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.

Wait, this is not what I want!

To use any of the values from the table, prefix them with BaseStats., e.g. BaseStats.RecoilDir

BaseStat
Description

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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