<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://www.wiki.obsidianconflict.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blues</id>
		<title>Obsidian Conflict Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://www.wiki.obsidianconflict.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blues"/>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Special:Contributions/Blues"/>
		<updated>2026-05-13T17:25:26Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Alpha_Shadows&amp;diff=261</id>
		<title>Alpha Shadows</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Alpha_Shadows&amp;diff=261"/>
				<updated>2008-10-18T22:35:35Z</updated>
		
		<summary type="html">&lt;p&gt;Blues: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You may have noticed those nice new shadows in Episode 2 generated from the alpha maps on a models texture. You might have also noticed that your custom models aren't working as they should, alpha shadows not working. Well there is a step that is required to make your alpha shadows show up.&lt;br /&gt;
&lt;br /&gt;
In your lights.rad you need to include a new block of information, basically just a list of models that can create alpha shadows during RAD.&lt;br /&gt;
&lt;br /&gt;
Here is the list from episode 2, it is best to include this list with your lights.rad.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;forcetextureshadow props_wasteland/exterior_fence_notbarbed002a.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence_notbarbed002b.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence_notbarbed002c.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence_notbarbed002d.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence_notbarbed002e.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence_notbarbed002f.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence001a.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence001b.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence002a.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence002b.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence002c.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence002d.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence002e.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence003a.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/exterior_fence003b.mdl&lt;br /&gt;
forcetextureshadow props_foliage/tree_cliff_01a.mdl&lt;br /&gt;
forcetextureshadow props_foliage/tree_cliff_02a.mdl&lt;br /&gt;
forcetextureshadow props_foliage/tree_deciduous_01a-lod.mdl&lt;br /&gt;
forcetextureshadow props_foliage/tree_deciduous_01a.mdl&lt;br /&gt;
forcetextureshadow props_foliage/tree_deciduous_02a.mdl&lt;br /&gt;
forcetextureshadow props_foliage/tree_deciduous_03a.mdl&lt;br /&gt;
forcetextureshadow props_foliage/tree_deciduous_03b.mdl&lt;br /&gt;
forcetextureshadow props_foliage/tree_poplar_01.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence001a.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence001b.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence001c.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence001d.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence001e.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence001g.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence002a.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence002b.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence002c.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence002d.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence002e.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence002f.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence003a.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence003b.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence003d.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence003e.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence003f.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence004a.mdl&lt;br /&gt;
forcetextureshadow props_wasteland/interior_fence004b.mdl&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All that is required is to add a new entry, Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;forcetextureshadow mymodels/mymodel.mdl&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, to compile your Map with alpha shadows, you click &amp;quot;Expert Mode&amp;quot; and add ''-textureshadows'' to the parameters of ''$light_exe''.&lt;br /&gt;
&lt;br /&gt;
Have fun with this great new feature in the Episode 2 engine, and remember to set those light maps down for better looking shadow maps.&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Blues</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=260</id>
		<title>Creating Custom Ammos</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=260"/>
				<updated>2008-10-18T13:07:34Z</updated>
		
		<summary type="html">&lt;p&gt;Blues: /* Setting up your Mapadd script with Custom Ammos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{wip}}&lt;br /&gt;
&lt;br /&gt;
== Setting up your Mapadd script with Custom Ammos ==&lt;br /&gt;
&lt;br /&gt;
In your map modify script&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
map&lt;br /&gt;
{&lt;br /&gt;
	SpawnItems&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;weapon_crowbar&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
		&amp;quot;custom_ak47&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	CustomAmmo&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;ak47&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;dmgtype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;tracer&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
			&amp;quot;plrdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by players using this ammo.&lt;br /&gt;
			&amp;quot;npcdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by NPCs using this ammo.&lt;br /&gt;
			&amp;quot;maxcarry&amp;quot;		&amp;quot;10&amp;quot;&lt;br /&gt;
			&amp;quot;grains&amp;quot;		&amp;quot;200&amp;quot;	// 1 grain = 64.79891 milligrams&lt;br /&gt;
			&amp;quot;ftpersec&amp;quot;		&amp;quot;1225&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Damage Types&lt;br /&gt;
CRUSH = 0, BULLET = 1, SLASH = 2, BURN = 3, VEHICLE = 4, FALL = 5, BLAST = 6, CLUB = 7, SHOCK = 8, SONIC = 9, ENERGYBEAM = 10&lt;br /&gt;
&lt;br /&gt;
*Tracer Types&lt;br /&gt;
NONE = 0, LINE = 1, RAIL = 2, BEAM = 3, LINE AND WHIZ = 4&lt;br /&gt;
Note: The Rail and Beam tracers arent setup correctly in code and as such tend to fail.&lt;br /&gt;
&lt;br /&gt;
== Setting up a custom ammo item in Hammer ==&lt;br /&gt;
&lt;br /&gt;
*Work In Progress Section&lt;br /&gt;
Ingame you can give your ammo with item_custom.&lt;br /&gt;
&lt;br /&gt;
== Scripted Weapons using Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
*Work In Progress Section&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Blues</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=255</id>
		<title>Creating Custom Ammos</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=255"/>
				<updated>2008-08-11T11:53:39Z</updated>
		
		<summary type="html">&lt;p&gt;Blues: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{wip}}&lt;br /&gt;
&lt;br /&gt;
== Setting up your Mapadd script with Custom Ammos ==&lt;br /&gt;
&lt;br /&gt;
In your map modify script&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Modify&lt;br /&gt;
{&lt;br /&gt;
	SpawnItems&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;weapon_crowbar&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
		&amp;quot;custom_ak47&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	CustomAmmo&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;ak47&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;dmgtype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;tracer&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
			&amp;quot;plrdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by players using this ammo.&lt;br /&gt;
			&amp;quot;npcdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by NPCs using this ammo.&lt;br /&gt;
			&amp;quot;maxcarry&amp;quot;		&amp;quot;10&amp;quot;&lt;br /&gt;
			&amp;quot;grains&amp;quot;		&amp;quot;200&amp;quot;	// 1 grain = 64.79891 milligrams&lt;br /&gt;
			&amp;quot;ftpersec&amp;quot;		&amp;quot;1225&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Damage Types&lt;br /&gt;
CRUSH = 0, BULLET = 1, SLASH = 2, BURN = 3, VEHICLE = 4, FALL = 5, BLAST = 6, CLUB = 7, SHOCK = 8, SONIC = 9, ENERGYBEAM = 10&lt;br /&gt;
&lt;br /&gt;
*Tracer Types&lt;br /&gt;
NONE = 0, LINE = 1, RAIL = 2, BEAM = 3, LINE AND WHIZ = 4&lt;br /&gt;
Note: The Rail and Beam tracers arent setup correctly in code and as such tend to fail.&lt;br /&gt;
&lt;br /&gt;
== Setting up a custom ammo item in Hammer ==&lt;br /&gt;
&lt;br /&gt;
*Work In Progress Section&lt;br /&gt;
Ingame you can give your ammo with item_custom.&lt;br /&gt;
&lt;br /&gt;
== Scripted Weapons using Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
*Work In Progress Section&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Blues</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=254</id>
		<title>Scripted Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Scripted_Weapons&amp;diff=254"/>
				<updated>2008-08-10T21:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;Blues: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
{{wip}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In Obsidian Conflict, there is a system which allows a mapper to create brand new weapons based on simple plain text script files. No coding knowledge is required to create one of these scripts. Scripted weapons can be setup in many different ways and have the ability to be carried over level transitions, have their own custom ammos, and can also be held by NPCs.&lt;br /&gt;
&lt;br /&gt;
==Creating a Scripted Weapon Script==&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
It is best to take a look through the current scripted weapons included with the mod. Do not change scripted weapons that don't belong to you as this can cause mismatches between server and client. You can not cause any harm to a server by altering the scripted weapons, but they will not look correct on your client so if you need a new weapon, make your own.&lt;br /&gt;
&lt;br /&gt;
First Lets start off with a basic script which we will add on to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;WeaponData&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	// Weapon data is loaded by both the Game and Client DLLs.&lt;br /&gt;
	&amp;quot;printname&amp;quot;			&amp;quot;AK47&amp;quot;&lt;br /&gt;
	&amp;quot;viewmodel&amp;quot;			&amp;quot;models/weapons/v_rif_ak47.mdl&amp;quot;&lt;br /&gt;
	&amp;quot;playermodel&amp;quot;			&amp;quot;models/weapons/w_rif_ak47.mdl&amp;quot;&lt;br /&gt;
	&amp;quot;anim_prefix&amp;quot;			&amp;quot;ar2&amp;quot;&lt;br /&gt;
	&amp;quot;bucket&amp;quot;			&amp;quot;2&amp;quot;&lt;br /&gt;
	&amp;quot;bucket_position&amp;quot;		&amp;quot;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;clip_size&amp;quot;			&amp;quot;30&amp;quot;&lt;br /&gt;
	&amp;quot;clip2_size&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;default_clip&amp;quot;			&amp;quot;30&amp;quot;&lt;br /&gt;
	&amp;quot;default_clip2&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;primary_ammo&amp;quot;			&amp;quot;ak47&amp;quot;&lt;br /&gt;
	&amp;quot;secondary_ammo&amp;quot;		&amp;quot;None&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;weight&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
	&amp;quot;item_flags&amp;quot;			&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;BuiltRightHanded&amp;quot; 		&amp;quot;0&amp;quot;	//Change this if the model is on the wrong side.&lt;br /&gt;
	&amp;quot;AllowFlipping&amp;quot; 		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;csviewmodel&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
   	&amp;quot;ironsightoffset&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;x&amp;quot;   &amp;quot;-7.00&amp;quot;&lt;br /&gt;
		&amp;quot;y&amp;quot;   &amp;quot;6.10&amp;quot;&lt;br /&gt;
		&amp;quot;z&amp;quot;   &amp;quot;2.90&amp;quot;&lt;br /&gt;
   	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 &amp;quot;single_shot&amp;quot; sounds)&lt;br /&gt;
	&amp;quot;SoundData&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
//		&amp;quot;reload&amp;quot;		&amp;quot;Weapon_Pistol.Reload&amp;quot;&lt;br /&gt;
		&amp;quot;reload_npc&amp;quot;		&amp;quot;Weapon_Pistol.NPC_Reload&amp;quot;&lt;br /&gt;
		&amp;quot;empty&amp;quot;			&amp;quot;Weapon_Pistol.Empty&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;single_shot_npc&amp;quot;	&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
		&amp;quot;special1&amp;quot;		&amp;quot;Weapon_AK47.Single&amp;quot;&lt;br /&gt;
	}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are a number of values here you should be familiar with.&lt;br /&gt;
&lt;br /&gt;
'''printname''' This is the name that will show up in-game on the players weapon selection hud.&lt;br /&gt;
&lt;br /&gt;
'''viewmodel''' First Person Model.&lt;br /&gt;
&lt;br /&gt;
'''playermodel''' Third Person Model.&lt;br /&gt;
&lt;br /&gt;
'''bucket''' This is the horizontal slot on the players weapon selection hud element.&lt;br /&gt;
&lt;br /&gt;
'''bucket_position''' This is the vertical slot on the players weapon selection hud element.&lt;br /&gt;
&lt;br /&gt;
'''clip_size''' Size of the Primary Clip&lt;br /&gt;
&lt;br /&gt;
'''clip2_size''' Size of the Secondary Clip&lt;br /&gt;
&lt;br /&gt;
'''default_clip''' Default bullets in the Primary Clip, should be less than or equal to '''clip_size'''&lt;br /&gt;
&lt;br /&gt;
'''default_clip2''' Default bullets in the Secondary Clip, should be less than or equal to '''clip2_size'''&lt;br /&gt;
&lt;br /&gt;
'''BuiltRightHanded''' Was this model built right handed?&lt;br /&gt;
&lt;br /&gt;
'''AllowFlipping''' Allow the player to flip this model from right handed to left handed?&lt;br /&gt;
&lt;br /&gt;
'''csviewmodel''' Was this weapon view model designed for Counter-Strike Source?&lt;br /&gt;
&lt;br /&gt;
Alright, and now the SoundData options. You can put soundscript entries in these fields. If you model has built in sounds you should comment them out like I have done above for the reload. The AK47 model has reload sound ques built right into the model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Setting up a scripted weapons advanced options==&lt;br /&gt;
&lt;br /&gt;
Only the weapon_scripted entity can use the &amp;quot;Advanced&amp;quot; configurations. All others will only use the basic configurations.&lt;br /&gt;
Here is a list of Advanced options you can use.&lt;br /&gt;
&lt;br /&gt;
*'''''Primary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType1&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate1&amp;quot;	&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount1&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime1&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone1&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp1&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto1&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Secondary Attack'''''&lt;br /&gt;
&lt;br /&gt;
''0 = none, 1 = Basic Bullet, 2 = Burst, 3 = shotgun, 4 = autoshotgun, 5 = laser, 6 = warp, 8 = scope''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireType2&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Rate of Weapons Fire ( Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireRate2&amp;quot;	&amp;quot;0.7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow a refire as fast as the player can click, Basic Bullet Only.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FastFire2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Allow Fire Underwater?''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireUnderWater2&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''How many bullets in a burst. ( For Burst Weapon Only! )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BurstAmount2&amp;quot;	&amp;quot;4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BetweenBurstTime2&amp;quot;	&amp;quot;0.05&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Secondary Fire uses Secondary Ammo Type. If 0, will use primary ammo.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SecondaryAmmoUsed&amp;quot;	&amp;quot;0&amp;quot; //( NOT YET FUNCTIONAL )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For Bullet accuracy''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireCone2&amp;quot;		&amp;quot;2&amp;quot; // Starting Value ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerp2&amp;quot;		&amp;quot;1&amp;quot; // Bool, should be 1 to use lerp&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FireConeLerpto2&amp;quot;	&amp;quot;6&amp;quot; // Value to lerp accuracy too ( 0-20 )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''Global Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''Number of Recoil Animations, weapon models with ACT_VM_RECOIL animations.&lt;br /&gt;
( Only if a weapon has recoil animations, Not for laser or warp )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NumberOfRecoilAnims&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Shots fired till next recoil animation. ( Only if a weapon has recoil animations )''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RecoilIncrementSpeed&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''1 = Pistol, 2 = AR2, 3 = crossbow, 4 = physgun, 5 = shotgun, 6 = smg1&lt;br /&gt;
This is the player animation set that will be used on all players you view ingame.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;PlayerAnimationSet&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Damage&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeDamage&amp;quot;	&amp;quot;100.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Grenade Radius&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GrenadeRadius&amp;quot;	&amp;quot;250.0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer type ( Bullet weapons only )&lt;br /&gt;
''0 = none, 1 = normal, 2 = strider, 3 = ar2, 4 = helicopter, 5 = Gunship, 6 = Gauss, 7 = Airboat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerType&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Tracer Frequency&lt;br /&gt;
&lt;br /&gt;
&amp;quot;TracerFrequency&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Bullet Impact Effect, 0 = none, 1 = normal, 2 = AR2, 3 = jeep, 4 = Gauss, 5 = airboat, 6 = helicopter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ImpactEffect&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Sniper Scope Settings''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;UseScopedFireCone&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedFireCone&amp;quot;	&amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorR&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorG&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ScopedColorB&amp;quot;		&amp;quot;255&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''''NPC Weapon Settings'''''&lt;br /&gt;
&lt;br /&gt;
''NPCs use a ShotRegulator in code, these settings corrispond with it.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCRateofFire&amp;quot;		&amp;quot;0.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinBursts&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxBursts&amp;quot;		&amp;quot;3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRest&amp;quot;		&amp;quot;0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRest&amp;quot;		&amp;quot;0.6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Range the NPC can fire this weapon at, if the player is less than min, the npc cant fire and will try to get a better vantage point.''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange1&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange1&amp;quot;		&amp;quot;1500&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMinRange2&amp;quot;		&amp;quot;24&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NPCMaxRange2&amp;quot;		&amp;quot;200&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Blues</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=253</id>
		<title>Creating Custom Ammos</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=253"/>
				<updated>2008-08-10T21:06:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blues: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{wip}}&lt;br /&gt;
&lt;br /&gt;
== Setting up your Mapadd script with Custom Ammos ==&lt;br /&gt;
&lt;br /&gt;
In your map modify script&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Modify&lt;br /&gt;
{&lt;br /&gt;
	SpawnItems&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;custom_ak47&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	CustomAmmo&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;ak47&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;dmgtype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;tracer&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
			&amp;quot;plrdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by players using this ammo.&lt;br /&gt;
			&amp;quot;npcdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by NPCs using this ammo.&lt;br /&gt;
			&amp;quot;maxcarry&amp;quot;		&amp;quot;10&amp;quot;&lt;br /&gt;
			&amp;quot;grains&amp;quot;		&amp;quot;200&amp;quot;	// 1 grain = 64.79891 milligrams&lt;br /&gt;
			&amp;quot;ftpersec&amp;quot;		&amp;quot;1225&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Damage Types&lt;br /&gt;
CRUSH = 0, BULLET = 1, SLASH = 2, BURN = 3, VEHICLE = 4, FALL = 5, BLAST = 6, CLUB = 7, SHOCK = 8, SONIC = 9, ENERGYBEAM = 10&lt;br /&gt;
&lt;br /&gt;
*Tracer Types&lt;br /&gt;
NONE = 0, LINE = 1, RAIL = 2, BEAM = 3, LINE AND WHIZ = 4&lt;br /&gt;
Note: The Rail and Beam tracers arent setup correctly in code and as such tend to fail.&lt;br /&gt;
&lt;br /&gt;
== Setting up a custom ammo item in Hammer ==&lt;br /&gt;
&lt;br /&gt;
*Work In Progress Section&lt;br /&gt;
Ingame you can give your ammo with item_custom.&lt;br /&gt;
&lt;br /&gt;
== Scripted Weapons using Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
*Work In Progress Section&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Blues</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=252</id>
		<title>Creating Custom Ammos</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Creating_Custom_Ammos&amp;diff=252"/>
				<updated>2008-08-10T21:06:14Z</updated>
		
		<summary type="html">&lt;p&gt;Blues: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{wip}}&lt;br /&gt;
&lt;br /&gt;
== Setting up your Mapadd script with Custom Ammos ==&lt;br /&gt;
&lt;br /&gt;
In your map modify script&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Modify&lt;br /&gt;
{&lt;br /&gt;
	SpawnItems&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;custom_ak47&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	CustomAmmo&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;ak47&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;dmgtype&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&amp;quot;tracer&amp;quot;		&amp;quot;4&amp;quot;&lt;br /&gt;
			&amp;quot;plrdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by players using this weapon.&lt;br /&gt;
			&amp;quot;npcdmg&amp;quot;		&amp;quot;10&amp;quot;	//Damage done by NPCs using this weapon.&lt;br /&gt;
			&amp;quot;maxcarry&amp;quot;		&amp;quot;10&amp;quot;&lt;br /&gt;
			&amp;quot;grains&amp;quot;		&amp;quot;200&amp;quot;	// 1 grain = 64.79891 milligrams&lt;br /&gt;
			&amp;quot;ftpersec&amp;quot;		&amp;quot;1225&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Damage Types&lt;br /&gt;
CRUSH = 0, BULLET = 1, SLASH = 2, BURN = 3, VEHICLE = 4, FALL = 5, BLAST = 6, CLUB = 7, SHOCK = 8, SONIC = 9, ENERGYBEAM = 10&lt;br /&gt;
&lt;br /&gt;
*Tracer Types&lt;br /&gt;
NONE = 0, LINE = 1, RAIL = 2, BEAM = 3, LINE AND WHIZ = 4&lt;br /&gt;
Note: The Rail and Beam tracers arent setup correctly in code and as such tend to fail.&lt;br /&gt;
&lt;br /&gt;
== Setting up a custom ammo item in Hammer ==&lt;br /&gt;
&lt;br /&gt;
*Work In Progress Section&lt;br /&gt;
Ingame you can give your ammo with item_custom.&lt;br /&gt;
&lt;br /&gt;
== Scripted Weapons using Custom Ammo ==&lt;br /&gt;
&lt;br /&gt;
*Work In Progress Section&lt;br /&gt;
&lt;br /&gt;
[[Category:MapTuts]]&lt;/div&gt;</summary>
		<author><name>Blues</name></author>	</entry>

	</feed>