Cheat Sheet: Weapon BaseStats
Explanation for BaseStats behavior. (Tested in game)
Summary
Published: Feb 07 2024 by destinybu Last documented update: Feb 07 2024 by destinybu
This page contains an overview on weapon property records and explains their properties.
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For a full dump of all base stats, check Cheat Sheet: Base Stats
If you're looking for a guide to add weapons, check ItemAdditions: Weapons or New Iconic Weapon: Step by Step
For an overview of weapon audio profiles, check Cheat Sheet: Weapon Audio
For an overview of weapons and their .ent files, check Cheat sheet: Weapons
RecoilDir
Direction the camera sways in when shooting. +180 Degrees will make the recoil be completely opposite.
RecoilAngle
Affects recoil angle variability. Extremely hard to observe in-game.
RecoilHoldDuration
Sets the time before recoil begins to recover post-firing. If set to 1 second, recoil will hold it's position for one second, then begin recovering.
RecoilTime
Influences the time taken for the weapon to reach its maximum recoil distance. If adjusting RecoilKickMin or RecoilKickMax, adjust this value accordingly for a natural feel.
RecoilDelay
Determines the delay between firing and the start of the recoil effect. If set to 1 second, gun will hold it's position for 1 second before recoil begins.
RecoilRecovery
Controls the speed at which the weapon returns to its original position after recoiling. Opposite of RecoilTime.
RecoilEnableLinearX
Toggles horizontal recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.
RecoilEnableLinearY
Toggles vertical recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.
RecoilEnableLinearXADS
No observable effect in-game.
RecoilEnableLinearYADS
No observable effect in-game.
RecoilKickMin
Minimum recoil distance (camera movement/weapon sway)
RecoilKickMax
Maximum recoil distance (camera movement/weapon sway)
MagazineCapacityBase
Magazine capacity for a weapon
ReloadTimeBase
Governs the speed of which the reload animation plays (no effect on time before one can fire again)
EmptyReloadTime
Governs the speed of which the reload animation plays when magazine is empty (no effect on time before one can fire again)
ZoomLevel
Zoom level of a weapon
AimFOV
FOV in ADS (Gives the illusion of zoom)
HeadshotDamageMultiplier
Damage multiplier for head shots
HeadshotCritChance
Crit chance only for headshots
WeaponNoise
Does not change weapon audio volume. Affects how enemies react to bullets landing near them, a high weapon noise will make enemies instantly detect you where as low weapon noise means enemies will just look around/ completely ignore the shot
Range
How far you can hit enemies from when using a melee attack. Most melee weapons have a range between 1.5 - 2
Weight
Weight of item in inventory (Set it to 1000 to annoy users 🤣).
ThrowRecovery
Time taken by throwable weapons to return to owner once thrown
CanWeaponIgnoreArmor
Misleading name, as this is not a boolean. Value of 0.5 will mean that the weapon can ignore 50% armor.
DPS
Damage of the weapon as shown in Inventory when the weapon is Tier 1. Actual damage per attack is calculated by DPS, attack speed (cycle time) and reload time.
CycleTimeBase
Affects the rate of fire. Lower value = faster rate. (Cycle Time = interval between attacks = 1 / attacks_per_second)
SpreadDefaultX
Default (first shot) spread of hip fire. Higher value = worse spread. Lower = better.
SpreadChangePerShot
Amount of spread increased after each consecutive hip fire attack. Lower = better.
SpreadMaxX
Maximum possible spread of hip fire when the spread increases during consecutive attack.
SpreadAdsDefaultX
Same as SpreadDefaultX but when ADS.
SpreadAdsMaxX
Same as SpreadChangePerShot but when ADS.
SpreadAdsChangePerShot
Same as SpreadMaxX but when ADS.
SpreadResetTimeThreshold
Time before spread starts to reset after the player stops firing. Lower = better.
SpreadResetSpeed
How fast the spread resets to default. Lower = better.
SpreadUseEvenDistribution
Use a fixed pattern for spread. 0 = random. 1 = fixed pattern like Omaha/Achilles.
ProjectilesPerShotBase
Projectiles fired per shot.
BaseChargeTime
Charge duration of tech weapons. Seems can't be set below 0.25s.
FullAutoOnFullCharge
1 = makes the weapon fires full auto when charged. Charge level will start to decrease after the first shot fires. Modify the BaseStats.ChargeDischargeTime if you wish to make all shots count as charged (untested).
TechPierceEnabled
Make the weapon capable to penetrate covers. 1 = yes.
TechPierceChargeLevel
The minimum charge level required for the weapon to penetrate covers. Need TechPierceEnabled = 1 to work.
0 = Penetrate covers without being charged.
1 = Only penetrate covers when 100% charged.
0.5 = Only penetrate covers when charged above 50%.
TechPierceDamageFactor
Additional damage modifier when firing through covers.
1 = 100% damage when firing through covers.
0.5 = 50% damage when firing through covers.
Doesn't seem to be working for a few tech weapons.
HeadshotDamageMultiplier
Sets the headshot damage multiplier for the weapon. Vanilla game define it by weapon type and only applies modifiers for specific weapons. 1.0 = 100% damage bonus when headshot. 2.0 = 200% damage bonus when headshot.
EffectiveRange
Range for full damage. Attacking enemies further than the effective range will result in lower damage.
MaximumRange
Sets the maximum attack range of the weapon. Attacks will not hit enemies further than maximum range at all.
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