///////////////////////////////////////// // // Medal of Honor Pacific Assault Dedicated Server - Weapon Settings // // Fallout 11.05.2011 // falloutdc(at)gmail(dot)com // fallout.bplaced.net // weapons.cfg // // Weapon related Settings // // Document created with Geany-IDE the fast and lightweight text editor www.geany.org // // This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License. // To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a letter to // Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA. // ECHO Parsing weapons.cfg ///////////////////////////////////////////// // LOADOUTS ///////////////////////////////////////////// //GRENADES ///////////////////////////////////////////// set dm_grenadesAllowed "1" // grenades allowed set dm_grenades_loadout "1" // grenade loadout ///////////////////////////////////////////// //SATCHEL ///////////////////////////////////////////// set dm_satchelChargesAllowed "1" // Allow sattchelcharges ///////////////////////////////////////////// //LANDMINES set dm_landminesAllowed "1" // Allow landmines set dm_landmineMaxSpotDistance "500" // Distance before hidden landmines can be spotted ///////////////////////////////////////////// //AMMO ///////////////////////////////////////////// set dm_volatileAmmo "1" // Ammo Dissapears after some time, can be destroyed, can be moved? set g_unlimitedammo "0" // Toggles the unlimited ammo setting set dm_cornucopiaAmmo "1" // if zero then ammoboxes only refill weapon in hand, not all weapons in inventory set dm_fullRestockAmmo "0" // If zero then only a partial restock of ammo happens when running over ammoboxes ///////////////////////////////////////////// //STATIONARY MACHINEGUNS ///////////////////////////////////////////// set dm_mgAmmoTime "1.500000" // The amount of time before the MG ammo respawns set dm_mgInternalAmmo "90" // The internal amount of ammo the MG guns can hold set dm_mgCoolRate "2.250000" // MG Cool Rate set dm_mgHeatRate "50.000000" // MG Heat Rate set dm_mgJamTime "1.750000" // MG Jam Time set dm_mgMaxHealth "150" // MG Max Health set dm_mgSupplyCount "6" // MG Supply Count set dm_mgSupplyMaxCount "9" // MG Supply Max Count set dm_mgSupplySize "30" // MG Supply Size set dm_mgUserDistance "64" // The distance the user needs to be before operating the MG 'server.cfg' / units from gun user is placed 'mp_tuning.scr' ... ///////////////////////////////////////////// //ARTY ///////////////////////////////////////////// set dm_artilleryInternalAmmo "1" // The internal amount of ammo the artillery guns can hold set dm_artillerySupplySize "1" // How many shells to load into the gun? set dm_artillerySupplyCount "3" // set dm_artillerySupplyMaxCount "5" // set dm_artilleryMaxHealth "1750" // Max Health of Artollery before beeing destroyed set dm_artilleryAmmoTime "4.000000" // The amount of time before the artillery ammo respawns ///////////////////////////////////////////// // Initial Bullet Count // If zero enable use of custom weapon ammo loadout settings ///////////////////////////////////////////// set dm_useHagInitialBulletCount "1" // if enabled and map is restarted server reloads all hag files into memory? So made changed during runtime are reversed to default values set sv_reload_hags_on_restart "0" ///////////////////////////////////////////// //By default the initial load out for each weapon is defined by weapons definition file. This can be overridden by setting the value to zero // dm_useHagInitialBulletCount "0" //When this happens the following dm*_init values will have precedence: //the total amount of ammo you will start with is the sum of the Clipsize and the Starting Ammo. From official MDK Weapons kit tutorial // //dm_pistol_ammo_init //dm_rifle_ammo_init //dm_smg_ammo_init //dm_mg_ammo_init set dm_grenade_count_init 1 set dm_landmines_count_init 1 set dm_satchelcharges_count_init 1 //dm_ammoboxes_count_init //Further modification class based or-and side based // i - infantry // c - corpsman // e - engineer // a - ammo tech // u - allied // x - axis // example: dm_grenade_count_init 1i2x3 // Means everyone recieves 1 nade but infantry 2 but all players on axis side regardless of class? 3 //If you rather use default hag values set by the game developers, you may aswell modify the following cvars //you may use the class or side options to further finetune the settings //Say you set 'dm_grenade_count_init 1' //And 'dm_grenade_count_max 2' //You spawn with 1 nade, but may pickup up to 2 eighter from ground or ammo boxes // dm_pistol_ammo_max // dm_rifle_ammo_max // dm_smg_ammo_max // dm_mg_ammo_max set dm_grenade_count_max 1 set dm_landmines_count_max 1 set dm_satchelcharges_count_max 1 // dm_ammoboxes_count_max // ///////////////////////////////////////////// // Sniper Rifle Settings // Wobble is the amount of shaking when first watching through the scope ///////////////////////////////////////////// set dm_sniperWobbleIncAmplitude "0.3" set dm_sniperWobbleAzAmplitude "3.0" set dm_sniperWobbleIncPeriod "2.0" set dm_sniperWobbleAzPeriod "1.0" set dm_sniperWobbleDuration "1.5" set dm_aimassistZoom "15" // The amount of zoom on an aim assist set dm_aimassistZoomTime "2.000000" // The delay before the aim assist activates probably in milliseconds ///////////////////////////////////////////// // DAMAGE ///////////////////////////////////////////// set dm_HelmetDamageMultiplier "0.1" // Damage Multiplier for helmets for players with? or without?? set dm_HeadShotAlwaysKillFOV "40" // Percentage a Headshot will kill Field of view of the player? set g_headshotKnockback "120" // Knockback from a headshot? ///////////////////////////////////////////// //GRENADES ///////////////////////////////////////////// set g_playerGrenadeDamageAdjust_Crouch "0.75" // Damage taken from grenades while crouching set g_playerGrenadeDamageAdjust_Prone "0.50" // Damage taken from grenades while prone ///////////////////////////////////////////// //EXPLOSIVES ///////////////////////////////////////////// set dm_explosivesRadius "500" // How far explosives will inflict damage set dm_explosivesDamage "200" // Amount of damage splash from explosives set dm_explosivesArmTime "15.000000" // Arm time set dm_explosivesDisarmTime "15.000000" // Disarm time set dm_explosivesFuseTime "30.000000" // Fuse time ///////////////////////////////////////////// //DROP ITEMS ///////////////////////////////////////////// set g_droppedweaponremovedistance "700" // the distance dropped weapons fly away from you set g_droppedweaponlife "180" // Time in seconds dropped weapons dissapear set g_droppeditemlife "60" // Time in seconds dropped items dissapear ///////////////////////////////////////////// //CORPSMAN ///////////////////////////////////////////// set dm_corpsmanMaxSulfa "8" // max carriable sulfa powder set dm_corpsmanMaxMorphine "6" // max carriable morphine syrettes set dm_corpsmanHealAmount "125" // Medic max heal. Defines how much HP is restored for a player by using Sulfa set dm_corpsmanAttentionDist "400" // how close corpsman has to be to heal set dm_corpsmanReviveTime "2.000000" // Time before players are revived set dm_bandagespeed "2.000000" // Time required for medics to heal set dm_corpsmanHealTime "2.000000" // How long it takes for the hitpoints to recover after healed ///////////////////////////////////////////// //ENGINEER ///////////////////////////////////////////// set dm_engineerMaxExplosives "2" // Max Explosives set dm_engineerPlantExplSpeedup "4.000000" // how many times faster he can plant set dm_engineerDisarmExplSpeedup "4.000000" // how many times faster he can defuse ///////////////////////////////////////////// //LANDMINES ///////////////////////////////////////////// set dm_landmineDefuseTime "-1.000000" // secs for non-engineer to defuse set dm_landmineDefuseTimeEngineer "4.000000" // secs for engineer to defuse set dm_landmineSpotMultStand "0.330000" // spotting dist reduction - stand set dm_landmineSpotMultCrouch "0.500000" // spotting dist reduction - crouch set dm_landmineSpotMultProne "1.000000" // spotting dist reduction - prone set dm_landmineMaxSpotDistance "500" // max distance landmine spotted set dm_landmineSpottingNarrowness "0.850000" // how directly spotter must look ///////////////////////////////////////////// // Class Weapon loadout restrictions // // Please take great care to have a total value of 100 % with all variables added togehter ///////////////////////////////////////////// set sv_restrict_closerange "50" // Restrict Close range weapons set sv_restrict_rifle "100" // Restrict Rifles set sv_restrict_smg "50" // Restrict Small-machineguns set sv_restrict_mg "30" // Restrict Machineguns set sv_restrict_sniperrifle "30" // Restrict Sniperrifles ///////////////////////////////////////////// // Weapon Loadouts ///////////////////////////////////////////// //This are yust guesses! I have yet to test changes against these files //look inside /models/weapons/* // // CvarName - Ingame Name - Hagfile // //M1carbine = M1 Carbine 'm1_carbine.hag' //garand = M1 Garand 'US_Garand.hag' //springfield = Springfield M1903 'springfield_M1903_sniper.hag' //m1sniper = M1903 Springfield Rifle 'US_Springfield_base.hag' //thompson50 = M1928A1 Thompson SMG 50 'thompson.hag' //reising55 = Reising 'Reising.hag' //browning = Johnson LMG johnson.hag' //riot = Remington Riot 'US_Riot.hag' //arisaka = G Model 38 Arisaka 'm38_arisaka.hag' //japan44 = Arisaka Japan 44 'JPN_44.hag' //JPNsniper = M97 Sniper Rifle 'model97_sniper.hag' //model100smg = Type 100 SMG 'type100_smg.hag' //Model96LMG = Model96 LMG 'JPN_Model96LMG.hag' ///////////////////////////////////////////// ///////////////////////////////////////////// // Free for All aka Deathmatch set dm_ffaSecondaries "m1Carbine, garand, springfield, m1Sniper, thompson50, reising55, browning, riot, arisaka, japan44, JPNsniper, model100smg, Model96LMG" ///////////////////////////////////////////// // Ammotech set dm_ammotechSecondaries "m1Carbine, springfield, garand, thompson50, browning, reising55, arisaka, Japan44, Model96LMG, model100smg" ///////////////////////////////////////////// // Engineer set dm_engineerSecondaries "m1Carbine, thompson50, usMines, model100smg, Model96LMG" ///////////////////////////////////////////// // Medic/Corpsman set dm_corpsmanSecondaries "m1Carbine, springfield, garand, arisaka, Japan44" ///////////////////////////////////////////// // Infantry/Scout set dm_infantrySecondaries "m1Carbine, garand, springfield, thompson50, m1Sniper, reising55, browning, riot, arisaka, japan44, model100smg, Model96LMG, JPNsniper" ///////////////////////////////////////////// // All if classes disabled? or a global setting? that triggers 'dm_disabledWeapons' set dm_allSecondaries "m1Carbine, garand, springfield, m1Sniper, thompson50, reising55, browning, riot, usMines, arisaka, japan44, JPNsniper, model100smg, Model96LMG" ECHO Finished Parsing weapons.cfg // EOF