ZoomedFOV=45.0
  1696. ZoomTime=0.1
  1697.  
  1698. ;*****************************
  1699. ;SILENCED HK MP5
  1700. ;*****************************
  1701.  
  1702. [SwatEquipment.BadguySilencedMP5SMG]
  1703. ;FiredWeapon configuration
  1704. PlayerAmmoOption=SwatAmmo.MP5SMG_JHP
  1705. PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ
  1706. EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=100)
  1707. Range=4000
  1708. MuzzleVelocity=17693
  1709. AvailableFireMode=FireMode_Single
  1710. AvailableFireMode=FireMode_Burst
  1711. AvailableFireMode=FireMode_Auto
  1712. BurstRateFactor=1.0
  1713. ;HandheldEquipment configuration
  1714. FirstPersonModelClass=None
  1715. ShouldHaveFirstPersonModel=false
  1716. ThirdPersonModelClass=class'SwatEquipmentModels.BadguySilencedMP5_ThirdPerson'
  1717. Description="Default description for SilencedMP5SMG"
  1718. FriendlyName="Silenced 9mm Sub-Machine Gun"
  1719. EquipAnimationRate=1
  1720. UnequipAnimationRate=1
  1721. UseAnimationRate=1
  1722. ReloadAnimationRate=1
  1723. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1724. MaxAimError=60.0
  1725. ;At what value does it switch to the SmallAimErrorRecoveryRate
  1726. AimErrorBreakingPoint=2.0
  1727. StandingAimError=0.45
  1728. WalkingAimError=1.05
  1729. RunningAimError=6.25
  1730. CrouchingAimError=0.25
  1731. ;Instantaneous penalties
  1732. EquippedAimErrorPenalty=6.5
  1733. StandToWalkAimErrorPenalty=2.25
  1734. WalkToRunAimErrorPenalty=6.0
  1735. DamagedAimErrorPenalty=0.0
  1736. FiredAimErrorPenalty=0.75
  1737. InjuredAimErrorPenalty=1.0
  1738. MaxInjuredAimErrorPenalty=4.0
  1739. MaxLookAimErrorPenalty=9.0
  1740. ;AimError penalty for one unit of mouse movement per second
  1741. LookAimErrorPenaltyFactor=0.000125
  1742. MaxLookAimErrorPenalty=10.0
  1743. ;RECOIL IS IGNORED BY AIs
  1744. RecoilBackDuration=0.05
  1745. RecoilForeDuration=0.35
  1746. RecoilMagnitude=1000
  1747. AutoFireRecoilMagnitudeIncrement=50
  1748. HasAttachedFlashlight=false
  1749.  
  1750.  
  1751. ;***************************
  1752. ; HK53 SMG
  1753. ;***************************
  1754.  
  1755. [SwatEquipment.HK53SMG]
  1756. ;FiredWeapon configuration
  1757. PlayerAmmoOption=SwatAmmo.HK53SMG_FMJ
  1758. EnemyUsesAmmo=(AmmoClass="SwatAmmo.HK53SMG_FMJ",Chance=100)
  1759. Range=4000
  1760. MuzzleVelocity=37093
  1761. AvailableFireMode=FireMode_Burst
  1762. AvailableFireMode=FireMode_Auto
  1763. ;HandheldEquipment configuration
  1764. FirstPersonModelClass=None
  1765. ShouldHaveFirstPersonModel=false
  1766. ThirdPersonModelClass=class'SwatEquipmentModels.HK53_ThirdPerson'
  1767. Description="Beretta M9 Handgun"
  1768. FriendlyName="GB53"
  1769. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1770. MaxAimError=60.0
  1771. ;AimError recovered per second until base AimError is achieved
  1772. LargeAimErrorRecoveryRate=8.0
  1773. SmallAimErrorRecoveryRate=2.5
  1774. AimErrorBreakingPoint=2.5
  1775. StandingAimError=0.25
  1776. WalkingAimError=1.05
  1777. RunningAimError=7.25
  1778. CrouchingAimError=0.15
  1779. ;Instantaneous penalties
  1780. EquippedAimErrorPenalty=8.5
  1781. StandToWalkAimErrorPenalty=3.5
  1782. WalkToRunAimErrorPenalty=5.0
  1783. DamagedAimErrorPenalty=0.0
  1784. FiredAimErrorPenalty=2.0
  1785. InjuredAimErrorPenalty=1.0
  1786. MaxInjuredAimErrorPenalty=3.5
  1787. ;AimError penalty for one unit of mouse movement per second
  1788. LookAimErrorPenaltyFactor=0.000125
  1789. MaxLookAimErrorPenalty=10.0
  1790. ;RECOIL IS IGNORED BY AIs
  1791. RecoilBackDuration=0.05
  1792. RecoilForeDuration=0.35
  1793. RecoilMagnitude=1000
  1794. HasAttachedFlashlight=False
  1795. FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5)
  1796. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1797. FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5)
  1798. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1799.  
  1800. ;***************************
  1801. ;  AK74
  1802. ;***************************
  1803.  
  1804. [SwatEquipment.AK74MG]
  1805. ;FiredWeapon configuration
  1806. PlayerAmmoOption=SwatAmmo.AK47MG_FMJ
  1807. EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=100)
  1808. Range=4000
  1809. MuzzleVelocity=37093 
  1810. AvailableFireMode=FireMode_Auto
  1811. BurstRateFactor=1.0
  1812. ;HandheldEquipment configuration
  1813. FirstPersonModelClass=None
  1814. ShouldHaveFirstPersonModel=false
  1815. ThirdPersonModelClass=class'SwatEquipmentModels.AK74_ThirdPerson'
  1816. Description="Default description for M4A1MG"
  1817. FriendlyName="AK74"
  1818. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1819. MaxAimError=60.0
  1820. ;AimError recovered per second until base AimError is achieved
  1821. LargeAimErrorRecoveryRate=8.0
  1822. SmallAimErrorRecoveryRate=2.5
  1823. AimErrorBreakingPoint=2.5
  1824. StandingAimError=0.35
  1825. WalkingAimError=1.5
  1826. RunningAimError=7.75
  1827. CrouchingAimError=0.1
  1828. ;Instantaneous penalties
  1829. EquippedAimErrorPenalty=7.5
  1830. StandToWalkAimErrorPenalty=3.0
  1831. WalkToRunAimErrorPenalty=4.5
  1832. DamagedAimErrorPenalty=0.0
  1833. FiredAimErrorPenalty=2.0
  1834. InjuredAimErrorPenalty=1.5
  1835. MaxInjuredAimErrorPenalty=6
  1836. ;AimError penalty for one unit of mouse movement per second
  1837. LookAimErrorPenaltyFactor=0.000125
  1838. MaxLookAimErrorPenalty=10.0
  1839. ;RECOIL IS IGNORED BY AIs
  1840. RecoilBackDuration=0.05
  1841. RecoilForeDuration=0.35
  1842. RecoilMagnitude=1000
  1843. HasAttachedFlashlight=False
  1844. FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
  1845. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1846. FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5)
  1847. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1848.  
  1849. ;***************************
  1850. ;  AK74su
  1851. ;***************************
  1852.  
  1853. [SwatEquipment.AK74suMG]
  1854. ;FiredWeapon configuration
  1855. PlayerAmmoOption=SwatAmmo.AK47MG_FMJ
  1856. EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=100)
  1857. Range=4000
  1858. MuzzleVelocity=37093 
  1859. AvailableFireMode=FireMode_Auto
  1860. BurstRateFactor=1.0
  1861. ;HandheldEquipment configuration
  1862. FirstPersonModelClass=None
  1863. ShouldHaveFirstPersonModel=false
  1864. ThirdPersonModelClass=class'SwatEquipmentModels.AK74su_ThirdPerson'
  1865. Description="Default description for M4A1MG"
  1866. FriendlyName="AK74su"
  1867. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1868. MaxAimError=60.0
  1869. ;AimError recovered per second until base AimError is achieved
  1870. LargeAimErrorRecoveryRate=8.0
  1871. SmallAimErrorRecoveryRate=2.5
  1872. AimErrorBreakingPoint=2.5
  1873. StandingAimError=0.35
  1874. WalkingAimError=1.5
  1875. RunningAimError=8.0
  1876. CrouchingAimError=0.1
  1877. ;Instantaneous penalties
  1878. EquippedAimErrorPenalty=7.0
  1879. StandToWalkAimErrorPenalty=3.0
  1880. WalkToRunAimErrorPenalty=4.5
  1881. DamagedAimErrorPenalty=0.0
  1882. FiredAimErrorPenalty=2.0
  1883. InjuredAimErrorPenalty=1.5
  1884. MaxInjuredAimErrorPenalty=6
  1885. ;AimError penalty for one unit of mouse movement per second
  1886. LookAimErrorPenaltyFactor=0.000125
  1887. MaxLookAimErrorPenalty=10.0
  1888. ;RECOIL IS IGNORED BY AIs
  1889. RecoilBackDuration=0.05
  1890. RecoilForeDuration=0.35
  1891. RecoilMagnitude=1000
  1892. HasAttachedFlashlight=False
  1893. FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
  1894. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1895. FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5)
  1896. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1897.  
  1898. ;***************************
  1899. ;  M4 enemy version
  1900. ;***************************
  1901.  
  1902. [SwatEquipment.M4MG]
  1903. ;FiredWeapon configuration
  1904. PlayerAmmoOption=SwatAmmo.M4A1MG_JHP
  1905. EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4A1MG_JHP",Chance=100)
  1906. Range=4000
  1907. MuzzleVelocity=44617 
  1908. AvailableFireMode=FireMode_Auto
  1909. BurstRateFactor=1.0
  1910. ;HandheldEquipment configuration
  1911. FirstPersonModelClass=None
  1912. ShouldHaveFirstPersonModel=false
  1913. ThirdPersonModelClass=class'SwatEquipmentModels.M4_ThirdPerson'
  1914. Description=Colt M4 Carbine
  1915. FriendlyName=Colt M4 Carbine
  1916. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1917. MaxAimError=60.0
  1918. ;AimError recovered per second until base AimError is achieved
  1919. LargeAimErrorRecoveryRate=8.0
  1920. SmallAimErrorRecoveryRate=2.5
  1921. AimErrorBreakingPoint=2.5
  1922. ;Aim Error Base values
  1923. StandingAimError=0.25
  1924. WalkingAimError=1.5
  1925. RunningAimError=8.0
  1926. CrouchingAimError=0.15
  1927. ;Instantaneous penalties
  1928. EquippedAimErrorPenalty=8.5
  1929. StandToWalkAimErrorPenalty=3.5
  1930. WalkToRunAimErrorPenalty=5.0
  1931. DamagedAimErrorPenalty=0.0
  1932. FiredAimErrorPenalty=2.0
  1933. InjuredAimErrorPenalty=1.5
  1934. MaxInjuredAimErrorPenalty=6
  1935. ;AimError penalty for one unit of mouse movement per second
  1936. LookAimErrorPenaltyFactor=0.000125
  1937. MaxLookAimErrorPenalty=10.0
  1938. ;RECOIL IS IGNORED BY AIs
  1939. RecoilBackDuration=0.05
  1940. RecoilForeDuration=0.35
  1941. RecoilMagnitude=1000
  1942. HasAttachedFlashlight=False
  1943. FlashlightPosition_1stPerson=(X=22,Y=1,Z=10)
  1944. FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0)
  1945. FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5)
  1946. FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0)
  1947.  
  1948.  
  1949. ;********************************
  1950. ;Badguy BENELLI M4 SUPER90 SHOTGUN
  1951. ;********************************
  1952.  
  1953. [SwatEquipment.BadguyM4Super90SG]
  1954. ;RoundBasedWeapon configuration
  1955. MagazineSize=5
  1956. ;FiredWeapon configuration
  1957. PlayerAmmoOption=SwatAmmo.M4Super90SGAmmo
  1958. EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=100)
  1959. Range=4000
  1960. MuzzleVelocity=20384
  1961. ;HandheldEquipment configuration
  1962. FirstPersonModelClass=None
  1963. ShouldHaveFirstPersonModel=false
  1964. ThirdPersonModelClass=class'SwatEquipmentModels.BadguyM4Super90_ThirdPerson'
  1965. Description=Benelli M4 Super90
  1966. FriendlyName=Benelli M4 Super90
  1967. EquipAnimationRate=1
  1968. UnequipAnimationRate=1
  1969. UseAnimationRate=1.5
  1970. ReloadAnimationRate=1
  1971. ;Since zero is perfect AimError, Max AimError is the worst AimError
  1972. MaxAimError=60.0
  1973. ;AimError recovered per second until base AimError is achieved
  1974. LargeAimErrorRecoveryRate=12.0
  1975. SmallAimErrorRecoveryRate=2.0
  1976. AimErrorBreakingPoint=3.5
  1977. StandingAimError=1.5
  1978. WalkingAimError=2.5
  1979. RunningAimError=8.0
  1980. CrouchingAimError=0.75
  1981. ;Instantaneous penalties
  1982. EquippedAimErrorPenalty=9.0
  1983. StandToWalkAimErrorPenalty=2.0
  1984. WalkToRunAimErrorPenalty=6.0
  1985. DamagedAimErrorPenalty=0.0
  1986. FiredAimErrorPenalty=1.0
  1987. InjuredAimErrorPenalty=1.5
  1988. MaxInjuredAimErrorPenalty=7.0
  1989. ;AimError penalty for one unit of mouse movement per second
  1990. LookAimErrorPenaltyFactor=0.000125
  1991. MaxLookAimErrorPenalty=10.0
  1992. ;RECOIL IS IGNORED BY AIs
  1993. RecoilBackDuration=0.05
  1994. RecoilForeDuration=0.35
  1995. RecoilMagnitude=1000
  1996. HasAttachedFlashlight=False
  1997.  
  1998.  
  1999. ;***************************
  2000. ;  M1 Super90
  2001. ;***************************
  2002.  
  2003. [SwatEquipment.M1Super90SG]
  2004. ;RoundBasedWeapon configuration
  2005. MagazineSize=8
  2006. ;FiredWeapon configuration
  2007. PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
  2008. EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100)
  2009. Range=4000
  2010. MuzzleVelocity=20384
  2011. ;HandheldEquipment configuration
  2012. FirstPersonModelClass=None
  2013. ShouldHaveFirstPersonModel=false
  2014. ThirdPersonModelClass=class'SwatEquipmentModels.M4Super90_ThirdPerson'
  2015. Description=Benelli M1 Super 90
  2016. FriendlyName=Benelli M1 Super 90
  2017. ;Since zero is perfect AimError, Max AimError is the worst AimError
  2018. MaxAimError=60.0
  2019. ;AimError recovered per second until base AimError is achieved
  2020. LargeAimErrorRecoveryRate=12.0
  2021. SmallAimErrorRecoveryRate=2.0
  2022. AimErrorBreakingPoint=3.5
  2023. StandingAimError=1.5
  2024. WalkingAimError=2.5
  2025. RunningAimError=8.0
  2026. CrouchingAimError=0.75
  2027. ;Instantaneous penalties
  2028. EquippedAimErrorPenalty=9.0
  2029. StandToWalkAimErrorPenalty=2.0
  2030. WalkToRunAimErrorPenalty=6.0
  2031. DamagedAimErrorPenalty=0.0
  2032. FiredAimErrorPenalty=1.0
  2033. InjuredAimErrorPenalty=1.5
  2034. MaxInjuredAimErrorPenalty=7
  2035. ;AimError penalty for one unit of mouse movement per second
  2036. LookAimErrorPenaltyFactor=0.000125
  2037. MaxLookAimErrorPenalty=10.0
  2038. ;RECOIL IS IGNORED BY AIs
  2039. RecoilBackDuration=0.05
  2040. RecoilForeDuration=0.35
  2041. RecoilMagnitude=1000
  2042. ;Weapon Zoom
  2043. ZoomedFOV=30.0
  2044.  
  2045. ;***************************
  2046. ;  Pump1 Shotgun
  2047. ;***************************
  2048.  
  2049. [SwatEquipment.Pump1SG]
  2050. ;RoundBasedWeapon configuration
  2051. MagazineSize=8
  2052. ;FiredWeapon configuration
  2053. PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
  2054. EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100)
  2055. Range=4000
  2056. MuzzleVelocity=20384
  2057. ;HandheldEquipment configuration
  2058. FirstPersonModelClass=None
  2059. ShouldHaveFirstPersonModel=false
  2060. ThirdPersonModelClass=class'SwatEquipmentModels.Pump1_ThirdPerson'
  2061. Description=Pistol Grip Pump Shotgun
  2062. FriendlyName=Pistol Grip Pump Shotgun
  2063. ;Since zero is perfect AimError, Max AimError is the worst AimError
  2064. MaxAimError=60.0
  2065. ;AimError recovered per second until base AimError is achieved
  2066. LargeAimErrorRecoveryRate=12.0
  2067. SmallAimErrorRecoveryRate=2.0
  2068. AimErrorBreakingPoint=3.5
  2069. StandingAimError=1.5
  2070. WalkingAimError=2.5
  2071. RunningAimError=8.0
  2072. CrouchingAimError=0.75
  2073. ;Instantaneous penalties
  2074. EquippedAimErrorPenalty=9.0
  2075. StandToWalkAimErrorPenalty=2.0
  2076. WalkToRunAimErrorPenalty=6.0
  2077. DamagedAimErrorPenalty=0.0
  2078. FiredAimErrorPenalty=1.0
  2079. InjuredAimErrorPenalty=1.5
  2080. MaxInjuredAimErrorPenalty=6.5
  2081. ;AimError penalty for one unit of mouse movement per second
  2082. LookAimErrorPenaltyFactor=0.000125
  2083. MaxLookAimErrorPenalty=10.0
  2084. ;RECOIL IS IGNORED BY AIs
  2085. RecoilBackDuration=0.05
  2086. RecoilForeDuration=0.35
  2087. RecoilMagnitude=1000
  2088.  
  2089. ;**************************
  2090. ;  Pump2 (Rifle Grip)
  2091. ;**************************
  2092.  
  2093. [SwatEquipment.Pump2RifleGripSG]
  2094. ;RoundBasedWeapon configuration
  2095. MagazineSize=5
  2096. ;FiredWeapon configuration
  2097. PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
  2098. EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100)
  2099. Range=4000
  2100. MuzzleVelocity=20384
  2101. ;HandheldEquipment configuration
  2102. FirstPersonModelClass=None
  2103. ShouldHaveFirstPersonModel=false
  2104. ThirdPersonModelClass=class'SwatEquipmentModels.Pump2RifleGrip_ThirdPerson'
  2105. Description=Rifle Grip Pump Shotgun
  2106. FriendlyName=Rifle Grip Pump Shotgun
  2107. ;Since zero is perfect AimError, Max AimError is the worst AimError
  2108. MaxAimError=60.0
  2109. ;AimError recovered per second until base AimError is achieved
  2110. LargeAimErrorRecoveryRate=12.0
  2111. SmallAimErrorRecoveryRate=2.0
  2112. AimErrorBreakingPoint=3.5
  2113. StandingAimError=1.5
  2114. WalkingAimError=2.5
  2115. RunningAimError=8.0
  2116. CrouchingAimError=0.75
  2117. ;Instantaneous penalties
  2118. EquippedAimErrorPenalty=9.0
  2119. StandToWalkAimErrorPenalty=2.0
  2120. WalkToRunAimErrorPenalty=6.0
  2121. DamagedAimErrorPenalty=0.0
  2122. FiredAimErrorPenalty=1.0
  2123. InjuredAimErrorPenalty=1.5
  2124. MaxInjuredAimErrorPenalty=6.5
  2125. ;AimError penalty for one unit of mouse movement per second
  2126. LookAimErrorPenaltyFactor=0.000125
  2127. MaxLookAimErrorPenalty=10.0
  2128. ;RECOIL IS IGNORED BY AIs
  2129. RecoilBackDuration=0.05
  2130. RecoilForeDuration=0.35
  2131. RecoilMagnitude=1000
  2132.  
  2133. ;***************************
  2134. ;  Sawed off Shotgun
  2135. ;***************************
  2136.  
  2137. [SwatEquipment.SawedOffSG]
  2138. ;RoundBasedWeapon configuration
  2139. MagazineSize=1
  2140. ;FiredWeapon configuration
  2141. PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo
  2142. EnemyUsesAmmo=(AmmoClass="SwatAmmo.SawedOffSGAmmo",Chance=50)
  2143. EnemyUsesAmmo=(AmmoClass="SwatAmmo.SawedOffSGAmmo_LowAmmo",Chance=50)
  2144. Range=4000
  2145. MuzzleVelocity=20384
  2146. ;HandheldEquipment configuration
  2147. FirstPersonModelClass=None
  2148. ShouldHaveFirstPersonModel=false
  2149. ThirdPersonModelClass=class'SwatEquipmentModels.SawedOff_ThirdPerson'
  2150. Description=Sawed-off Shotgun
  2151. FriendlyName=Sawed-off Shotgun
  2152. ;Since zero is perfect AimError, Max AimError is the worst AimError
  2153. MaxAimError=60.0
  2154. ;AimError recovered per second until base AimError is achieved
  2155. LargeAimErrorRecoveryRate=12.0
  2156. SmallAimErrorRecoveryRate=2.0
  2157. AimErrorBreakingPoint=3.5
  2158. StandingAimError=2.5
  2159. WalkingAimError=3.5
  2160. RunningAimError=8.0
  2161. CrouchingAimError=1.5
  2162. ;Instantaneous penalties
  2163. EquippedAimErrorPenalty=7.0
  2164. StandToWalkAimErrorPenalty=2.0
  2165. WalkToRunAimErrorPenalty=6.0
  2166. DamagedAimErrorPenalty=0.0
  2167. FiredAimErrorPenalty=1.0
  2168. InjuredAimErrorPenalty=1.0
  2169. MaxInjuredAimErrorPenalty=5
  2170. ;AimError penalty for one unit of mouse movement per second
  2171. LookAimErrorPenaltyFactor=0.000125
  2172. MaxLookAimErrorPenalty=10.0
  2173. ;RECOIL IS IGNORED BY AIs
  2174. RecoilBackDuration=0.05
  2175. RecoilForeDuration=0.35
  2176. RecoilMagnitude=1000
  2177.  
  2178.  
  2179. ;********************************
  2180. ;  PROTECTIVE EQUIPMENT
  2181. ;********************************
  2182.  
  2183. [SwatProtectiveEquipment.LightBodyArmor]
  2184. 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.
  2185. FriendlyName=Light Armor
  2186. GUIImage=material'gui_tex.equip_LightArmor'
  2187.  
  2188. [SwatProtectiveEquipment.HeavyBodyArmor]
  2189. 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.
  2190. FriendlyName=Heavy Armor
  2191. GUIImage=material'gui_tex.equip_HeavyArmor'
  2192.  
  2193. [SwatProtectiveEquipment.GasMask]
  2194. 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.
  2195. FriendlyName=Gas Mask
  2196. GUIImage=material'gui_tex.equip_gasmask'
  2197.  
  2198. [SwatProtectiveEquipment.KevlarHelmet]
  2199. Description=If you can read this, there is a bug.  This Kevlar Helmet description should never be displayed.
  2200. FriendlyName=Kevlar Helmet
  2201. GUIImage=None
  2202.  
  2203. [SwatProtectiveEquipment.HelmetAndGoggles]
  2204. Description=The kevlar helmet combined with tactical eyewear provides superior damage prevention to the head region as well as eliminating the effects of flashbangs.
  2205. FriendlyName=Helmet
  2206. GUIImage=material'gui_tex.equip_goggles'
  2207.  
  2208. ;********************************
  2209. ;  TACTICAL AIDS
  2210. ;********************************
  2211.  
  2212.  
  2213. ;********************************
  2214. ;FLASHBANG STUN GRENADE
  2215. ;********************************
  2216.  
  2217.  
  2218. [SwatEquipment.FlashbangGrenade]
  2219. ;HandheldEquipment configuration
  2220. FirstPersonModelClass=class'SwatEquipmentModels.FlashbangGrenade_FirstPerson'
  2221. ThirdPersonModelClass=class'SwatEquipmentModels.FlashbangGrenade_ThirdPerson'
  2222. ProjectileClass=class'SwatEquipment.FlashbangGrenadeProjectile'
  2223. 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."
  2224. FriendlyName="Flashbang"
  2225. GUIImage=material'gui_tex.equip_flashbang'
  2226. EquipAnimationRate=1.5
  2227. UnequipAnimationRate=1.5
  2228. UseAnimationRate=1
  2229.  
  2230. [SwatEquipment.FlashbangGrenadeProjectile]
  2231. ;timer
  2232. FuseTime=1.5
  2233. ;bouncing
  2234. BounceDampening=0.4
  2235. BounceCount=3
  2236. ;damage - Damage should be applied constantly over DamageRadius
  2237. Damage=12.0
  2238. DamageRadius=48.0
  2239. ;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius
  2240. KarmaImpulse=(Max=300.0,Min=200.0)
  2241. KarmaImpulseRadius=800.0
  2242.  
  2243. ; When a Player (non-AI) being banged has protective 
  2244. ; equipment that protects him from flashbangs, then the duration of 
  2245. ; effect will be scaled by this value. 
  2246. ; I.e., ReactionDuration *= <XXX>PlayerProtectiveEquipmentDurationScaleFactor
  2247. ; Where XXX is SP or MP depending on whether it's a single-player or
  2248. ; multiplayer game. So a value of 0 will mean the effect will not happen at all,
  2249. ; and a value of 1 will mean that it will last the normal amount of time.
  2250. SPPlayerProtectiveEquipmentDurationScaleFactor=0
  2251. MPPlayerProtectiveEquipmentDurationScaleFactor=0
  2252.  
  2253. ;stun
  2254. StunRadius=1000.0
  2255. ;PlayerStunDuration should be kept in sync with the values in SwatCameraEffects.DesignerFlashbangParams
  2256. PlayerStunDuration=14.0
  2257. ;AI stuff
  2258. NotifyAIsTime=0.75
  2259. AIStunDuration=4.0
  2260. MoraleModifier=0.4
  2261.  
  2262. ;********************************
  2263. ;CS TEAR GAS GRENADE
  2264. ;********************************
  2265.  
  2266. [SwatEquipment.CSGasGrenade]
  2267. ;HandheldEquipment configuration
  2268. FirstPersonModelClass=class'SwatEquipmentModels.CSGasGrenade_FirstPerson'
  2269. ThirdPersonModelClass=class'SwatEquipmentModels.CSGasGrenade_ThirdPerson'
  2270. ProjectileClass=class'SwatEquipment.CSGasGrenadeProjectile'
  2271. 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."
  2272. FriendlyName="CS Gas"
  2273. GUIImage=material'gui_tex.equip_csgas'
  2274. EquipAnimationRate=1.5
  2275. UnequipAnimationRate=1.5
  2276. UseAnimationRate=1
  2277.  
  2278. [SwatEquipment.CSGasGrenadeProjectile]
  2279. ;timer
  2280. FuseTime=1.5
  2281. ;bouncing
  2282. BounceDampening=0.4
  2283. BounceCount=3
  2284. ;how often the CSGasGrenadeProjectile checks who it is affecting
  2285. UpdatePeriod=0.5
  2286. ; How long the gas effect will continue to affect players who
  2287. ; enter its radius (NOT how long the gas effect lasts when a player
  2288. ; is gassed!). This should be timed to match the gas particle effect's duration
  2289. GasEmissionDuration=7.0
  2290. ;how long a gassed pawn reacts to the gas, ie. how long it takes for a pawn to recover after leaving the gas
  2291. ReactionDuration=11.5
  2292. ; When a Player (non-AI) being gassed has protective 
  2293. ; equipment that protects him from gas, then the duration of 
  2294. ; effect will be scaled by this value. 
  2295. ; I.e., ReactionDuration *= <XXX>PlayerProtectiveEquipmentDurationScaleFactor
  2296. ; Where XXX is SP or MP depending on whether it's a single-player or
  2297. ; multiplayer game. So a value of 0 will mean the effect will not happen at all,
  2298. ; and a value of 1 will mean that it will last the normal amount of time.
  2299. SPPlayerProtectiveEquipmentDurationScaleFactor=0
  2300. MPPlayerProtectiveEquipmentDurationScaleFactor=0
  2301. ; min and max radius of effect
  2302. Radius=(Min=30.0,Max=500.0)
  2303. ; Time it takes the radius of effect to expand from min to max.
  2304. ; You can watch the radius expand by typing "rend collision" before
  2305. ; throwing the gas grenade.
  2306. ExpansionTime=2
  2307. ;AI stuff
  2308. NotifyAIsTime=0.75
  2309.  
  2310. ;********************************
  2311. ;STING GRENADE
  2312. ;********************************
  2313.  
  2314.  
  2315. [SwatEquipment.StingGrenade]
  2316. ;HandheldEquipment configuration
  2317. FirstPersonModelClass=class'SwatEquipmentModels.StingGrenade_FirstPerson'
  2318. ThirdPersonModelClass=class'SwatEquipmentModels.StingGrenade_ThirdPerson'
  2319. ProjectileClass=class'SwatEquipment.StingGrenadeProjectile'
  2320. 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."
  2321. FriendlyName="Stinger"
  2322. GUIImage=material'gui_tex.equip_stinggrenade'
  2323. EquipAnimationRate=1.5
  2324. UnequipAnimationRate=1.5
  2325. UseAnimationRate=1
  2326.  
  2327. [SwatEquipment.StingGrenadeProjectile]
  2328. ;timer
  2329. FuseTime=1.5
  2330. ;bouncing
  2331. BounceDampening=0.4
  2332. BounceCount=3
  2333. ;damage - Damage should be applied constantly over DamageRadius
  2334. Damage=25.0
  2335. DamageRadius=105.0
  2336. ;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius
  2337. KarmaImpulse=(Max=300.0,Min=50.0)
  2338. KarmaImpulseRadius=640.0
  2339. ;sting
  2340. StingRadius=510.0
  2341. PlayerStingDuration=11.0
  2342. HeavilyArmoredPlayerStingDuration=5.5
  2343. ;AI stuff
  2344. NotifyAIsTime=0.75
  2345. AIStingDuration=8.0
  2346. MoraleModifier=0.4
  2347.  
  2348. ;********************************
  2349. ;PEPPER SPRAY
  2350. ;********************************
  2351.  
  2352. [SwatEquipment.PepperSpray]
  2353. ;PepperSpray configuration
  2354. ;when deciding who is affected by pepper spray, the trace is not blocked by anything with MtP less than this
  2355. MomentumToPenetrateThreshold=20
  2356. PlayerPepperSprayedDuration=12.0
  2357. AIPepperSprayedDuration=12.0
  2358. ; When a Player (non-AI) being peppered has protective 
  2359. ; equipment that protects him from pepper, then the duration of 
  2360. ; effect will be scaled by this value. 
  2361. ; I.e., PlayerPepperSprayedDuration *= <XXX>PlayerProtectiveEquipmentDurationScaleFactor
  2362. ; Where XXX is SP or MP depending on whether it's a single-player or
  2363. ; multiplayer game
  2364. SPPlayerProtectiveEquipmentDurationScaleFactor=0
  2365. MPPlayerProtectiveEquipmentDurationScaleFactor=0.10
  2366. ;RoundBasedWeapon configuration
  2367. MagazineSize=20
  2368. ;FiredWeapon configuration
  2369. PlayerAmmoOption=SwatAmmo.PepperSprayAmmo
  2370. AvailableFireMode=FireMode_Auto
  2371. EnemyUsesAmmo=(AmmoClass="SwatAmmo.PepperSprayAmmo",Chance=100)
  2372. Range=300
  2373. MuzzleVelocity=2
  2374. bCanShootThroughGlass=false
  2375. bAimAtHead=true
  2376. ;HandheldEquipment configuration
  2377. FirstPersonModelClass=class'SwatEquipmentModels.PepperSpray_FirstPerson'
  2378. ThirdPersonModelClass=class'SwatEquipmentModels.PepperSpray_ThirdPerson'
  2379. 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."
  2380. FriendlyName="Pepper Spray"
  2381. GUIImage=material'gui_tex.equip_pepperspray'
  2382. EquipAnimationRate=1
  2383. UnequipAnimationRate=2
  2384. UseAnimationRate=1
  2385. ;Since zero is perfect AimError, Max AimError is the worst AimError
  2386. MaxAimError=20.0
  2387. ;AimError recovered per second until base AimError is achieved
  2388. LargeAimErrorRecoveryRate=250.0
  2389. SmallAimErrorRecoveryRate=120.0
  2390. AimErrorBreakingPoint=16.0
  2391. StandingAimError=15.0
  2392. WalkingAimError=16.0
  2393. RunningAimError=17.0
  2394. InjuredAimErrorPenalty=16.0
  2395. CrouchingAimError=14.0
  2396. EquippedAimErrorPenalty=17.0
  2397. ;AimError penalty for one unit of mouse movement per second
  2398. LookAimErrorPenaltyFactor=0.0
  2399. MaxLookAimErrorPenalty=0.0
  2400. RecoilBackDuration=0.0
  2401. RecoilForeDuration=0.0
  2402. RecoilMagnitude=0.0
  2403.  
  2404.  
  2405. ;****************************
  2406. ;OPTIWAND
  2407. ;****************************
  2408.  
  2409. [SwatEquipment.Optiwand]
  2410. FirstPersonModelClass=class'SwatEquipmentModels.Optiwand_FirstPerson'
  2411. ThirdPersonModelClass=class'SwatEquipmentModels.Optiwand_ThirdPerson'
  2412. 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."
  2413. FriendlyName="Optiwand"
  2414. GUIImage=material'gui_tex.equip_optiwand'
  2415. EquipAnimationRate=1
  2416. UnequipAnimationRate=1
  2417. UseAnimationRate=1
  2418. Mass=100.000000
  2419. Slot=Slot_Optiwand
  2420. RefreshRate=60
  2421. SizeX=256
  2422. SizeY=256
  2423. BoneName=lens
  2424. FOV=80
  2425. LensTurnAlpha=0.1800000
  2426. LensTurnSpeed=15.000000
  2427. LensFinishSpeed=0.2
  2428. ClampYawAngle=70
  2429. ClampPitchAngle=55
  2430. LCDScreen=ScriptedTexture'scripted_tex.lcd_scripted_tex'
  2431. LCDShader=Shader'scripted_tex.lcd_shader'
  2432. GunShader=Shader'SWAT1stPersonTex.Optiwand1stPersonShader'
  2433. BlankScreen=Material'SWAT1stPersonTex.optiwand1stPersonMonitorShader'
  2434. ;a weapon should go low-ready if anything is this close or closer
  2435. LowReadyDistance=70.0
  2436.  
  2437. ;********************************
  2438. ;TOOLKIT
  2439. ;********************************
  2440.  
  2441. [SwatEquipment.Toolkit]
  2442. FirstPersonModelClass=class'SwatEquipmentModels.Toolkit_FirstPerson'
  2443. ThirdPersonModelClass=class'SwatEquipmentModels.Toolkit_ThirdPerson'
  2444. 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."
  2445. FriendlyName="Toolkit"
  2446. GUIImage=material'gui_tex.equip_toolkit'
  2447. EquipAnimationRate=2.0
  2448. UnequipAnimationRate=2.0
  2449. UseAnimationRate=1
  2450. Range=120
  2451.  
  2452.  
  2453. ;********************************
  2454. ;TACTICAL WEDGE
  2455. ;********************************
  2456.  
  2457. [SwatEquipment.Wedge]
  2458. FirstPersonModelClass=class'SwatEquipmentModels.Wedge_FirstPerson'
  2459. ThirdPersonModelClass=class'SwatEquipmentModels.Wedge_ThirdPerson'
  2460. 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."
  2461. FriendlyName="Door Wedge"
  2462. GUIImage=material'gui_tex.equip_doorwedge'
  2463. EquipAnimationRate=1.25
  2464. UnequipAnimationRate=1.25
  2465. UseAnimationRate=1
  2466. [SwatGame.DeployedWedgeBase]
  2467. ;in seconds, the time required to qualify to remove a Wedge with a Toolkit
  2468. QualifyTimeForToolkit=1.00
  2469.  
  2470.  
  2471. ;********************************
  2472. ;C2 DOOR BREACHING CHARGE
  2473. ;********************************
  2474.  
  2475. [SwatEquipment.C2Charge]
  2476. FirstPersonModelClass=class'SwatEquipmentModels.C2Charge_FirstPerson'
  2477. ThirdPersonModelClass=class'SwatEquipmentModels.C2Charge_ThirdPerson'
  2478. MPThirdPersonModelClass=class'SwatEquipmentModels.mpC2Charge_ThirdPerson'
  2479. 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."
  2480. FriendlyName="C2 (x3)"
  2481. GUIImage=material'gui_tex.equip_c2charge'
  2482. EquipAnimationRate=1.5
  2483. UnequipAnimationRate=1.5
  2484. UseAnimationRate=2
  2485.  
  2486. [SwatGame.DeployedC2ChargeBase]
  2487. ;in seconds, the time required to qualify to remove a C2Charge with a Toolkit
  2488. QualifyTimeForToolkit=2.0
  2489. Damage=100.0
  2490. ;damage is applied to Pawns within a cone.  this is the angle (in degrees) at the cone's vertex.
  2491. DamageAngle=85.0
  2492. DamageRadius=128.0
  2493. StunAngle=100
  2494. StunRadius=600
  2495. StunDuration=5
  2496.  
  2497. [SwatEquipment.Detonator]
  2498. FirstPersonModelClass=class'SwatEquipmentModels.Detonator_FirstPerson'
  2499. ThirdPersonModelClass=class'SwatEquipmentModels.Detonator_ThirdPerson'
  2500. MPFirstPersonModelClass=class'SwatEquipmentModels.MPDetonator_FirstPerson'
  2501. MPThirdPersonModelClass=class'SwatEquipmentModels.MPDetonator_ThirdPerson'
  2502. Description=Default description for Detonator
  2503. FriendlyName="The Detonator"
  2504.  
  2505.  
  2506. ;********************************
  2507. ;ZIP-CUFFS
  2508. ;********************************
  2509.  
  2510. [SwatEquipment.Cuffs]
  2511. FirstPersonModelClass=class'SwatEquipmentModels.Handcuffs_FirstPerson'
  2512. ThirdPersonModelClass=class'SwatEquipmentModels.Handcuffs_ThirdPerson'
  2513. Description="Zip cuff restraints have many benefits over traditional metal hand-cuffs.  Tactical teams favor them due to their light weight and flexible design."
  2514. FriendlyName="Zip-cuffs"
  2515. GUIImage=material'gui_tex.equip_flexcuffs'
  2516. EquipAnimationRate=2
  2517. UnequipAnimationRate=1.5
  2518. UseAnimationRate=2
  2519.  
  2520. [SwatEquipment.IAmCuffed]
  2521. FirstPersonModelClass=None
  2522. ShouldHaveFirstPersonModel=false
  2523. ThirdPersonModelClass=class'SwatEquipmentModels.IAmCuffed_ThirdPerson'
  2524. MPThirdPersonModelClass=class'SwatEquipmentModels.MPIAmCuffed_ThirdPerson'
  2525.  
  2526.  
  2527. ;***************************
  2528. ; Special Damage Categories
  2529. ;***************************
  2530.  
  2531. [SwatEquipment.FrangibleBreachingDamageType]
  2532. DeathString=Breaching Shotgun
  2533.  
  2534. [SwatEquipment.ConcussiveDamageType]
  2535. DeathString=C2 Charge
  2536.  
  2537.  
  2538. ;***************************
  2539. ; Pocket Specs
  2540. ;***************************
  2541.  
  2542.  
  2543. [Pocket_PrimaryWeapon]
  2544. bSpawnable=True
  2545. TypeOfEquipment=EQUIP_Weaponry
  2546. DisplayValidity=NETVALID_All
  2547. PocketFriendlyName=Primary Weapon
  2548. DependentPocket=Pocket_PrimaryAmmo
  2549. EquipmentClassName=SwatEquipment.MP5SMG
  2550. Validity=NETVALID_All
  2551. bSelectable=True
  2552. EquipmentClassName=SwatEquipment.SilencedMP5SMG
  2553. Validity=NETVALID_All
  2554. bSelectable=True
  2555. EquipmentClassName=SwatEquipment.UMP45SMG
  2556. Validity=NETVALID_All
  2557. bSelectable=True
  2558. EquipmentClassName=SwatEquipment.UZISMG
  2559. Validity=NETVALID_MPONLY
  2560. bSelectable=True
  2561. EquipmentClassName=SwatEquipment.M4A1MG
  2562. Validity=NETVALID_All
  2563. bSelectable=True
  2564. EquipmentClassName=SwatEquipment.G36kMG
  2565. Validity=NETVALID_All
  2566. bSelectable=True
  2567. EquipmentClassName=SwatEquipment.AK47MG
  2568. Validity=NETVALID_MPONLY
  2569. bSelectable=True
  2570. EquipmentClassName=SwatEquipment.M4Super90SG
  2571. Validity=NETVALID_All
  2572. bSelectable=True
  2573. EquipmentClassName=SwatEquipment.NovaPumpSG
  2574. Validity=NETVALID_All
  2575. bSelectable=True
  2576. EquipmentClassName=SwatEquipment.LessLethalSG
  2577. Validity=NETVALID_All
  2578. bSelectable=True
  2579. EquipmentClassName=SwatEquipment.CSBallLauncher
  2580. Validity=NETVALID_All
  2581. bSelectable=True
  2582. EquipmentClassName=None
  2583. Validity=NETVALID_All
  2584. bSelectable=False
  2585.  
  2586. [Pocket_SecondaryWeapon]
  2587. bSpawnable=True
  2588. TypeOfEquipment=EQUIP_Weaponry
  2589. DisplayValidity=NETVALID_All
  2590. PocketFriendlyName=Backup Weapon
  2591. DependentPocket=Pocket_SecondaryAmmo
  2592. EquipmentClassName=SwatEquipment.ColtM1911HG
  2593. Validity=NETVALID_All
  2594. bSelectable=True
  2595. EquipmentClassName=SwatEquipment.Glock9mmHG
  2596. Validity=NETVALID_All
  2597. bSelectable=True
  2598. EquipmentClassName=SwatEquipment.PythonRevolverHG
  2599. Validity=NETVALID_MPOnly
  2600. bSelectable=True
  2601. EquipmentClassName=SwatEquipment.VIPColtM1911HG
  2602. Validity=NETVALID_MPOnly
  2603. bSelectable=False
  2604. EquipmentClassName=SwatEquipment.Taser
  2605. Validity=NETVALID_All
  2606. bSelectable=True
  2607. EquipmentClassName=None
  2608. Validity=NETVALID_All
  2609. bSelectable=False
  2610.  
  2611. [Pocket_PrimaryAmmo]
  2612. TypeOfEquipment=EQUIP_Weaponry
  2613. DisplayValidity=NETVALID_All
  2614. PocketFriendlyName=Primary Ammo
  2615. EquipmentClassName=SwatAmmo.MP5SMG_FMJ
  2616. Validity=NETVALID_All
  2617. bSelectable=True
  2618. EquipmentClassName=SwatAmmo.MP5SMG_JHP
  2619. Validity=NETVALID_All
  2620. bSelectable=True
  2621. EquipmentClassName=SwatAmmo.M4Super90SGAmmo
  2622. Validity=NETVALID_All
  2623. bSelectable=True
  2624. EquipmentClassName=SwatAmmo.M4Super90SGSabotAmmo
  2625. Validity=NETVALID_All
  2626. bSelectable=True
  2627. EquipmentClassName=SwatAmmo.M4A1MG_FMJ
  2628. Validity=NETVALID_All
  2629. bSelectable=True
  2630. EquipmentClassName=SwatAmmo.M4A1MG_JHP
  2631. Validity=NETVALID_All
  2632. bSelectable=True
  2633. EquipmentClassName=SwatAmmo.NovaPumpSGAmmo
  2634. Validity=NETVALID_All
  2635. bSelectable=True
  2636. EquipmentClassName=SwatAmmo.NovaPumpSGSabotAmmo
  2637. Validity=NETVALID_All
  2638. bSelectable=True
  2639. EquipmentClassName=SwatAmmo.CSBallLauncherAmmo
  2640. Validity=NETVALID_All
  2641. bSelectable=True
  2642. EquipmentClassName=SwatAmmo.LessLethalAmmo
  2643. Validity=NETVALID_All
  2644. bSelectable=True
  2645. EquipmentClassName=SwatAmmo.AK47MG_FMJ
  2646. Validity=NETVALID_All
  2647. bSelectable=True
  2648. EquipmentClassName=SwatAmmo.AK47MG_JHP
  2649. Validity=NETVALID_All
  2650. bSelectable=True
  2651. EquipmentClassName=SwatAmmo.UZISMG_FMJ
  2652. Validity=NETVALID_All
  2653. bSelectable=True
  2654. EquipmentClassName=SwatAmmo.UZISMG_JHP
  2655. Validity=NETVALID_All
  2656. bSelectable=True
  2657. EquipmentClassName=SwatAmmo.UMP45SMG_FMJ
  2658. Validity=NETVALID_All
  2659. bSelectable=True
  2660. EquipmentClassName=SwatAmmo.UMP45SMG_JHP
  2661. Validity=NETVALID_All
  2662. bSelectable=True
  2663. EquipmentClassName=SwatAmmo.G36kMG_FMJ
  2664. Validity=NETVALID_All
  2665. bSelectable=True
  2666. EquipmentClassName=SwatAmmo.G36kMG_JHP
  2667. Validity=NETVALID_All
  2668. bSelectable=True
  2669. EquipmentClassName=None
  2670. Validity=NETVALID_All
  2671. bSelectable=False
  2672.  
  2673. [Pocket_SecondaryAmmo]
  2674. TypeOfEquipment=EQUIP_Weaponry
  2675. DisplayValidity=NETVALID_All
  2676. PocketFriendlyName=Backup Ammo
  2677. EquipmentClassName=SwatAmmo.ColtM1911HG_FMJ
  2678. Validity=NETVALID_All
  2679. bSelectable=True
  2680. EquipmentClassName=SwatAmmo.ColtM1911HG_JHP
  2681. Validity=NETVALID_All
  2682. bSelectable=True
  2683. EquipmentClassName=SwatAmmo.MP5SMG_FMJ
  2684. Validity=NETVALID_All
  2685. bSelectable=True
  2686. EquipmentClassName=SwatAmmo.MP5SMG_JHP
  2687. Validity=NETVALID_All
  2688. bSelectable=True
  2689. EquipmentClassName=SwatAmmo.VIPPistolAmmo_FMJ
  2690. Validity=NETVALID_MPOnly
  2691. bSelectable=False
  2692. EquipmentClassName=SwatAmmo.M4Super90SGAmmo
  2693. Validity=NETVALID_All
  2694. bSelectable=True
  2695. EquipmentClassName=SwatAmmo.TaserAmmo
  2696. Validity=NETVALID_All
  2697. bSelectable=True
  2698. EquipmentClassName=SwatAmmo.Glock9mmHG_FMJ
  2699. Validity=NETVALID_All
  2700. bSelectable=True
  2701. EquipmentClassName=SwatAmmo.Glock9mmHG_JHP
  2702. Validity=NETVALID_All
  2703. bSelectable=True
  2704. EquipmentClassName=SwatAmmo.PythonRevolverHG_FMJ
  2705. Validity=NETVALID_All
  2706. bSelectable=True
  2707. EquipmentClassName=SwatAmmo.PythonRevolverHG_JHP
  2708. Validity=NETVALID_All
  2709. bSelectable=True
  2710. EquipmentClassName=None
  2711. Validity=NETVALID_All
  2712. bSelectable=False
  2713.  
  2714. [Pocket_EquipOne]
  2715. bSpawnable=True
  2716. TypeOfEquipment=EQUIP_Handheld
  2717. DisplayValidity=NETVALID_All
  2718. PocketFriendlyName=Tactical Aid 1
  2719. EquipmentClassName=SwatEquipment.Wedge
  2720. Validity=NETVALID_All
  2721. bSelectable=True
  2722. EquipmentClassName=SwatEquipment.Optiwand
  2723. Validity=NETVALID_All
  2724. bSelectable=True
  2725. EquipmentClassName=SwatEquipment.PepperSpray
  2726. Validity=NETVALID_All
  2727. bSelectable=True
  2728. EquipmentClassName=SwatEquipment.StingGrenade
  2729. Validity=NETVALID_All
  2730. bSelectable=True
  2731. EquipmentClassName=SwatEquipment.CSGasGrenade
  2732. Validity=NETVALID_All
  2733. bSelectable=True
  2734. EquipmentClassName=SwatEquipment.VIPGrenade
  2735. Validity=NETVALID_MPOnly
  2736. bSelectable=False
  2737. EquipmentClassName=SwatEquipment.FlashbangGrenade
  2738. Validity=NETVALID_All
  2739. bSelectable=True
  2740. EquipmentClassName=None
  2741. Validity=NETVALID_All
  2742. bSelectable=False
  2743.  
  2744. [Pocket_EquipTwo]
  2745. bSpawnable=True
  2746. TypeOfEquipment=EQUIP_Handheld
  2747. DisplayValidity=NETVALID_All
  2748. PocketFriendlyName=Tactical Aid 2
  2749. EquipmentClassName=SwatEquipment.Wedge
  2750. Validity=NETVALID_All
  2751. bSelectable=True
  2752. EquipmentClassName=SwatEquipment.Optiwand
  2753. Validity=NETVALID_All
  2754. bSelectable=True
  2755. EquipmentClassName=SwatEquipment.PepperSpray
  2756. Validity=NETVALID_All
  2757. bSelectable=True
  2758. EquipmentClassName=SwatEquipment.StingGrenade
  2759. Validity=NETVALID_All
  2760. bSelectable=True
  2761. EquipmentClassName=SwatEquipment.CSGasGrenade
  2762. Validity=NETVALID_All
  2763. bSelectable=True
  2764. EquipmentClassName=SwatEquipment.VIPGrenade
  2765. Validity=NETVALID_MPOnly
  2766. bSelectable=False
  2767. EquipmentClassName=SwatEquipment.FlashbangGrenade
  2768. Validity=NETVALID_All
  2769. bSelectable=True
  2770. EquipmentClassName=None
  2771. Validity=NETVALID_All
  2772. bSelectable=False
  2773.  
  2774. [Pocket_EquipThree]
  2775. bSpawnable=True
  2776. TypeOfEquipment=EQUIP_Handheld
  2777. DisplayValidity=NETVALID_All
  2778. PocketFriendlyName=Tactical Aid 3
  2779. EquipmentClassName=SwatEquipment.Wedge
  2780. Validity=NETVALID_All
  2781. bSelectable=True
  2782. EquipmentClassName=SwatEquipment.Optiwand
  2783. Validity=NETVALID_All
  2784. bSelectable=True
  2785. EquipmentClassName=SwatEquipment.PepperSpray
  2786. Validity=NETVALID_All
  2787. bSelectable=True
  2788. EquipmentClassName=SwatEquipment.StingGrenade
  2789. Validity=NETVALID_All
  2790. bSelectable=True
  2791. EquipmentClassName=SwatEquipment.CSGasGrenade
  2792. Validity=NETVALID_All
  2793. bSelectable=True
  2794. EquipmentClassName=SwatEquipment.VIPGrenade
  2795. Validity=NETVALID_MPOnly
  2796. bSelectable=False
  2797. EquipmentClassName=SwatEquipment.FlashbangGrenade
  2798. Validity=NETVALID_All
  2799. bSelectable=True
  2800. EquipmentClassName=None
  2801. Validity=NETVALID_All
  2802. bSelectable=False
  2803.  
  2804. [Pocket_EquipFour]
  2805. bSpawnable=True
  2806. TypeOfEquipment=EQUIP_Handheld
  2807. DisplayValidity=NETVALID_All
  2808. PocketFriendlyName=Tactical Aid 4
  2809. EquipmentClassName=SwatEquipment.Wedge
  2810. Validity=NETVALID_All
  2811. bSelectable=True
  2812. EquipmentClassName=SwatEquipment.Optiwand
  2813. Validity=NETVALID_All
  2814. bSelectable=True
  2815. EquipmentClassName=SwatEquipment.PepperSpray
  2816. Validity=NETVALID_All
  2817. bSelectable=True
  2818. EquipmentClassName=SwatEquipment.StingGrenade
  2819. Validity=NETVALID_All
  2820. bSelectable=True
  2821. EquipmentClassName=SwatEquipment.CSGasGrenade
  2822. Validity=NETVALID_All
  2823. bSelectable=True
  2824. EquipmentClassName=SwatEquipment.VIPGrenade
  2825. Validity=NETVALID_MPOnly
  2826. bSelectable=False
  2827. EquipmentClassName=SwatEquipment.FlashbangGrenade
  2828. Validity=NETVALID_All
  2829. bSelectable=True
  2830. EquipmentClassName=None
  2831. Validity=NETVALID_All
  2832. bSelectable=False
  2833.  
  2834. [Pocket_EquipFive]
  2835. bSpawnable=True
  2836. TypeOfEquipment=EQUIP_Handheld
  2837. DisplayValidity=NETVALID_All
  2838. PocketFriendlyName=Tactical Aid 5
  2839. EquipmentClassName=SwatEquipment.Wedge
  2840. Validity=NETVALID_All
  2841. bSelectable=True
  2842. EquipmentClassName=SwatEquipment.Optiwand
  2843. Validity=NETVALID_All
  2844. bSelectable=True
  2845. EquipmentClassName=SwatEquipment.PepperSpray
  2846. Validity=NETVALID_All
  2847. bSelectable=True
  2848. EquipmentClassName=SwatEquipment.StingGrenade
  2849. Validity=NETVALID_All
  2850. bSelectable=True
  2851. EquipmentClassName=SwatEquipment.CSGasGrenade
  2852. Validity=NETVALID_All
  2853. bSelectable=True
  2854. EquipmentClassName=SwatEquipment.VIPGrenade
  2855. Validity=NETVALID_MPOnly
  2856. bSelectable=False
  2857. EquipmentClassName=SwatEquipment.FlashbangGrenade
  2858. Validity=NETVALID_All
  2859. bSelectable=True
  2860. EquipmentClassName=None
  2861. Validity=NETVALID_All
  2862. bSelectable=False
  2863.  
  2864. [Pocket_BodyArmor]
  2865. bSpawnable=True
  2866. TypeOfEquipment=EQUIP_Protection
  2867. DisplayValidity=NETVALID_MPOnly
  2868. PocketFriendlyName=Body Armor
  2869. EquipmentClassName=SwatProtectiveEquipment.LightBodyArmor
  2870. Validity=NETVALID_All
  2871. bSelectable=True
  2872. EquipmentClassName=SwatProtectiveEquipment.HeavyBodyArmor
  2873. Validity=NETVALID_MPOnly
  2874. bSelectable=True
  2875. EquipmentClassName=None
  2876. Validity=NETVALID_All
  2877. bSelectable=False
  2878.  
  2879. [Pocket_HeadArmor]
  2880. bSpawnable=True
  2881. TypeOfEquipment=EQUIP_Protection
  2882. DisplayValidity=NETVALID_MPOnly
  2883. PocketFriendlyName=Head Protection
  2884. EquipmentClassName=SwatProtectiveEquipment.HelmetAndGoggles
  2885. Validity=NETVALID_All
  2886. bSelectable=True
  2887. EquipmentClassName=SwatProtectiveEquipment.GasMask
  2888. Validity=NETVALID_MPOnly
  2889. bSelectable=True
  2890. EquipmentClassName=None
  2891. Validity=NETVALID_All
  2892. bSelectable=False
  2893.  
  2894. [Pocket_Toolkit]
  2895. bSpawnable=True
  2896. TypeOfEquipment=EQUIP_Handheld
  2897. DisplayValidity=NETVALID_None
  2898. EquipmentClassName=SwatEquipment.Toolkit
  2899. Validity=NETVALID_All
  2900. bSelectable=False
  2901. EquipmentClassName=None
  2902. Validity=NETVALID_All
  2903. bSelectable=False
  2904.  
  2905. [Pocket_Detonator]
  2906. bSpawnable=True
  2907. TypeOfEquipment=EQUIP_Handheld
  2908. DisplayValidity=NETVALID_None
  2909. EquipmentClassName=SwatEquipment.Detonator
  2910. Validity=NETVALID_All
  2911. bSelectable=False
  2912. EquipmentClassName=None
  2913. Validity=NETVALID_All
  2914. bSelectable=False
  2915.  
  2916. [Pocket_Cuffs]
  2917. bSpawnable=True
  2918. TypeOfEquipment=EQUIP_Handheld
  2919. DisplayValidity=NETVALID_None
  2920. EquipmentClassName=SwatEquipment.Cuffs
  2921. Validity=NETVALID_All
  2922. bSelectable=False
  2923. EquipmentClassName=None
  2924. Validity=NETVALID_All
  2925. bSelectable=False
  2926.  
  2927. [Pocket_IAmCuffed]
  2928. bSpawnable=True
  2929. TypeOfEquipment=EQUIP_Handheld
  2930. DisplayValidity=NETVALID_None
  2931. EquipmentClassName=SwatEquipment.IAmCuffed
  2932. Validity=NETVALID_All
  2933. bSelectable=False
  2934.  
  2935. [Pocket_Breaching]
  2936. bSpawnable=True
  2937. TypeOfEquipment=EQUIP_Handheld
  2938. DisplayValidity=NETVALID_All
  2939. PocketFriendlyName=Breaching Device
  2940. EquipmentClassName=SwatEquipment.C2Charge
  2941. Validity=NETVALID_All
  2942. bSelectable=True
  2943. EquipmentClassName=SwatEquipment.BreachingSG
  2944. Validity=NETVALID_All
  2945. bSelectable=True
  2946. EquipmentClassName=None
  2947. Validity=NETVALID_All
  2948. bSelectable=False
  2949.  
  2950. [Pocket_HiddenC2Charge1]
  2951. bSpawnable=True
  2952. TypeOfEquipment=EQUIP_Handheld
  2953. DisplayValidity=NETVALID_None
  2954. EquipmentClassName=None
  2955. Validity=NETVALID_All
  2956. bSelectable=False
  2957. EquipmentClassName=SwatEquipment.C2Charge
  2958. Validity=NETVALID_All
  2959. bSelectable=False
  2960.  
  2961. [Pocket_HiddenC2Charge2]
  2962. bSpawnable=True
  2963. TypeOfEquipment=EQUIP_Handheld
  2964. DisplayValidity=NETVALID_None
  2965. EquipmentClassName=None
  2966. Validity=NETVALID_All
  2967. bSelectable=False
  2968. EquipmentClassName=SwatEquipment.C2Charge
  2969. Validity=NETVALID_All
  2970. bSelectable=False
  2971.  
  2972. [Pocket_SimpleBackPouch]
  2973. bSpawnable=True
  2974. TypeOfEquipment=EQUIP_Simple
  2975. DisplayValidity=NETVALID_None
  2976. EquipmentClassName=SwatSimpleEquipment.SWATbackPouch
  2977. Validity=NETVALID_All
  2978. bSelectable=False
  2979. EquipmentClassName=None
  2980. Validity=NETVALID_All
  2981. bSelectable=False
  2982.  
  2983. [Pocket_SimpleHipPouch]
  2984. bSpawnable=True
  2985. TypeOfEquipment=EQUIP_Simple
  2986. DisplayValidity=NETVALID_None
  2987. EquipmentClassName=SwatSimpleEquipment.SWAThipPouch
  2988. Validity=NETVALID_All
  2989. bSelectable=False
  2990. EquipmentClassName=None
  2991. Validity=NETVALID_All
  2992. bSelectable=False
  2993.  
  2994. [Pocket_SimpleHolster]
  2995. bSpawnable=True
  2996. TypeOfEquipment=EQUIP_Simple
  2997. DisplayValidity=NETVALID_None
  2998. EquipmentClassName=SwatSimpleEquipment.SWATholster
  2999. Validity=NETVALID_All
  3000. bSelectable=False
  3001. EquipmentClassName=None
  3002. Validity=NETVALID_All
  3003. bSelectable=False
  3004.  
  3005. [Pocket_SimplePepperSprayPouch]
  3006. bSpawnable=True
  3007. TypeOfEquipment=EQUIP_Simple
  3008. DisplayValidity=NETVALID_None
  3009. EquipmentClassName=SwatSimpleEquipment.SWATpeppersprayPouch
  3010. Validity=NETVALID_All
  3011. bSelectable=False
  3012. EquipmentClassName=None
  3013. Validity=NETVALID_All
  3014. bSelectable=False
  3015.  
  3016. [Pocket_SimpleRadioPouch]
  3017. bSpawnable=True
  3018. TypeOfEquipment=EQUIP_Simple
  3019. DisplayValidity=NETVALID_None
  3020. EquipmentClassName=SwatSimpleEquipment.SWATradioPouch
  3021. Validity=NETVALID_All
  3022. bSelectable=False
  3023. EquipmentClassName=None
  3024. Validity=NETVALID_All
  3025. bSelectable=False
  3026.