[Engine.HandheldEquipment] ZoomTime=0.5 [Engine.FiredWeapon] DebugPerfectAim=false DebugDrawTraceFire=false DebugDrawAccuracyCone=false bCanShootThroughGlass=true FlashlightPointLightClass=class'SwatEquipmentModels.DynamicFlashlightPointLight' FlashlightSpotLightClass=class'SwatEquipmentModels.DynamicFlashlightSpotLight' FlashlightCoronaLightClass=class'SwatEquipmentModels.DynamicFlashlightCoronaLight' FlashlightUseFancyLights=-1 [Engine.ThrownWeapon] ;the animation that the ThrownWeapon's first-person model should play before thrown, ie. pin-being-pulled FirstPersonPreThrowAnimation=PullPin ;******************************** ;GENERAL AND ENEMY RELATED DATA ;******************************** [SwatEquipment.SubMachineGun] ;offset from the origin of the gun to the tip ThirdPersonFireOffset=(X=0,Y=0,Z=0) RagdollDeathImpactMomentumMultiplier=70 [SwatEquipment.Handgun] ;offset from the origin of the gun to the tip ThirdPersonFireOffset=(X=0,Y=0,Z=0) RagdollDeathImpactMomentumMultiplier=40 [SwatEquipment.MachineGun] ;offset from the origin of the gun to the tip ThirdPersonFireOffset=(X=0,Y=0,Z=0) RagdollDeathImpactMomentumMultiplier=45 [SwatEquipment.Shotgun] ;offset from the origin of the gun to the tip ThirdPersonFireOffset=(X=0,Y=0,Z=0) RagdollDeathImpactMomentumMultiplier=150 [SwatEquipment.CSBallLauncher] RagdollDeathImpactMomentumMultiplier=0 ;******************************** ; PRIMARY AND BACKUP WEAPONS ;******************************** ;************************* ; SHOTGUNS ;************************* ;******************************** ;BENELLI M4 SUPER90 SHOTGUN ;******************************** [SwatEquipment.M4Super90SG] ;RoundBasedWeapon configuration MagazineSize=5 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.M4Super90SGAmmo PlayerAmmoOption=SwatAmmo.M4Super90SGSabotAmmo ;00 buck ammo description. In SWATammo.u ;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. ;Sabot round description. In SWATammo.u ;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. EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=100) Range=4000 MuzzleVelocity=20384 OverrideArmDamageModifier=1.0 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.M4Super90_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.M4Super90_ThirdPerson' 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." FriendlyName="M4 Super90" GUIImage=material'gui_tex.equip_m4super90' GUIPaperdollImage=material'gui_tex.paperdoll_shotgun' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1.5 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=4.0 StandingAimError=2.75 WalkingAimError=3.5 RunningAimError=11.0 CrouchingAimError=2.25 ;Instantaneous penalties EquippedAimErrorPenalty=9.0 StandToWalkAimErrorPenalty=4.0 WalkToRunAimErrorPenalty=8.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.7 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=7 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=13.0 RecoilBackDuration=0.05 RecoilForeDuration=0.45 RecoilMagnitude=1200 HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=14,Y=-4,Z=7) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-34.6,Z=2.7) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=52.0 ZoomTime=0.5 ;******************************** ;BENELLI NOVA PUMP ACTION SHOTGUN ;******************************** [SwatEquipment.NovaPumpSG] ;RoundBasedWeapon configuration MagazineSize=8 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo PlayerAmmoOption=SwatAmmo.NovaPumpSGSabotAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100) Range=4000 MuzzleVelocity=20384 OverrideArmDamageModifier=1.0 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.NovaPump_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.NovaPump_ThirdPerson' 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." FriendlyName="Nova Pump" GUIImage=material'gui_tex.equip_novapump' GUIPaperdollImage=material'gui_tex.paperdoll_shotgun' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1.15 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=4.0 StandingAimError=2.75 WalkingAimError=3.5 RunningAimError=10.5 CrouchingAimError=2.0 ;Instantaneous penalties EquippedAimErrorPenalty=9.0 StandToWalkAimErrorPenalty=4.0 WalkToRunAimErrorPenalty=8.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.7 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=6.0 MaxLookAimErrorPenalty=13.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1200 ;Weapon Zoom ZoomedFOV=55.0 ZoomTime=0.5 HasAttachedFlashlight=true ;Flashlight FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-39.4,Z=1.15) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;************************* ; Breaching Shotgun ;************************* [SwatEquipment.BreachingSG] ;RoundBasedWeapon configuration MagazineSize=5 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.FrangibleBreachingAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.BreachingShotgunAmmo",Chance=100) Range=82 MuzzleVelocity=20384 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.BreachingShotgun_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.BreachingShotgun_ThirdPerson' 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. FriendlyName="Shotgun" GUIImage=material'gui_tex.equip_breachingshotgun' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=3.5 StandingAimError=1.0 WalkingAimError=2.25 RunningAimError=7.5 CrouchingAimError=0.5 ;Instantaneous penalties EquippedAimErrorPenalty=8.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.0 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=2.0 MaxLookAimErrorPenalty=13.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 RecoilBackDuration=0.05 RecoilForeDuration=0.15 RecoilMagnitude=1200 ;************************* ; Less Lethal Shotgun ;************************* [SwatEquipment.LessLethalSG] ;RoundBasedWeapon configuration MagazineSize=8 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.LessLethalAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.LessLethalAmmo",Chance=100) Range=1536 MuzzleVelocity=20384 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.NonLethalShotgun_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.NonLethalShotgun_ThirdPerson' 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." FriendlyName="Less Lethal Shotgun" GUIImage=material'gui_tex.equip_lesslethal' GUIPaperdollImage=material'gui_tex.paperdoll_shotgun' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1 ReloadAnimationRate=1 bCanShootThroughGlass=false ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=3.0 StandingAimError=1.25 WalkingAimError=2.0 RunningAimError=9.0 CrouchingAimError=1.0 ;Instantaneous penalties EquippedAimErrorPenalty=9.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.0 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=6.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=13.0 RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1200 ; **The following are copied from the sting grenade** ;damage - Damage should be applied constantly over DamageRadius Damage=5.0 DamageRadius=20.0 ;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius KarmaImpulse=(Max=200.0,Min=50.0) KarmaImpulseRadius=800.0 ;sting StingRadius=800.0 PlayerStingDuration=12.0 HeavilyArmoredPlayerStingDuration=6.0 ;AI stuff AIStingDuration=6.0 MoraleModifier=0.4 ;Weapon Zoom ZoomedFOV=55.0 ZoomTime=0.5 HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-39.4,Z=1.15) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;******************************** ;Pepperball WEAPON (CS Ball Launcher) ;******************************** [SwatEquipment.CSBallLauncher] ;CSBallLauncher configuration CSBallClass=class'SwatDesignerClasses.CSBall' ;RoundBasedWeapon configuration MagazineSize=200 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.CSBallLauncherAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.CSBallLauncherAmmo",Chance=100) Range=4000 MuzzleVelocity=4000 AvailableFireMode=FireMode_Single ;AvailableFireMode=FireMode_Burst ;AvailableFireMode=FireMode_Auto ;BurstRateFactor=1 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.Paintball_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.Paintball_ThirdPerson' 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." FriendlyName="Pepper-ball" GUIImage=material'gui_tex.equip_pepperballgun' GUIPaperdollImage=material'gui_tex.paperdoll' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=2 ReloadAnimationRate=1 bCanShootThroughGlass=false bAimAtHead=true ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=10.0 SmallAimErrorRecoveryRate=1.5 AimErrorBreakingPoint=3.5 StandingAimError=1.0 WalkingAimError=2.5 RunningAimError=10.5 CrouchingAimError=0.5 ;Instantaneous penalties EquippedAimErrorPenalty=7.0 StandToWalkAimErrorPenalty=2.25 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.5 InjuredAimErrorPenalty=0.5 MaxInjuredAimErrorPenalty=2.5 MaxLookAimErrorPenalty=10.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 RecoilBackDuration=0.025 RecoilForeDuration=0.035 RecoilMagnitude=100 ;Flashlight HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=22,Y=1,Z=10) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=2.5,Y=-31.5,Z=6.6) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=60.0 ZoomTime=0.5 [SwatEquipment.CSBallBase] UpdatePeriod=0.6 CloudRadius=50.0 CloudDuration=2.0 AIGassedDuration=10.0 PlayerGassedDuration=10.0 ; When a Player (non-AI) being gassed has protective ; equipment that protects him from gas, then the duration of ; effect will be scaled by this value. ; I.e., PlayerGassedDuration *= PlayerProtectiveEquipmentDurationScaleFactor ; Where XXX is SP or MP depending on whether it's a single-player or ; multiplayer game SPPlayerProtectiveEquipmentDurationScaleFactor=0 MPPlayerProtectiveEquipmentDurationScaleFactor=0.2 ;*********************** ; MACHINEGUNS ;*********************** ;***************************** ;M4A1 Carbine ASSAULT RIFLE ;***************************** [SwatEquipment.M4A1MG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.M4A1MG_JHP PlayerAmmoOption=SwatAmmo.M4A1MG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4A1MG_JHP",Chance=100) Range=4000 MuzzleVelocity=44617 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Single BurstRateFactor=1.5 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.M4A1_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.M4A1_ThirdPerson' 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 fire mode selector allowing semi-automatic as well as fully automatic firing." FriendlyName="Colt M4A1 Carbine" GUIImage=material'gui_tex.equip_m4a1' GUIPaperdollImage=material'gui_tex.paperdoll' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1.0 ReloadAnimationRate=0.8 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=15.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=8.0 SmallAimErrorRecoveryRate=2.5 AimErrorBreakingPoint=2.5 ;Aim Error Base values StandingAimError=0.25 WalkingAimError=1.5 RunningAimError=10.0 CrouchingAimError=0.15 ;Instantaneous penalties EquippedAimErrorPenalty=8.5 StandToWalkAimErrorPenalty=3.5 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.25 InjuredAimErrorPenalty=1.15 MaxInjuredAimErrorPenalty=5.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=12.0 RecoilBackDuration=0.02 RecoilForeDuration=0.6 RecoilMagnitude=235 AutoFireRecoilMagnitudeIncrement=70 ;Flashlight HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=22,Y=1,Z=10) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=2.5,Y=-32,Z=8.7) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=40.0 ZoomTime=0.75 ;*************************** ; AK47 ;*************************** [SwatEquipment.AK47MG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.AK47MG_FMJ PlayerAmmoOption=SwatAmmo.AK47MG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=90) EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_LowAmmo_FMJ",Chance=10) Range=4000 MuzzleVelocity=36186 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Single BurstRateFactor=1.0 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.AK47_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.AK47_ThirdPerson' 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." FriendlyName="AK-47 Machinegun" GUIImage=material'gui_tex.equip_AK47' ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=6.0 SmallAimErrorRecoveryRate=1.5 AimErrorBreakingPoint=2.75 StandingAimError=0.4 WalkingAimError=2.0 RunningAimError=10.5 CrouchingAimError=0.3 ;Instantaneous penalties EquippedAimErrorPenalty=8.5 StandToWalkAimErrorPenalty=3.5 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.35 InjuredAimErrorPenalty=2.0 MaxInjuredAimErrorPenalty=6.75 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=14.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.015 RecoilForeDuration=0.7 RecoilMagnitude=250 AutoFireRecoilMagnitudeIncrement=70 HasAttachedFlashlight=False ;Weapon Zoom ZoomedFOV=50.0 ZoomTime=1.0 ;*************************** ; G36k (GB36s) ;*************************** [SwatEquipment.G36kMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.G36kMG_FMJ PlayerAmmoOption=SwatAmmo.G36kMG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=100) Range=4000 MuzzleVelocity=42893 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Burst AvailableFireMode=FireMode_Single BurstRateFactor=1.25 BurstShotCount=2 ;HandheldEquipment configuration ShouldHaveFirstPersonModel=true FirstPersonModelClass=class'SwatEquipmentModels.G36K_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.G36K_ThirdPerson' 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. FriendlyName=GB36s Assault Rifle GUIImage=material'gui_tex.equip_G36K' GUIPaperdollImage=material'gui_tex.paperdoll' ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=9.0 SmallAimErrorRecoveryRate=1.75 AimErrorBreakingPoint=3.0 StandingAimError=0.2 WalkingAimError=1.85 RunningAimError=10.0 CrouchingAimError=0.1 ;Instantaneous penalties EquippedAimErrorPenalty=8.5 StandToWalkAimErrorPenalty=3.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=2.0 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=5.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=13.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.02 RecoilForeDuration=0.5 RecoilMagnitude=240 AutoFireRecoilMagnitudeIncrement=65 HasAttachedFlashlight=true ;Weapon Zoom ZoomedFOV=35.0 ZoomTime=0.75 FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=2.2,Y=-31,Z=8.9) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;*********************** ; SUB-MACHINEGUNS ;*********************** ;*********************** ; UZI ;*********************** [SwatEquipment.UZISMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.UZISMG_FMJ PlayerAmmoOption=SwatAmmo.UZISMG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.UZISMG_FMJ",Chance=100) Range=4000 MuzzleVelocity=19508 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Single BurstRateFactor=1.25 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.Uzi_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.UZI_ThirdPerson' 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." FriendlyName="Gal Sub-machinegun" GUIImage=material'gui_tex.equip_uzi' ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=15.0 SmallAimErrorRecoveryRate=4.0 AimErrorBreakingPoint=1.5 StandingAimError=0.35 WalkingAimError=1.0 RunningAimError=8.5 CrouchingAimError=0.25 ;Instantaneous penalties EquippedAimErrorPenalty=5.75 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=5.0 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=2.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=8.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.02 RecoilForeDuration=0.5 RecoilMagnitude=200 AutoFireRecoilMagnitudeIncrement=50 HasAttachedFlashlight=False ;Weapon Zoom ZoomedFOV=60.0 ZoomTime=0.5 ;***************************** ;HK MP5 ;***************************** [SwatEquipment.MP5SMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.MP5SMG_JHP PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=100) Range=4000 MuzzleVelocity=20185 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Burst AvailableFireMode=FireMode_Single BurstRateFactor=1.33 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.MP5_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.MP5_ThirdPerson' 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." FriendlyName="9mm SMG" GUIImage=material'gui_tex.equip_mp5' GUIPaperdollImage=material'gui_tex.paperdoll' EquipAnimationRate=1 UnequipAnimationRate=1.5 UseAnimationRate=1.0 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=15.0 SmallAimErrorRecoveryRate=2.75 ;At what value does it switch to the SmallAimErrorRecoveryRate AimErrorBreakingPoint=2.0 StandingAimError=0.45 WalkingAimError=1.05 RunningAimError=8.25 CrouchingAimError=0.25 ;Instantaneous penalties EquippedAimErrorPenalty=6.5 StandToWalkAimErrorPenalty=2.25 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.75 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=4 MaxLookAimErrorPenalty=9.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 RecoilBackDuration=0.05 RecoilForeDuration=0.4 RecoilMagnitude=200 AutoFireRecoilMagnitudeIncrement=25 HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-30,Z=5.4) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=50.0 ZoomTime=0.75 ;***************************** ;SILENCED HK MP5 ;***************************** [SwatEquipment.SilencedMP5SMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.MP5SMG_JHP PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=100) Range=4000 MuzzleVelocity=17693 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Burst AvailableFireMode=FireMode_Single BurstRateFactor=1.33 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.SilencedMP5_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.SilencedMP5_ThirdPerson' 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." FriendlyName="Suppressed 9mm SMG" GUIImage=material'gui_tex.equip_mp5silenced' GUIPaperdollImage=material'gui_tex.paperdoll' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=13.0 SmallAimErrorRecoveryRate=2.50 ;At what value does it switch to the SmallAimErrorRecoveryRate AimErrorBreakingPoint=2.0 ;Base Accuracy Values StandingAimError=0.45 WalkingAimError=1.05 RunningAimError=8.25 CrouchingAimError=0.25 ;Instantaneous penalties EquippedAimErrorPenalty=6.5 StandToWalkAimErrorPenalty=2.25 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.75 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=4 MaxLookAimErrorPenalty=9.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 ;Recoil RecoilBackDuration=0.05 RecoilForeDuration=0.4 RecoilMagnitude=200 AutoFireRecoilMagnitudeIncrement=25 ;Flashlight HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-30,Z=5.4) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=50.0 ZoomTime=0.75 ;*************************** ; UMP45 ;*************************** [SwatEquipment.UMP45SMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.UMP45SMG_FMJ PlayerAmmoOption=SwatAmmo.UMP45SMG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.UMP45SMG_FMJ",Chance=100) Range=4000 MuzzleVelocity=12693 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Burst AvailableFireMode=FireMode_Single BurstRateFactor=0.55 BurstShotCount=3 ;HandheldEquipment configuration ShouldHaveFirstPersonModel=True FirstPersonModelClass=class'SwatEquipmentModels.UMP45_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.UMP45_ThirdPerson' 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." FriendlyName=".45 SMG" GUIImage=material'gui_tex.equip_Ump' GUIPaperdollImage=material'gui_tex.paperdoll' EquipAnimationRate=1 UnequipAnimationRate=1.5 UseAnimationRate=1.0 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=13.0 SmallAimErrorRecoveryRate=2.75 ;At what value does it switch to the SmallAimErrorRecoveryRate AimErrorBreakingPoint=2.0 StandingAimError=0.55 WalkingAimError=1.15 RunningAimError=8.75 CrouchingAimError=0.35 ;Instantaneous penalties EquippedAimErrorPenalty=6.0 StandToWalkAimErrorPenalty=2.25 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.1 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=3.0 MaxLookAimErrorPenalty=9.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=9.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.04 RecoilForeDuration=0.6 RecoilMagnitude=220 AutoFireRecoilMagnitudeIncrement=45 HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=14,Y=-4,Z=11) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-30.5,Z=4) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=45.0 ZoomTime=0.5 ;***************************** ;COLT M1911 ;***************************** [SwatEquipment.ColtM1911HG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.ColtM1911HG_JHP PlayerAmmoOption=SwatAmmo.ColtM1911HG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.ColtM1911HG_JHP",Chance=100) Range=4000 MuzzleVelocity=12770 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.ColtM1911_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.ColtM1911_ThirdPerson' 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." FriendlyName="M1911 Handgun" GUIImage=material'gui_tex.equip_1911' EquipAnimationRate=1 UnequipAnimationRate=1.5 UseAnimationRate=1.0 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=10.0 SmallAimErrorRecoveryRate=1.0 AimErrorBreakingPoint=1.0 StandingAimError=0.75 WalkingAimError=0.95 RunningAimError=8.5 CrouchingAimError=0.5 ;Instantaneous penalties EquippedAimErrorPenalty=5.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.75 InjuredAimErrorPenalty=0.5 MaxInjuredAimErrorPenalty=1.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=7.0 RecoilBackDuration=0.02 RecoilForeDuration=0.45 RecoilMagnitude=400 HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=60.0 ZoomTime=0.5 ;*************************** ; Glock ;*************************** [SwatEquipment.Glock9mmHG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.Glock9mmHG_JHP PlayerAmmoOption=SwatAmmo.Glock9mmHG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.Glock9mmHG_FMJ",Chance=100) Range=4000 MuzzleVelocity=18170 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.NineMMpistol_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.NineMMpistol_ThirdPerson' 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." FriendlyName="9mm Handgun" GUIImage=material'gui_tex.equip_9mmpistol' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=17.0 SmallAimErrorRecoveryRate=1.5 AimErrorBreakingPoint=1.5 StandingAimError=0.55 WalkingAimError=0.85 RunningAimError=7.75 CrouchingAimError=0.35 ;Instantaneous penalties EquippedAimErrorPenalty=5.0 StandToWalkAimErrorPenalty=1.75 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.4 InjuredAimErrorPenalty=0.5 MaxInjuredAimErrorPenalty=1.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=7.0 RecoilBackDuration=0.03 RecoilForeDuration=0.35 RecoilMagnitude=200 HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=60.0 ZoomTime=0.5 ;*************************** ; Python Revolver ;*************************** [SwatEquipment.PythonRevolverHG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.PythonRevolverHG_FMJ PlayerAmmoOption=SwatAmmo.PythonRevolverHG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.PythonRevolverHG_FMJ",Chance=100) Range=4000 MuzzleVelocity=22308 OverrideArmDamageModifier=1.41 ;HandheldEquipment configuration ShouldHaveFirstPersonModel=true FirstPersonModelClass=class'SwatEquipmentModels.PythonRevolver_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.PythonRevolver_ThirdPerson' 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." FriendlyName="Colt Python" GUIImage=material'gui_tex.equip_python' GUIPaperdollImage=material'gui_tex.paperdoll' ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=9.0 SmallAimErrorRecoveryRate=0.75 AimErrorBreakingPoint=1.75 StandingAimError=0.6 WalkingAimError=1.05 RunningAimError=7.75 CrouchingAimError=0.25 ;Instantaneous penalties EquippedAimErrorPenalty=6.0 StandToWalkAimErrorPenalty=2.25 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=3.0 InjuredAimErrorPenalty=0.75 MaxInjuredAimErrorPenalty=1.25 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.01 RecoilForeDuration=1.0 RecoilMagnitude=500 HasAttachedFlashlight=False ;Weapon Zoom ZoomedFOV=70.0 ZoomTime=0.5 ;******************************** ;TASER STUN GUN ;******************************** [SwatEquipment.Taser] ;RoundBasedWeapon configuration MagazineSize=1 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.TaserAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=100) Range=336 MuzzleVelocity=20 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.Taser_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.Taser_ThirdPerson' 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." FriendlyName="Taser Stun Gun" ;Ammo description ; The taser cartridge consists of two probes that are propelled by compressed air. ; The probes can fire up to about 15 feet. They are connected to the weapon ; by high-voltage insulated wire and must be replaced after each shot. GUIImage=material'gui_tex.equip_taser' EquipAnimationRate=1 ;UnequipAnimationRate=1 UnequipAnimationRate=2 UseAnimationRate=1 bCanShootThroughGlass=false ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 LargeAimErrorRecoveryRate=8.0 SmallAimErrorRecoveryRate=2.5 AimErrorBreakingPoint=2.25 ;Base Accuracy Values StandingAimError=0.65 WalkingAimError=2.5 RunningAimError=7.5 CrouchingAimError=0.5 ;Instantaneous Accuracy Penalties EquippedAimErrorPenalty=5.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.5 InjuredAimErrorPenalty=0.5 MaxInjuredAimErrorPenalty=1 MaxLookAimErrorPenalty=10.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 ;Recoil RecoilBackDuration=0.05 RecoilForeDuration=0.15 RecoilMagnitude=100 ;Weapon Zoom ZoomedFOV=60.0 ZoomTime=0.5 ;Pawn reactions PlayerTasedDuration=15.0 AITasedDuration=1.0 ;Number of seconds that the probes stick in the victim before fading out (this has no effect on the logical tased time) ;ProbeStickTime=1.0 ProbeStickTime=0.5 ;Time (Seconds) allowed for slacking after contact has been made ;ProbeFallDuration=2.0 ProbeFallDuration=0.75 ;Time (seconds) to fade out after done slacking ;FadeDuration=0.5 FadeDuration=0.5 ;in units per second, how fast do the probes *appear* to fly. Note that the target point has *already been determined*. ;ProbeVisualSpeed=2000.0 ProbeVisualSpeed=900.0 ; If the probes miss, the probes will overreach for this amount of seconds (like a over-stretched spring action) ProbeRecoilTime=0.4 ; if the probes miss, this is the backwards speed (towards the shooter) after the recoil time ProbeFinalRecoilSpeed=220.0 ;the subclass of TaserProbeBase to be used for the Taser Probes ProbeClass=class'SwatProgrammerSampleClasses.TaserProbe' ;probe offsets from the root of the Taser on 1st & 3rd person models. ;arbitrarily selected A-top, B-bottom FirstPersonProbeOffset[0]=(X=0,Y=-11,Z=5) FirstPersonProbeOffset[1]=(X=0,Y=-11,Z=3.8) ThirdPersonProbeOffset[0]=(X=0,Y=-11,Z=4.5) ThirdPersonProbeOffset[1]=(X=0,Y=-11,Z=5.5) FirstPersonProbeBones[0]=TaserProng1 FirstPersonProbeBones[1]=TaserProng2 ThirdPersonProbeBones[0]=TaserProng1 ThirdPersonProbeBones[1]=TaserProng2 ;the class to be used for TaserWire behavior TaserWireClass=class'SwatEquipment.TaserWire' WireZapAnimation[0]=Fire1 WireZapAnimation[1]=Fire2 WireSlackAnimation[0]=Slack1 WireSlackAnimation[1]=Slack2 ; how fast is the slack look playing?: WireSlackAnimRate=2.5 ; time to fade in the slack animation (seconds) WireSlackTweenTime=.5 ; force the slack to start after this fraction of the zap animation: WireForceSlackTimeFraction=0.7 ; If the Probe goes below this speed during physics, then trigger the slack anim on the wire: WireSlackStartSpeed=150 WireEndEffectorName=TaserProng ; scaling the wire cross section parameters: WireMinYZScale=0.1 WireMaxYZScale=1.0 ; The speed of the Wire shootout animation: WireAnimRate=1.0 ; Max parabolic height of the probes as they travel, as a fraction of the distance traveled WireMaxHeightFraction=.12 ; Max parabolic height, in absolute units (the actual height will be the Min of the two heights) WireMaxHeight=15 ; Distance the Taser gun can move before the wire detaches (not detaching only happens after sticking) WireDetachDistance=20 ; The aim spread between the two probes. TaserAimSpread=3.0 ; for probes sticking to stuff, choose from: ; STICK_TaseablePawns : only stick to things that can be tased ; STICK_SkeletalMeshes : stick to any skeletal mesh ; STICK_Actors : stick to any actor but bsp walls ; STICK_AllGeometry, : stick to everything and bsp walls too ; STICK_Always : stick to the empty location of the wire's full extent even if you completely miss StickToWhat=STICK_TaseablePawns ;**************************** ;Remington 700 SNIPER RIFLE ;**************************** [SwatEquipment.SniperRifle] ;the SniperRifle has no Models FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=None ShouldHaveThirdPersonModel=false ;FiredWeapon configuration ;This is the ammo the weapon uses despite what the variable is called EnemyUsesAmmo=(AmmoClass="SwatAmmo.SniperRifle_JHP",Chance=100) Range=3000 MuzzleVelocity=40463 ;HandheldEquipment configuration Description="If you are reading this, file a bug that the sniper rifle description is being shown." FriendlyName="Remington 700 Sniper rifle" ;the SniperRifle always has perfect aim ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=250.0 SmallAimErrorRecoveryRate=120.0 AimErrorBreakingPoint=3.0 StandingAimError=0 WalkingAimError=0 RunningAimError=0 InjuredAimErrorPenalty=0 CrouchingAimError=0 EquippedAimErrorPenalty=0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.0 MaxLookAimErrorPenalty=0.0 RecoilBackDuration=0.10 RecoilForeDuration=0.5 RecoilMagnitude=1500 HasAttachedFlashlight=false ;Weapon Zoom ZoomedFOV=10.0 ;Multiplier to impulse to give ragdolls a push on death shot RagdollDeathImpactMomentumMultiplier=50 ;***************************** ;VIP Pistol ;***************************** [SwatEquipment.VIPColtM1911HG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.VIPPistolAmmo_FMJ Range=4000 MuzzleVelocity=12770 ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.VIPgun_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.VIPgun_ThirdPerson' 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." FriendlyName="VIP Colt M1911 Handgun" GUIImage=material'gui_tex.equip_1911' EquipAnimationRate=1 UnequipAnimationRate=1.5 UseAnimationRate=0.9 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=10.0 SmallAimErrorRecoveryRate=1.0 AimErrorBreakingPoint=1.0 StandingAimError=0.75 WalkingAimError=1.15 RunningAimError=9.0 CrouchingAimError=0.5 ;Instantaneous penalties EquippedAimErrorPenalty=5.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.75 InjuredAimErrorPenalty=0.5 MaxInjuredAimErrorPenalty=1.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=7.0 RecoilBackDuration=0.02 RecoilForeDuration=0.45 RecoilMagnitude=400 HasAttachedFlashlight=true FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-11.8,Z=1.9) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;Weapon Zoom ZoomedFOV=60.0 ZoomTime=0.75 ;******************************** ;VIP GRENADE ;******************************** [SwatEquipment.VIPGrenade] ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.VIPGrenade_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.VIPGrenade_ThirdPerson' 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." FriendlyName="CS Gas" GUIImage=material'gui_tex.equip_csgas' EquipAnimationRate=1.5 UnequipAnimationRate=1.5 UseAnimationRate=1 [SwatEquipment.VIPGrenadeProjectile] ;timer FuseTime=1.5 ;bouncing BounceDampening=0.4 BounceCount=3 ;how often the CSGasGrenadeProjectile checks who it is affecting UpdatePeriod=0.5 ; How long the gas effect will continue to affect players who ; enter its radius (NOT how long the gas effect lasts when a player ; is gassed!). This should be timed to match the gas particle effect's duration GasEmissionDuration=7.0 ;how long a gassed pawn reacts to the gas, ie. how long it takes for a pawn to recover after leaving the gas ReactionDuration=11.5 ; min and max radius of effect Radius=(Min=20.0,Max=400.0) ; Time it takes the radius of effect to expand from min to max. ; You can watch the radius expand by typing "rend collision" before ; throwing the gas grenade. ExpansionTime=2 ;AI stuff NotifyAIsTime=0.75 ;**************************** ; Enemy Weapons ;**************************** ;***************************** ;Badguy COLT M1911 ;***************************** [SwatEquipment.BadguyColtM1911HG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.ColtM1911HG_JHP PlayerAmmoOption=SwatAmmo.ColtM1911HG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.ColtM1911HG_JHP",Chance=100) Range=4000 MuzzleVelocity=12770 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.BadguyColtM1911_ThirdPerson' Description="Colt M1911 Handgun" FriendlyName="Colt M1911" EquipAnimationRate=1 UnequipAnimationRate=1.5 UseAnimationRate=0.9 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=10.0 SmallAimErrorRecoveryRate=1.0 AimErrorBreakingPoint=1.0 StandingAimError=0.65 WalkingAimError=1.0 RunningAimError=7.0 CrouchingAimError=0.35 ;Instantaneous penalties EquippedAimErrorPenalty=5.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.5 InjuredAimErrorPenalty=0.5 MaxInjuredAimErrorPenalty=1.0 ;AimError penalty for one unit of mouse movement per second RecoilBackDuration=0.02 RecoilForeDuration=0.45 RecoilMagnitude=400 HasAttachedFlashlight=False ;*************************** ; Bad Guy G36k (GB36s) ;*************************** [SwatEquipment.BadGuyG36kMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.G36kMG_FMJ PlayerAmmoOption=SwatAmmo.G36kMG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=100) Range=4000 MuzzleVelocity=42893 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Burst BurstRateFactor=1.25 BurstShotCount=2 ;HandheldEquipment configuration ShouldHaveFirstPersonModel=true FirstPersonModelClass=class'SwatEquipmentModels.G36K_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.G36K_ThirdPerson' 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. FriendlyName=GB36s Assault Rifle GUIImage=material'gui_tex.equip_G36K' GUIPaperdollImage=material'gui_tex.paperdoll' ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=7.0 SmallAimErrorRecoveryRate=3.0 AimErrorBreakingPoint=2.5 StandingAimError=0.2 WalkingAimError=1.6 RunningAimError=8.0 CrouchingAimError=0.1 ;Instantaneous penalties EquippedAimErrorPenalty=8.0 StandToWalkAimErrorPenalty=3.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=2.0 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=5.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=12.5 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.02 RecoilForeDuration=0.5 RecoilMagnitude=240 AutoFireRecoilMagnitudeIncrement=60 HasAttachedFlashlight=false ;Weapon Zoom ZoomedFOV=35.0 ZoomTime=0.75 ;**************************** ; Beretta M9 ;**************************** [SwatEquipment.BerettaM9HG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.BerettaM9HG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.BerettaM9HG_FMJ",Chance=100) Range=4000 MuzzleVelocity=18924 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.BerettaM9_ThirdPerson' Description="Rebetta N9 Handgun" FriendlyName="Cheetah N9" ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=10.0 SmallAimErrorRecoveryRate=1.0 AimErrorBreakingPoint=1.0 StandingAimError=0.5 WalkingAimError=1.8 RunningAimError=6.5 CrouchingAimError=0.3 ;Instantaneous penalties EquippedAimErrorPenalty=5.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.5 InjuredAimErrorPenalty=0.5 MaxInjuredAimErrorPenalty=1.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;**************************** ; Beretta M9 LOW AMMO (Same as BerettaM9HG but uses low ammo version of ammo.) ;**************************** [SwatEquipment.BerettaM9HG_LowAmmo] PlayerAmmoOption=SwatAmmo.BerettaM9HG_LowAmmo_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.BerettaM9HG_LowAmmo_FMJ",Chance=100) ;*************************** ; Scorpion Machine Pistol ;*************************** [SwatEquipment.ScorpionHG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.ScorpionHG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.ScorpionHG_FMJ",Chance=100) Range=4000 MuzzleVelocity=16000 AvailableFireMode=FireMode_Auto ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.Scorpion_ThirdPerson' Description="Skorpion Machine Pistol" FriendlyName="Skorpion Machine Pistol" ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=50.0 SmallAimErrorRecoveryRate=25.0 AimErrorBreakingPoint=3.0 StandingAimError=0.3 WalkingAimError=0.8 RunningAimError=6.5 CrouchingAimError=0.15 ;Instantaneous penalties EquippedAimErrorPenalty=5.75 StandToWalkAimErrorPenalty=1.75 WalkToRunAimErrorPenalty=6.5 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.75 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=2.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;*************************** ; USP40 ;*************************** [SwatEquipment.USP40HG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.USP40HG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.USP40HG_FMJ",Chance=100) Range=4000 MuzzleVelocity=18170 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.USP40_ThirdPerson' Description="SLP40 Handgun" FriendlyName="SLP 40" ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=10.0 SmallAimErrorRecoveryRate=1.0 AimErrorBreakingPoint=1.0 StandingAimError=0.25 WalkingAimError=1.8 RunningAimError=6.5 CrouchingAimError=0.15 ;Instantaneous penalties EquippedAimErrorPenalty=5.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.5 InjuredAimErrorPenalty=0.5 MaxInjuredAimErrorPenalty=1.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;*************************** ; Python Revolver Low Ammo ;*************************** [SwatDesignerEquipment.PythonRevolverHG_LowAmmo] PlayerAmmoOption=SwatAmmo.PythonRevolverHG_LowAmmo_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.PythonRevolverHG_LowAmmo_FMJ",Chance=100) ;*************************** ; Ingram MAC-10 ;*************************** [SwatEquipment.IngramHG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.IngramHG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.IngramHG_FMJ",Chance=100) Range=4000 MuzzleVelocity=14123 AvailableFireMode=FireMode_Auto BurstRateFactor=1.0 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.Ingram_ThirdPerson' Description="Ingram Handgun" FriendlyName="MAC-10 Machine Pistol" ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=1.5 AimErrorBreakingPoint=1.25 StandingAimError=0.5 WalkingAimError=1.25 RunningAimError=6.5 CrouchingAimError=0.3 ;Instantaneous penalties EquippedAimErrorPenalty=5.75 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=2.5 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=3.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;***************************** ;Badguy HK MP5 ;***************************** [SwatEquipment.BadguyMP5SMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.MP5SMG_JHP PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=100) Range=4000 MuzzleVelocity=20185 AvailableFireMode=FireMode_Burst AvailableFireMode=FireMode_Single AvailableFireMode=FireMode_Auto BurstRateFactor=1 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.BadguyMP5_ThirdPerson' Description="Default description for MP5SMG" FriendlyName="9mm Sub-Machine Gun" EquipAnimationRate=1 UnequipAnimationRate=1.5 UseAnimationRate=0.5 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;At what value does it switch to the SmallAimErrorRecoveryRate AimErrorBreakingPoint=2.0 StandingAimError=0.45 WalkingAimError=1.05 RunningAimError=6.25 CrouchingAimError=0.25 ;Instantaneous penalties EquippedAimErrorPenalty=6.5 StandToWalkAimErrorPenalty=2.25 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.75 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=4.0 MaxLookAimErrorPenalty=9.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=9.0 RecoilBackDuration=0.05 RecoilForeDuration=0.4 RecoilMagnitude=200 AutoFireRecoilMagnitudeIncrement=25 HasAttachedFlashlight=false ;*************************** ; Badguy G36ka4 ;*************************** [SwatEquipment.BadguyG36kMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.G36kMG_FMJ PlayerAmmoOption=SwatAmmo.G36kMG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.G36kMG_FMJ",Chance=100) Range=4000 MuzzleVelocity=42893 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Burst BurstRateFactor=1.25 BurstShotCount=2 ;HandheldEquipment configuration ShouldHaveFirstPersonModel=true ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.BadguyG36K_ThirdPerson' 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. FriendlyName=GB36s Assault Rifle GUIImage=material'gui_tex.equip_G36K' GUIPaperdollImage=material'gui_tex.paperdoll' ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=7.0 SmallAimErrorRecoveryRate=3.0 AimErrorBreakingPoint=2.5 StandingAimError=0.2 WalkingAimError=1.6 RunningAimError=8.0 CrouchingAimError=0.1 ;Instantaneous penalties EquippedAimErrorPenalty=8.0 StandToWalkAimErrorPenalty=3.0 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=2.0 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=5.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=12.5 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.02 RecoilForeDuration=0.5 RecoilMagnitude=240 AutoFireRecoilMagnitudeIncrement=60 HasAttachedFlashlight=false ;Weapon Zoom ZoomedFOV=35.0 ZoomTime=0.75 ;*************************** ; Badguy UMP45 ;*************************** [SwatEquipment.BadguyUMP45SMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.UMP45SMG_FMJ PlayerAmmoOption=SwatAmmo.UMP45SMG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.UMP45SMG_FMJ",Chance=100) Range=4000 MuzzleVelocity=13123 AvailableFireMode=FireMode_Auto AvailableFireMode=FireMode_Single BurstRateFactor=0.725 ;HandheldEquipment configuration ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.BadGuyUMP_ThirdPerson' 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." FriendlyName=".45 SMG" GUIImage=material'gui_tex.equip_Ump' GUIPaperdollImage=material'gui_tex.paperdoll' EquipAnimationRate=1 UnequipAnimationRate=1.5 UseAnimationRate=1.0 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=15.0 SmallAimErrorRecoveryRate=2.75 ;At what value does it switch to the SmallAimErrorRecoveryRate AimErrorBreakingPoint=2.0 StandingAimError=0.5 WalkingAimError=0.95 RunningAimError=6.75 CrouchingAimError=0.25 ;Instantaneous penalties EquippedAimErrorPenalty=6.0 StandToWalkAimErrorPenalty=2.25 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.0 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=3.0 MaxLookAimErrorPenalty=9.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=9.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.04 RecoilForeDuration=0.6 RecoilMagnitude=220 AutoFireRecoilMagnitudeIncrement=40 HasAttachedFlashlight=false ;Weapon Zoom ZoomedFOV=45.0 ZoomTime=0.5 ;***************************** ;SILENCED HK MP5 ;***************************** [SwatEquipment.BadguySilencedMP5SMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.MP5SMG_JHP PlayerAmmoOption=SwatAmmo.MP5SMG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.MP5SMG_JHP",Chance=100) Range=4000 MuzzleVelocity=17693 AvailableFireMode=FireMode_Single AvailableFireMode=FireMode_Burst AvailableFireMode=FireMode_Auto BurstRateFactor=1.0 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.BadguySilencedMP5_ThirdPerson' Description="Default description for SilencedMP5SMG" FriendlyName="Silenced 9mm Sub-Machine Gun" EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;At what value does it switch to the SmallAimErrorRecoveryRate AimErrorBreakingPoint=2.0 StandingAimError=0.45 WalkingAimError=1.05 RunningAimError=6.25 CrouchingAimError=0.25 ;Instantaneous penalties EquippedAimErrorPenalty=6.5 StandToWalkAimErrorPenalty=2.25 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=0.75 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=4.0 MaxLookAimErrorPenalty=9.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 AutoFireRecoilMagnitudeIncrement=50 HasAttachedFlashlight=false ;*************************** ; HK53 SMG ;*************************** [SwatEquipment.HK53SMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.HK53SMG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.HK53SMG_FMJ",Chance=100) Range=4000 MuzzleVelocity=37093 AvailableFireMode=FireMode_Burst AvailableFireMode=FireMode_Auto ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.HK53_ThirdPerson' Description="Beretta M9 Handgun" FriendlyName="GB53" ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=8.0 SmallAimErrorRecoveryRate=2.5 AimErrorBreakingPoint=2.5 StandingAimError=0.25 WalkingAimError=1.05 RunningAimError=7.25 CrouchingAimError=0.15 ;Instantaneous penalties EquippedAimErrorPenalty=8.5 StandToWalkAimErrorPenalty=3.5 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=2.0 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=3.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False FlashlightPosition_1stPerson=(X=1,Y=-1.5,Z=5) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=0,Z=2.5) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;*************************** ; AK74 ;*************************** [SwatEquipment.AK74MG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.AK47MG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=100) Range=4000 MuzzleVelocity=37093 AvailableFireMode=FireMode_Auto BurstRateFactor=1.0 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.AK74_ThirdPerson' Description="Default description for M4A1MG" FriendlyName="AK74" ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=8.0 SmallAimErrorRecoveryRate=2.5 AimErrorBreakingPoint=2.5 StandingAimError=0.35 WalkingAimError=1.5 RunningAimError=7.75 CrouchingAimError=0.1 ;Instantaneous penalties EquippedAimErrorPenalty=7.5 StandToWalkAimErrorPenalty=3.0 WalkToRunAimErrorPenalty=4.5 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=2.0 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=6 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False FlashlightPosition_1stPerson=(X=22,Y=1,Z=10) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;*************************** ; AK74su ;*************************** [SwatEquipment.AK74suMG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.AK47MG_FMJ EnemyUsesAmmo=(AmmoClass="SwatAmmo.AK47MG_FMJ",Chance=100) Range=4000 MuzzleVelocity=37093 AvailableFireMode=FireMode_Auto BurstRateFactor=1.0 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.AK74su_ThirdPerson' Description="Default description for M4A1MG" FriendlyName="AK74su" ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=8.0 SmallAimErrorRecoveryRate=2.5 AimErrorBreakingPoint=2.5 StandingAimError=0.35 WalkingAimError=1.5 RunningAimError=8.0 CrouchingAimError=0.1 ;Instantaneous penalties EquippedAimErrorPenalty=7.0 StandToWalkAimErrorPenalty=3.0 WalkToRunAimErrorPenalty=4.5 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=2.0 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=6 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False FlashlightPosition_1stPerson=(X=22,Y=1,Z=10) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;*************************** ; M4 enemy version ;*************************** [SwatEquipment.M4MG] ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.M4A1MG_JHP EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4A1MG_JHP",Chance=100) Range=4000 MuzzleVelocity=44617 AvailableFireMode=FireMode_Auto BurstRateFactor=1.0 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.M4_ThirdPerson' Description=Colt M4 Carbine FriendlyName=Colt M4 Carbine ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=8.0 SmallAimErrorRecoveryRate=2.5 AimErrorBreakingPoint=2.5 ;Aim Error Base values StandingAimError=0.25 WalkingAimError=1.5 RunningAimError=8.0 CrouchingAimError=0.15 ;Instantaneous penalties EquippedAimErrorPenalty=8.5 StandToWalkAimErrorPenalty=3.5 WalkToRunAimErrorPenalty=5.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=2.0 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=6 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False FlashlightPosition_1stPerson=(X=22,Y=1,Z=10) FlashlightRotation_1stPerson=(Pitch=0,Yaw=0,Roll=0) FlashlightPosition_3rdPerson=(X=0,Y=-20,Z=5) FlashlightRotation_3rdPerson=(Pitch=0,Yaw=-16384,Roll=0) ;******************************** ;Badguy BENELLI M4 SUPER90 SHOTGUN ;******************************** [SwatEquipment.BadguyM4Super90SG] ;RoundBasedWeapon configuration MagazineSize=5 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.M4Super90SGAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=100) Range=4000 MuzzleVelocity=20384 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.BadguyM4Super90_ThirdPerson' Description=Benelli M4 Super90 FriendlyName=Benelli M4 Super90 EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1.5 ReloadAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=3.5 StandingAimError=1.5 WalkingAimError=2.5 RunningAimError=8.0 CrouchingAimError=0.75 ;Instantaneous penalties EquippedAimErrorPenalty=9.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.0 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=7.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 HasAttachedFlashlight=False ;*************************** ; M1 Super90 ;*************************** [SwatEquipment.M1Super90SG] ;RoundBasedWeapon configuration MagazineSize=8 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100) Range=4000 MuzzleVelocity=20384 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.M4Super90_ThirdPerson' Description=Benelli M1 Super 90 FriendlyName=Benelli M1 Super 90 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=3.5 StandingAimError=1.5 WalkingAimError=2.5 RunningAimError=8.0 CrouchingAimError=0.75 ;Instantaneous penalties EquippedAimErrorPenalty=9.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.0 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=7 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 ;Weapon Zoom ZoomedFOV=30.0 ;*************************** ; Pump1 Shotgun ;*************************** [SwatEquipment.Pump1SG] ;RoundBasedWeapon configuration MagazineSize=8 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100) Range=4000 MuzzleVelocity=20384 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.Pump1_ThirdPerson' Description=Pistol Grip Pump Shotgun FriendlyName=Pistol Grip Pump Shotgun ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=3.5 StandingAimError=1.5 WalkingAimError=2.5 RunningAimError=8.0 CrouchingAimError=0.75 ;Instantaneous penalties EquippedAimErrorPenalty=9.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.0 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=6.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 ;************************** ; Pump2 (Rifle Grip) ;************************** [SwatEquipment.Pump2RifleGripSG] ;RoundBasedWeapon configuration MagazineSize=5 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.NovaPumpSGAmmo",Chance=100) Range=4000 MuzzleVelocity=20384 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.Pump2RifleGrip_ThirdPerson' Description=Rifle Grip Pump Shotgun FriendlyName=Rifle Grip Pump Shotgun ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=3.5 StandingAimError=1.5 WalkingAimError=2.5 RunningAimError=8.0 CrouchingAimError=0.75 ;Instantaneous penalties EquippedAimErrorPenalty=9.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.0 InjuredAimErrorPenalty=1.5 MaxInjuredAimErrorPenalty=6.5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 ;*************************** ; Sawed off Shotgun ;*************************** [SwatEquipment.SawedOffSG] ;RoundBasedWeapon configuration MagazineSize=1 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.NovaPumpSGAmmo EnemyUsesAmmo=(AmmoClass="SwatAmmo.SawedOffSGAmmo",Chance=50) EnemyUsesAmmo=(AmmoClass="SwatAmmo.SawedOffSGAmmo_LowAmmo",Chance=50) Range=4000 MuzzleVelocity=20384 ;HandheldEquipment configuration FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.SawedOff_ThirdPerson' Description=Sawed-off Shotgun FriendlyName=Sawed-off Shotgun ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=60.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=12.0 SmallAimErrorRecoveryRate=2.0 AimErrorBreakingPoint=3.5 StandingAimError=2.5 WalkingAimError=3.5 RunningAimError=8.0 CrouchingAimError=1.5 ;Instantaneous penalties EquippedAimErrorPenalty=7.0 StandToWalkAimErrorPenalty=2.0 WalkToRunAimErrorPenalty=6.0 DamagedAimErrorPenalty=0.0 FiredAimErrorPenalty=1.0 InjuredAimErrorPenalty=1.0 MaxInjuredAimErrorPenalty=5 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.000125 MaxLookAimErrorPenalty=10.0 ;RECOIL IS IGNORED BY AIs RecoilBackDuration=0.05 RecoilForeDuration=0.35 RecoilMagnitude=1000 ;******************************** ; PROTECTIVE EQUIPMENT ;******************************** [SwatProtectiveEquipment.LightBodyArmor] 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. FriendlyName=Light Armor GUIImage=material'gui_tex.equip_LightArmor' [SwatProtectiveEquipment.HeavyBodyArmor] 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. FriendlyName=Heavy Armor GUIImage=material'gui_tex.equip_HeavyArmor' [SwatProtectiveEquipment.GasMask] 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. FriendlyName=Gas Mask GUIImage=material'gui_tex.equip_gasmask' [SwatProtectiveEquipment.KevlarHelmet] Description=If you can read this, there is a bug. This Kevlar Helmet description should never be displayed. FriendlyName=Kevlar Helmet GUIImage=None [SwatProtectiveEquipment.HelmetAndGoggles] Description=The kevlar helmet combined with tactical eyewear provides superior damage prevention to the head region as well as eliminating the effects of flashbangs. FriendlyName=Helmet GUIImage=material'gui_tex.equip_goggles' ;******************************** ; TACTICAL AIDS ;******************************** ;******************************** ;FLASHBANG STUN GRENADE ;******************************** [SwatEquipment.FlashbangGrenade] ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.FlashbangGrenade_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.FlashbangGrenade_ThirdPerson' ProjectileClass=class'SwatEquipment.FlashbangGrenadeProjectile' 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." FriendlyName="Flashbang" GUIImage=material'gui_tex.equip_flashbang' EquipAnimationRate=1.5 UnequipAnimationRate=1.5 UseAnimationRate=1 [SwatEquipment.FlashbangGrenadeProjectile] ;timer FuseTime=1.5 ;bouncing BounceDampening=0.4 BounceCount=3 ;damage - Damage should be applied constantly over DamageRadius Damage=15.0 DamageRadius=48.0 ;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius KarmaImpulse=(Max=300.0,Min=200.0) KarmaImpulseRadius=800.0 ;stun StunRadius=800.0 ;PlayerStunDuration should be kept in sync with the values in SwatCameraEffects.DesignerFlashbangParams PlayerStunDuration=12.0 ;AI stuff NotifyAIsTime=0.75 AIStunDuration=4.0 MoraleModifier=0.4 ;******************************** ;CS TEAR GAS GRENADE ;******************************** [SwatEquipment.CSGasGrenade] ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.CSGasGrenade_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.CSGasGrenade_ThirdPerson' ProjectileClass=class'SwatEquipment.CSGasGrenadeProjectile' 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." FriendlyName="CS Gas" GUIImage=material'gui_tex.equip_csgas' EquipAnimationRate=1.5 UnequipAnimationRate=1.5 UseAnimationRate=1 [SwatEquipment.CSGasGrenadeProjectile] ;timer FuseTime=1.5 ;bouncing BounceDampening=0.4 BounceCount=3 ;how often the CSGasGrenadeProjectile checks who it is affecting UpdatePeriod=0.5 ; How long the gas effect will continue to affect players who ; enter its radius (NOT how long the gas effect lasts when a player ; is gassed!). This should be timed to match the gas particle effect's duration GasEmissionDuration=7.0 ;how long a gassed pawn reacts to the gas, ie. how long it takes for a pawn to recover after leaving the gas ReactionDuration=11.5 ; When a Player (non-AI) being gassed has protective ; equipment that protects him from gas, then the duration of ; effect will be scaled by this value. ; I.e., ReactionDuration *= PlayerProtectiveEquipmentDurationScaleFactor ; Where XXX is SP or MP depending on whether it's a single-player or ; multiplayer game. So a value of 0 will mean the effect will not happen at all, ; and a value of 1 will mean that it will last the normal amount of time. SPPlayerProtectiveEquipmentDurationScaleFactor=0 MPPlayerProtectiveEquipmentDurationScaleFactor=0 ; min and max radius of effect Radius=(Min=20.0,Max=400.0) ; Time it takes the radius of effect to expand from min to max. ; You can watch the radius expand by typing "rend collision" before ; throwing the gas grenade. ExpansionTime=2 ;AI stuff NotifyAIsTime=0.75 ;******************************** ;STING GRENADE ;******************************** [SwatEquipment.StingGrenade] ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.StingGrenade_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.StingGrenade_ThirdPerson' ProjectileClass=class'SwatEquipment.StingGrenadeProjectile' 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." FriendlyName="Stinger" GUIImage=material'gui_tex.equip_stinggrenade' EquipAnimationRate=1.5 UnequipAnimationRate=1.5 UseAnimationRate=1 [SwatEquipment.StingGrenadeProjectile] ;timer FuseTime=1.5 ;bouncing BounceDampening=0.4 BounceCount=3 ;damage - Damage should be applied constantly over DamageRadius Damage=20.0 DamageRadius=100.0 ;karma impulse - Karma impulse should be applied linearly from KarmaImpulse.Max to KarmaImpulse.Min over KarmaImpulseRadius KarmaImpulse=(Max=300.0,Min=50.0) KarmaImpulseRadius=640.0 ;sting StingRadius=500.0 PlayerStingDuration=8.0 HeavilyArmoredPlayerStingDuration=4.0 ;AI stuff NotifyAIsTime=0.75 AIStingDuration=8.0 MoraleModifier=0.4 ;******************************** ;PEPPER SPRAY ;******************************** [SwatEquipment.PepperSpray] ;PepperSpray configuration ;when deciding who is affected by pepper spray, the trace is not blocked by anything with MtP less than this MomentumToPenetrateThreshold=20 PlayerPepperSprayedDuration=12.0 AIPepperSprayedDuration=12.0 ; When a Player (non-AI) being peppered has protective ; equipment that protects him from pepper, then the duration of ; effect will be scaled by this value. ; I.e., PlayerPepperSprayedDuration *= PlayerProtectiveEquipmentDurationScaleFactor ; Where XXX is SP or MP depending on whether it's a single-player or ; multiplayer game SPPlayerProtectiveEquipmentDurationScaleFactor=0 MPPlayerProtectiveEquipmentDurationScaleFactor=0.25 ;RoundBasedWeapon configuration MagazineSize=10 ;FiredWeapon configuration PlayerAmmoOption=SwatAmmo.PepperSprayAmmo AvailableFireMode=FireMode_Auto EnemyUsesAmmo=(AmmoClass="SwatAmmo.PepperSprayAmmo",Chance=100) Range=300 MuzzleVelocity=2 bCanShootThroughGlass=false bAimAtHead=true ;HandheldEquipment configuration FirstPersonModelClass=class'SwatEquipmentModels.PepperSpray_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.PepperSpray_ThirdPerson' 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." FriendlyName="Pepper Spray" GUIImage=material'gui_tex.equip_pepperspray' EquipAnimationRate=1 UnequipAnimationRate=2 UseAnimationRate=1 ;Since zero is perfect AimError, Max AimError is the worst AimError MaxAimError=20.0 ;AimError recovered per second until base AimError is achieved LargeAimErrorRecoveryRate=250.0 SmallAimErrorRecoveryRate=120.0 AimErrorBreakingPoint=16.0 StandingAimError=15.0 WalkingAimError=16.0 RunningAimError=17.0 InjuredAimErrorPenalty=16.0 CrouchingAimError=14.0 EquippedAimErrorPenalty=17.0 ;AimError penalty for one unit of mouse movement per second LookAimErrorPenaltyFactor=0.0 MaxLookAimErrorPenalty=0.0 RecoilBackDuration=0.0 RecoilForeDuration=0.0 RecoilMagnitude=0.0 ;**************************** ;OPTIWAND ;**************************** [SwatEquipment.Optiwand] FirstPersonModelClass=class'SwatEquipmentModels.Optiwand_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.Optiwand_ThirdPerson' 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." FriendlyName="Optiwand" GUIImage=material'gui_tex.equip_optiwand' EquipAnimationRate=1 UnequipAnimationRate=1 UseAnimationRate=1 Mass=100.000000 Slot=Slot_Optiwand RefreshRate=60 SizeX=256 SizeY=256 BoneName=lens FOV=80 LensTurnAlpha=0.1800000 LensTurnSpeed=15.000000 LensFinishSpeed=0.2 ClampYawAngle=70 ClampPitchAngle=55 LCDScreen=ScriptedTexture'scripted_tex.lcd_scripted_tex' LCDShader=Shader'scripted_tex.lcd_shader' GunShader=Shader'SWAT1stPersonTex.Optiwand1stPersonShader' BlankScreen=Material'SWAT1stPersonTex.optiwand1stPersonMonitorShader' ;a weapon should go low-ready if anything is this close or closer LowReadyDistance=70.0 ;******************************** ;TOOLKIT ;******************************** [SwatEquipment.Toolkit] FirstPersonModelClass=class'SwatEquipmentModels.Toolkit_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.Toolkit_ThirdPerson' 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." FriendlyName="Toolkit" GUIImage=material'gui_tex.equip_toolkit' EquipAnimationRate=2.0 UnequipAnimationRate=2.0 UseAnimationRate=1 Range=120 ;******************************** ;TACTICAL WEDGE ;******************************** [SwatEquipment.Wedge] FirstPersonModelClass=class'SwatEquipmentModels.Wedge_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.Wedge_ThirdPerson' 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." FriendlyName="Door Wedge" GUIImage=material'gui_tex.equip_doorwedge' EquipAnimationRate=1.25 UnequipAnimationRate=1.25 UseAnimationRate=1 [SwatGame.DeployedWedgeBase] ;in seconds, the time required to qualify to remove a Wedge with a Toolkit QualifyTimeForToolkit=1.00 ;******************************** ;C2 DOOR BREACHING CHARGE ;******************************** [SwatEquipment.C2Charge] FirstPersonModelClass=class'SwatEquipmentModels.C2Charge_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.C2Charge_ThirdPerson' MPThirdPersonModelClass=class'SwatEquipmentModels.mpC2Charge_ThirdPerson' 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." FriendlyName="C2 (x3)" GUIImage=material'gui_tex.equip_c2charge' EquipAnimationRate=1.5 UnequipAnimationRate=1.5 UseAnimationRate=2 [SwatGame.DeployedC2ChargeBase] ;in seconds, the time required to qualify to remove a C2Charge with a Toolkit QualifyTimeForToolkit=2.0 Damage=100.0 ;damage is applied to Pawns within a cone. this is the angle (in degrees) at the cone's vertex. DamageAngle=85.0 DamageRadius=128.0 StunAngle=100 StunRadius=600 StunDuration=5 [SwatEquipment.Detonator] FirstPersonModelClass=class'SwatEquipmentModels.Detonator_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.Detonator_ThirdPerson' MPFirstPersonModelClass=class'SwatEquipmentModels.MPDetonator_FirstPerson' MPThirdPersonModelClass=class'SwatEquipmentModels.MPDetonator_ThirdPerson' Description=Default description for Detonator FriendlyName="The Detonator" ;******************************** ;ZIP-CUFFS ;******************************** [SwatEquipment.Cuffs] FirstPersonModelClass=class'SwatEquipmentModels.Handcuffs_FirstPerson' ThirdPersonModelClass=class'SwatEquipmentModels.Handcuffs_ThirdPerson' Description="Zip cuff restraints have many benefits over traditional metal hand-cuffs. Tactical teams favor them due to their light weight and flexible design." FriendlyName="Zip-cuffs" GUIImage=material'gui_tex.equip_flexcuffs' EquipAnimationRate=2 UnequipAnimationRate=1.5 UseAnimationRate=1 [SwatEquipment.IAmCuffed] FirstPersonModelClass=None ShouldHaveFirstPersonModel=false ThirdPersonModelClass=class'SwatEquipmentModels.IAmCuffed_ThirdPerson' MPThirdPersonModelClass=class'SwatEquipmentModels.MPIAmCuffed_ThirdPerson' ;*************************** ; Special Damage Categories ;*************************** [SwatEquipment.FrangibleBreachingDamageType] DeathString=Breaching Shotgun [SwatEquipment.ConcussiveDamageType] DeathString=C2 Charge ;*************************** ; Pocket Specs ;*************************** [Pocket_PrimaryWeapon] bSpawnable=True TypeOfEquipment=EQUIP_Weaponry DisplayValidity=NETVALID_All PocketFriendlyName=Primary Weapon DependentPocket=Pocket_PrimaryAmmo EquipmentClassName=SwatEquipment.MP5SMG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.SilencedMP5SMG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.UMP45SMG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.UZISMG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.M4A1MG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.G36kMG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.AK47MG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.M4Super90SG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.NovaPumpSG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.LessLethalSG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.CSBallLauncher Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_SecondaryWeapon] bSpawnable=True TypeOfEquipment=EQUIP_Weaponry DisplayValidity=NETVALID_All PocketFriendlyName=Backup Weapon DependentPocket=Pocket_SecondaryAmmo EquipmentClassName=SwatEquipment.ColtM1911HG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.Glock9mmHG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.PythonRevolverHG Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.VIPColtM1911HG Validity=NETVALID_MPOnly bSelectable=False EquipmentClassName=SwatEquipment.Taser Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_PrimaryAmmo] TypeOfEquipment=EQUIP_Weaponry DisplayValidity=NETVALID_All PocketFriendlyName=Primary Ammo EquipmentClassName=SwatAmmo.MP5SMG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.MP5SMG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.M4Super90SGAmmo Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.M4Super90SGSabotAmmo Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.M4A1MG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.M4A1MG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.NovaPumpSGAmmo Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.NovaPumpSGSabotAmmo Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.CSBallLauncherAmmo Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.LessLethalAmmo Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.AK47MG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.AK47MG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.UZISMG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.UZISMG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.UMP45SMG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.UMP45SMG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.G36kMG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.G36kMG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_SecondaryAmmo] TypeOfEquipment=EQUIP_Weaponry DisplayValidity=NETVALID_All PocketFriendlyName=Backup Ammo EquipmentClassName=SwatAmmo.ColtM1911HG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.ColtM1911HG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.MP5SMG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.MP5SMG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.VIPPistolAmmo_FMJ Validity=NETVALID_MPOnly bSelectable=False EquipmentClassName=SwatAmmo.M4Super90SGAmmo Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.TaserAmmo Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.Glock9mmHG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.Glock9mmHG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.PythonRevolverHG_FMJ Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatAmmo.PythonRevolverHG_JHP Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_EquipOne] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_All PocketFriendlyName=Tactical Aid 1 EquipmentClassName=SwatEquipment.Wedge Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.Optiwand Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.PepperSpray Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.StingGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.CSGasGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.VIPGrenade Validity=NETVALID_MPOnly bSelectable=False EquipmentClassName=SwatEquipment.FlashbangGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_EquipTwo] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_All PocketFriendlyName=Tactical Aid 2 EquipmentClassName=SwatEquipment.Wedge Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.Optiwand Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.PepperSpray Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.StingGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.CSGasGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.VIPGrenade Validity=NETVALID_MPOnly bSelectable=False EquipmentClassName=SwatEquipment.FlashbangGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_EquipThree] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_All PocketFriendlyName=Tactical Aid 3 EquipmentClassName=SwatEquipment.Wedge Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.Optiwand Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.PepperSpray Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.StingGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.CSGasGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.VIPGrenade Validity=NETVALID_MPOnly bSelectable=False EquipmentClassName=SwatEquipment.FlashbangGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_EquipFour] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_All PocketFriendlyName=Tactical Aid 4 EquipmentClassName=SwatEquipment.Wedge Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.Optiwand Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.PepperSpray Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.StingGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.CSGasGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.VIPGrenade Validity=NETVALID_MPOnly bSelectable=False EquipmentClassName=SwatEquipment.FlashbangGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_EquipFive] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_All PocketFriendlyName=Tactical Aid 5 EquipmentClassName=SwatEquipment.Wedge Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.Optiwand Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.PepperSpray Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.StingGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.CSGasGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.VIPGrenade Validity=NETVALID_MPOnly bSelectable=False EquipmentClassName=SwatEquipment.FlashbangGrenade Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_BodyArmor] bSpawnable=True TypeOfEquipment=EQUIP_Protection DisplayValidity=NETVALID_MPOnly PocketFriendlyName=Body Armor EquipmentClassName=SwatProtectiveEquipment.LightBodyArmor Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatProtectiveEquipment.HeavyBodyArmor Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_HeadArmor] bSpawnable=True TypeOfEquipment=EQUIP_Protection DisplayValidity=NETVALID_MPOnly PocketFriendlyName=Head Protection EquipmentClassName=SwatProtectiveEquipment.HelmetAndGoggles Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatProtectiveEquipment.GasMask Validity=NETVALID_MPOnly bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_Toolkit] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_None EquipmentClassName=SwatEquipment.Toolkit Validity=NETVALID_All bSelectable=False EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_Detonator] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_None EquipmentClassName=SwatEquipment.Detonator Validity=NETVALID_All bSelectable=False EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_Cuffs] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_None EquipmentClassName=SwatEquipment.Cuffs Validity=NETVALID_All bSelectable=False EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_IAmCuffed] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_None EquipmentClassName=SwatEquipment.IAmCuffed Validity=NETVALID_All bSelectable=False [Pocket_Breaching] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_All PocketFriendlyName=Breaching Device EquipmentClassName=SwatEquipment.C2Charge Validity=NETVALID_All bSelectable=True EquipmentClassName=SwatEquipment.BreachingSG Validity=NETVALID_All bSelectable=True EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_HiddenC2Charge1] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_None EquipmentClassName=None Validity=NETVALID_All bSelectable=False EquipmentClassName=SwatEquipment.C2Charge Validity=NETVALID_All bSelectable=False [Pocket_HiddenC2Charge2] bSpawnable=True TypeOfEquipment=EQUIP_Handheld DisplayValidity=NETVALID_None EquipmentClassName=None Validity=NETVALID_All bSelectable=False EquipmentClassName=SwatEquipment.C2Charge Validity=NETVALID_All bSelectable=False [Pocket_SimpleBackPouch] bSpawnable=True TypeOfEquipment=EQUIP_Simple DisplayValidity=NETVALID_None EquipmentClassName=SwatSimpleEquipment.SWATbackPouch Validity=NETVALID_All bSelectable=False EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_SimpleHipPouch] bSpawnable=True TypeOfEquipment=EQUIP_Simple DisplayValidity=NETVALID_None EquipmentClassName=SwatSimpleEquipment.SWAThipPouch Validity=NETVALID_All bSelectable=False EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_SimpleHolster] bSpawnable=True TypeOfEquipment=EQUIP_Simple DisplayValidity=NETVALID_None EquipmentClassName=SwatSimpleEquipment.SWATholster Validity=NETVALID_All bSelectable=False EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_SimplePepperSprayPouch] bSpawnable=True TypeOfEquipment=EQUIP_Simple DisplayValidity=NETVALID_None EquipmentClassName=SwatSimpleEquipment.SWATpeppersprayPouch Validity=NETVALID_All bSelectable=False EquipmentClassName=None Validity=NETVALID_All bSelectable=False [Pocket_SimpleRadioPouch] bSpawnable=True TypeOfEquipment=EQUIP_Simple DisplayValidity=NETVALID_None EquipmentClassName=SwatSimpleEquipment.SWATradioPouch Validity=NETVALID_All bSelectable=False EquipmentClassName=None Validity=NETVALID_All bSelectable=False