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    deathIrrigating and tHe master of darkness on your souls.

    \gamecrysis2\Scripts\Entities\Items\Crysis2\Weapon s\Humans

    The first LTAG.xml


    <item name="LTag" class="LTAG" category="primary" priority="19" weaponParams="1">
    <params>
    <param name="display_name" value="@mp_eLTag" />
    <param name="giveable" value="1" />
    <param name="selectable" value="1" />
    <param name="pose" value="ltag" />
    <param name="slidePose" value="ltag" />
    <param name="suffix" value="shoulder" />
    <param name="mass" value="15" />
    <param name="melee_attack_firemode" value="melee" />
    <param name="raiseable" value="1" />
    <param name="select_delayed_grab_3P" value="1" />
    <param name="attach_to_back" value="1" />
    <param name="refillFromAmmoBox" value="0" />
    <param name="bone_attachment_01" value="stow_primary1" />
    <param name="bone_attachment_02" value="stow_primary2" />
    <param name="deselectTime" value="0.5" GAME="SP" />
    <param name="sprintToFireDelay" value="0.1" GAME="SP" />
    <param name="sprintToZoomDelay" value="0.3" GAME="SP" />
    <param name="sprintToZoomDelay" value="0.35" GAME="MP" />
    <param name="autoReloadDelay" value="0.5" />
    <param name="runToSprintBlendTime" value="0.3" GAME="SP" />
    <param name="runToSprintBlendTime" value="0.35" GAME="MP"/>
    <param name="sprintToRunBlendTime" value="0.4" GAME="SP" />
    <param name="sprintToRunBlendTime" value="0.35" GAME="MP"/>
    <param name="sprintToFireDelay" value="0.1" GAME="MP" />
    <param name="idle_lower" value="idle_lower" />
    <param name="idle_empty_lower" value="idle_lower" />
    <param name="coverAndLeanRaiseBias" value="0.1" />
    <param name="stat_accuracy" value="4" />
    <param name="stat_rate_of_fire" value="3" />
    <param name="stat_mobility" value="5" />
    <param name="stat_damage" value="9" />
    <param name="stat_range" value="3" />
    <animPrecache name="LTag" >
    <precache DBAFile="animations/weapons/us/ltag/ltag.dba" thirdperson="0"/>
    <precache DBAFile="animations/human/male/weapons/ltag/ltag_1p.dba" thirdperson="0"/>
    <precache DBAFile="animations/human/male/weapons/ltag/ltag_3p.dba" thirdperson="1"/>
    </animPrecache>
    <aimAnims>
    <param name="ironsightAimAnimFactor" value="0.35" GAME="MP"/>
    <param name="base" value="stand_tac_idlePose_ltag_[suffix]_1p_01" />
    <param name="up" value="stand_tac_look_up_ltag_[suffix]_add_1p_01" />
    <param name="down" value="stand_tac_look_dwn_ltag_[suffix]_add_1p_01" />
    <param name="left" value="stand_tac_look_lft_ltag_[suffix]_add_1p_01" />
    <param name="right" value="stand_tac_look_rgt_ltag_[suffix]_add_1p_01" />
    <param name="front" value="stand_tac_look_up_ltag_[suffix]_add_1p_01" />
    <param name="back" value="stand_tac_look_dwn_ltag_[suffix]_add_1p_01" />
    <param name="strafeLeft" value="stand_tac_look_lft_ltag_[suffix]_add_1p_01" />
    <param name="strafeRight" value="stand_tac_look_rgt_ltag_[suffix]_add_1p_01" />
    <param name="bump" value="stand_tac_land_ltag_add_1p_01" />
    <param name="run" value="stand_tac_run_rifle_[suffix]_add_1p_02" />
    <param name="idle" value="stand_tac_idle_rifle_[suffix]_add_1p_01" />
    <param name="sprint" value="stand_tac_sprint_ltag_fwd_add_1p_01" />
    <param name="SuperJump" value="stand_pow_idleSuperJump_ltag_shoulder_add_1 p_01" />
    </aimAnims>
    <CrosshairTexture name="Objects/weapons/us/l-tag/textures/green_sight2.tif" />
    </params>
    <MovementModifiers speedScale="1.0" rotationScale="1.0" GAME="SP">
    <Ironsight speedScale="0.6" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
    </MovementModifiers>

    <MovementModifiers speedScale="0.95" rotationScale="1.0" firingSpeedScale="0.95" GAME="MP">
    <Ironsight speedScale="0.5" rotationScale="0.33" mouseRotationScale="0.9" />
    </MovementModifiers>

    <ammos>
    <ammo name="LTagGrenade" extra="0" amount="5" capacity="5" GAME="SP"/>
    <ammo name="LTagGrenade" extra="10" amount="5" capacity="10" GAME="MP"/>
    </ammos>
    <ai_descriptor handler="projectile_slow" charge_time="0.25" burstPauseTimeMin="3.0" burstPauseTimeMax="6.0" coverFireTime="10.0" pressureMultiplier="2"/>
    <geometry>
    <firstperson name="Objects/weapons/us/l-tag/l-tag_fp.cdf" angles="0,0,0"/>
    <thirdperson name="Objects/weapons/us/l-tag/l-tag_tp.cga" />
    <boneAttachments>
    </boneAttachments>
    </geometry>
    <actions>
    <action name="select">
    <animation target="firstperson" name="stand_tac_select_ltag_weapon_1p_01" />
    <animation target="owner" name="stand_tac_select_ltag_add_1p_01" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:select_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:select_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:select_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:select_3p" radius="1" GAME="MP" />
    </action>
    <action name="select1">
    <animation target="firstperson" name="stand_tac_select_ltag_weapon_1p_01" />
    <animation target="owner" name="stand_tac_select1_ltag_add_1p_01" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:select_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:select_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:select_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:select_3p" radius="1" GAME="MP" />
    </action>
    <action name="select2">
    <animation target="owner" name="stand_tac_select2_ltag_add_1p_01" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:select_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:select_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:select_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:select_3p" radius="1" GAME="MP" />
    </action>
    <action name="deselect">
    <animation target="firstperson" name="stand_tac_deselect_ltag_weapon_1p_01" />
    <animation target="owner" name="stand_tac_deselect_ltag_add_1p_01" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:deselect_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:deselect_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:deselect_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:deselect_3p" radius="1" GAME="MP" />
    </action>
    <action name="deselect1">
    <animation target="firstperson" name="stand_tac_deselect_ltag_weapon_1p_01" />
    <animation target="owner" name="stand_tac_deselect1_ltag_add_1p_01" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:deselect_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:deselect_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:deselect_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:deselect_3p" radius="1" GAME="MP" />
    </action>
    <action name="deselect2">
    <animation target="owner" name="stand_tac_deselect2_ltag_add_1p_01" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:deselect_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:deselect_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:deselect_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:deselect_3p" radius="1" GAME="MP" />
    </action>
    <action name="idle">
    <animation target="ownerGraph" name="idle" />
    </action>
    <action name="idle_break" >
    <animation target="owner" name="stand_tac_idleBreak_rifle_shoulder_add_1p_02 " />
    <animation target="owner" name="stand_tac_idleBreak_rifle_shoulder_add_1p_03 " />
    </action>
    <action name="idle_lastGrenade">
    <animation target="firstperson" name="stand_tac_idle_ltag_shoulder_weapon_1p_01" />
    </action>
    <action name="pickedup">
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:pickup_fp" radius="2" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:pickup_fp" radius="2" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:pickup_3p" radius="2" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:pickup_3p" radius="2" GAME="MP" />
    </action>
    <action name="pickedup_ammo">
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:pickup_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:pickup_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:pickup_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:pickup_3p" radius="1" GAME="MP" />
    </action>
    <action name="fire" time="1.5" GAME="MP">
    <animation target="owner" name="stand_tac_recoilEmpty_ltag_[suffix]_add_1p_01" constantInterpolation="1" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_fire:fire_fp" radius="200" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_fire:fire_fp" radius="200" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_fire:fire_3p" radius="200" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_fire:fire_3p" radius="200" GAME="MP" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="fire" GAME="SP">
    <animation target="owner" name="stand_tac_recoilEmpty_ltag_[suffix]_add_1p_01" constantInterpolation="1" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_fire:fire_fp" radius="200" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_fire:fire_fp" radius="200" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_fire:fire_3p" radius="200" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_fire:fire_3p" radius="200" GAME="MP" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="fire_cock" time="1.5" GAME="MP">
    <animation target="owner" name="stand_tac_recoil_ltag_[suffix]_add_1p_01" constantInterpolation="1" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_fire:fire_fp" radius="200" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_fire:fire_fp" radius="200" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_fire:fire_3p" radius="200" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_fire:fire_3p" radius="200" GAME="MP" />
    </action>
    <action name="fire_cock" GAME="SP">
    <animation target="owner" name="stand_tac_recoil_ltag_[suffix]_add_1p_01" constantInterpolation="1" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_fire:fire_fp" radius="200" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_fire:fire_fp" radius="200" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_fire:fire_3p" radius="200" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_fire:fire_3p" radius="200" GAME="MP" />
    </action>
    <action name="fire_full" time="1.5" GAME="MP">
    <animation target="firstperson" name="stand_tac_recoil_ltag_shoulder_weapon_1p_01" constantInterpolation="1" />
    <animation target="thirdperson" name="tp_recoil" constantInterpolation="1" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="fire_full" GAME="SP">
    <animation target="firstperson" name="stand_tac_recoil_ltag_shoulder_weapon_1p_01" constantInterpolation="1" />
    <animation target="thirdperson" name="tp_recoil" constantInterpolation="1" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="fire_last2" time="1.5" GAME="MP">
    <animation target="firstperson" name="stand_tac_recoil_lastShot1_ltag_shoulder_wea pon_1p_01" constantInterpolation="1" />
    <animation target="thirdperson" name="tp_recoil" constantInterpolation="1" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="fire_last2" GAME="SP">
    <animation target="firstperson" name="stand_tac_recoil_lastShot1_ltag_shoulder_wea pon_1p_01" constantInterpolation="1" />
    <animation target="thirdperson" name="tp_recoil" constantInterpolation="1" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="fire_last1" time="1.5" GAME="MP">
    <animation target="firstperson" name="stand_tac_recoil_lastShot1_ltag_shoulder_wea pon_1p_01" constantInterpolation="1" />
    <animation target="thirdperson" name="tp_recoil" constantInterpolation="1" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="fire_last1" GAME="SP">
    <animation target="firstperson" name="stand_tac_recoil_lastShot1_ltag_shoulder_wea pon_1p_01" constantInterpolation="1" />
    <animation target="thirdperson" name="tp_recoil" constantInterpolation="1" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="fire_last0">
    </action>
    <action name="reload_chamber_full">
    <animation target="firstperson" name="stand_[suitmode]_reloadfull_ltag_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reloadFull_ltag_add_1p_01" releaseCameraBone="1" />
    </action>
    <action name="reload_chamber_empty">
    <animation target="firstperson" name="stand_[suitmode]_reloadEmpty_ltag_weapon_1p_01" />
    <animation target="thirdperson" name="tp_reloadEmpty" constantInterpolation="1" />
    <animation target="owner" name="stand_[suitmode]_reloadEmpty_ltag_add_1p_01" releaseCameraBone="1" />
    </action>
    <action name="reload_chamber_empty_last1">
    <animation target="firstperson" name="stand_[suitmode]_reloadEmpty_lastShot2_ltag_shoulder_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reloadEmpty_ltag_add_1p_01" releaseCameraBone="1" />
    </action>
    <action name="reload_chamber_empty_last2">
    <animation target="firstperson" name="stand_[suitmode]_reloadEmpty_lastShot1_ltag_shoulder_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reloadEmpty_ltag_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="change_firemode">
    <sound target="firstperson" name="sounds/w_ltag:ltag_handling:ltag_switch_firemode_frag_fp" radius="2" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_handling:ltag_switch_firemode_frag_ fp" radius="2" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_handling:ltag_switch_firemode_frag_3p" radius="2" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_handling:ltag_switch_firemode_frag_ 3p" radius="2" GAME="MP" />
    </action>

    <action name="melee">
    <animation target="firstperson" name="stand_[suitmode]_melee_ltag_weapon_1p_01" speed="1.25" />
    <animation target="owner" name="stand_[suitmode]_melee_ltag_add_1p_01" releaseCameraBone="1" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_fire:melee_fp" radius="5" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_fire:melee_fp" radius="5" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_fire:melee_3p" radius="5" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_fire:melee_3p" radius="5" GAME="MP" />
    </action>
    <action name="melee_superPower">
    <animation target="firstperson" name="stand_pow_SuperMelee_ltag_weapon_1p_01" speed="1.1" />
    <animation target="owner" name="stand_pow_SuperMelee_ltag_add_1p_01" releaseCameraBone="1" />
    <sound target="firstperson" name="sounds/w_ltag:ltag_fire:melee_fp" radius="5" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_fire:melee_fp" radius="5" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_fire:melee_3p" radius="5" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_fire:melee_3p" radius="5" GAME="MP" />
    </action>

    <action name="shot_last_bullet">
    <sound target="firstperson" name="sounds/w_ltag:ltag_fire:last_bullet_fp" radius="2" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_fire:last_bullet_fp" radius="2" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_fire:last_bullet_3p" radius="2" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_fire:last_bullet_3p" radius="2" GAME="MP" />
    </action>

    <action name="empty_clip">
    <sound target="firstperson" name="sounds/w_ltag:ltag_fire:dryfire_fp" radius="2" GAME="SP" />
    <sound target="firstperson" name="sounds/w_ltag_mp:ltag_fire:dryfire_fp" radius="2" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_ltag:ltag_fire:dryfire_3p" radius="2" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_ltag_mp:ltag_fire:dryfire_3p" radius="2" GAME="MP" />
    </action>

    <action name="raise">
    <animation target="firstperson" name="stand_tac_idlePose_ltag_weapon_1p_01" />
    <animation target="owner" name="stand_tac_wallRaise_ltag_add_1p_01" blendTime="0.0" />
    <sound target="firstperson" name="Sounds/physics_foleys:foleys/player:wallraise" radius="5" />
    </action>
    <action name="lower">
    <animation target="owner" name="stand_tac_wallLower_ltag_add_1p_01" />
    <sound target="firstperson" name="Sounds/physics_foleys:foleys/player:wallraise_off" radius="5" />
    </action>

    <action name="airFrictionOn">
    <animation target="owner" name="stand_pow_idleGlide_ltag_shoulder_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="meleeReaction">
    <animation target="owner" name="stand_pow_idleGlide_ltag_shoulder_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="enter_modify">
    <animation target="owner" name="stand_tac_toIdleAttach_ltag_shoulder_add_1p_ 01" />
    </action>
    <action name="leave_modify">
    <animation target="owner" name="stand_tac_fromIdleAttach_ltag_shoulder_add_1 p_01" />
    </action>

    <action name="weapon_lower_enter">
    <animation target="owner" name="stand_tac_toLowered_ltag_add_1p_01" blendTime="0.0" />
    </action>
    <action name="weapon_lower_leave">
    <animation target="owner" name="stand_tac_fromLowered_ltag_add_1p_01" />
    </action>

    <action name="friendly_enter">
    <animation target="owner" name="stand_tac_toFriendly_rifle_add_1p_01" blendTime="0.0" />
    </action>
    <action name="friendly_leave">
    <animation target="owner" name="stand_tac_fromFriendly_rifle_add_1p_01" />
    </action>

    </actions>
    <layers>
    </layers>
    <firemodes>
    <firemode type="default">
    <fire>
    <param name="ammo_type" value="LTagGrenade" />
    <!-- <param name="hit_type" value="HMG" /> -->
    <param name="rate" value="550" />
    <!-- <param name="rate" value="500" GAME="MP"/> -->
    <param name="damage" value="170" GAME="SP"/>
    <param name="damage" value="37" GAME="MP"/>
    <param name="secondary_damage" value="1" />
    <param name="ai_vs_player_damage" value="120"/>
    <!-- <param name="damage" value="55" GAME="MP"/> -->
    <param name="bullet_chamber" value="0" />
    <param name="hasEmptyReload" value="1" />
    <param name="clip_size" value="100" GAME="SP"/>
    <param name="clip_size" value="100" GAME="MP"/>
    <!-- <param name="clip_size" value="100" /> -->
    <param name="lowAmmoWarningFraction" value="0.26"/>
    <param name="helper_tp" value="weapon_term" />
    <param name="nearmiss_signal" value="OnNearMiss" />
    <param name="damage_drop_per_meter" value="3" GAME="SP" />
    <param name="damage_drop_per_meter" value="0.3" GAME="MP" />
    <param name="damage_drop_min_distance" value="75" GAME="SP" />
    <param name="damage_drop_min_distance" value="35" GAME="MP" />
    <param name="damage_drop_min_damage" value="130" GAME="SP"/>
    <param name="damage_drop_min_damage" value="30" GAME="MP"/>
    <param name="point_blank_amount" value="3" GAME="SP"/>
    <param name="point_blank_distance" value="1" GAME="SP"/>
    <param name="point_blank_falloff_distance" value="2" GAME="SP"/>
    <param name="fillAmmoReloadFraction" value="0.75" />
    <param name="endReloadFraction" value="0.96" />
    <param name="knocks_target" value="0"/>
    <param name="min_damage_for_knockDown" value="0"/>
    <!--<param name="knockdown_chance_leg" value="66"/>-->
    <param name="min_damage_for_knockDown_leg" value="100"/>
    <param name="fire_anim_damp" value="0.5" GAME="SP"/>
    <param name="holdbreath_ffeedback_damp" value="0.75" GAME="SP"/>
    <param name="holdbreath_fire_anim_damp" value="1.0" GAME="MP" />
    <param name="holdbreath_fire_anim_damp" value="0.75" GAME="SP"/>
    <param name="holdbreath_ffeedback_damp" value="1.0" GAME="MP"/>
    <param name="ironsight_fire_anim_damp" value="0.25" GAME="SP"/>
    <param name="ironsight_fire_anim_damp" value="0.1" GAME="MP"/>

    </fire>
    <proceduralrecoil>
    <param name="duration" value="0.5" />
    <param name="strength" value="0.07" />
    <param name="kickIn" value="0.5" />
    </proceduralrecoil>
    <recoil>
    <param name="max_recoil" value="1" />
    <param name="first_attack" value="0.7" GAME="SP"/>
    <param name="first_attack" value="0.8" GAME="MP"/>
    <param name="attack" value="0.613" />
    <!-- <param name="attack" value="0.25" GAME="MP"/> -->
    <param name="decay" value="0.38" GAME="SP"/>
    <param name="decay" value="0.18" GAME="MP"/>
    <param name="end_decay" value="0.3" />
    <param name="maxx" value="3.2" GAME="SP"/>
    <param name="maxx" value="2.2" GAME="MP"/>
    <param name="maxy" value="4.5" GAME="SP"/>
    <param name="maxy" value="6.5" GAME="MP"/>
    <param name="randomness" value="0.05" />
    <param name="recoil_holdBreathActive_m" value="1.25" GAME="SP"/>
    <param name="recoil_holdBreathActive_m" value="1.0" GAME="MP"/>
    <param name="recoil_crouch_m" value="1.5" GAME="SP"/>
    <param name="recoil_jump_m" value="0.5" GAME="SP"/>
    <hints >
    <hint x="0.14" y="0.59" />
    <hint x="0.10" y="0.45" />
    <hint x="0.22" y="0.59" />
    <hint x="0.00" y="0.39" />
    <hint x="-0.07" y="0.24" />
    <hint x="-0.17" y="0.40" />
    <hint x="-0.09" y="0.35" />
    <hint x="0.04" y="0.12" />
    <hint x="0.12" y="0.33" />
    <hint x="-0.05" y="0.5" />
    <hint x="-0.14" y="0.42" />
    <hint x="-0.05" y="0.37" />
    <hint x="0.03" y="0.6" />
    <hint x="-0.08" y="0.45" />
    <hint x="0.03" y="0.5" />
    <hint x="0.14" y="0.37" />
    <hint x="0.08" y="0.47" />
    <hint x="0.18" y="0.29" />
    <hint x="0.05" y="0.40" />
    <hint x="-0.12" y="0.55" />
    <hint x="-0.13" y="0.3" />
    <hint x="-0.08" y="0.15" />
    <hint x="0.05" y="0.4" />
    <hint x="-0.12" y="0.21" />
    <hint x="0.03" y="0.34" />
    <hint x="0.15" y="0.43" />
    </hints>
    </recoil>
    <spread>
    <param name="min" value="2.0" GAME="SP"/>
    <param name="min" value="4.0" GAME="MP"/>
    <!-- <param name="min" value="4.5" GAME="MP"/> -->
    <param name="max" value="7.0" GAME="SP"/>
    <param name="max" value="11.0" GAME="MP"/>
    <param name="attack" value="8.0" GAME="SP"/>
    <param name="attack" value="2.0" GAME="MP"/>
    <!-- <param name="attack" value="0.15" GAME="MP"/> -->
    <param name="decay" value="0.6" GAME="SP"/>
    <param name="decay" value="2.0" GAME="MP"/>
    <param name="end_decay" value="0.3" GAME="SP"/>
    <param name="end_decay" value="0.2" GAME="MP"/>
    <param name="speed_m" value="1.25" GAME="SP"/>
    <param name="speed_m" value="0.8" GAME="MP"/>
    <param name="rotation_m" value="0.0" />
    <param name="spread_jump_m" value="3.0" GAME="MP"/>
    <param name="spread_crouch_m" value="0.8" GAME="MP"/>
    <param name="speed_holdBreathActive_m" value="1.0" GAME="MP"/>
    <param name="spread_holdBreathActive_m" value="1.0" GAME="MP"/>
    <!-- <param name="speed_m" value="2.0" GAME="MP"/>
    <param name="rotation_m" value="2.0" GAME="MP"/> -->
    <param name="spread_jump_m" value="1.0" GAME="SP"/>
    <param name="spread_crouch_m" value="0.75" GAME="SP"/>
    <param name="speed_holdBreathActive_m" value="0.75" GAME="SP"/>
    <param name="spread_holdBreathActive_m" value="0.75" GAME="SP"/>
    </spread>
    <muzzleflash aiVisibilityRadius="2.0" >
    <firstperson effect="Crysis2_weapon_mk60.muzzle_flash_fp" helper="muzzleflash_effect" />
    <thirdperson effect="Crysis2_weapon_mk60.muzzle_flash_tp" helper="muzzleflash_effect" />
    </muzzleflash>
    <muzzlesmoke>
    <firstperson effect="Crysis2_weapon_mk60.gun_smoke" helper="smoke_effect" />
    <thirdperson effect="Crysis2_weapon_mk60.gun_smoke" helper="smoke_effect" />
    </muzzlesmoke>
    <reject>
    <firstperson effect="Crysis2_weapon_mk60.shell_eject_fp" helper="shells" GAME="SP" />
    <firstperson effect="Crysis2_weapon_mk60.shell_eject_mp_fp" helper="shells" GAME="MP" />
    <thirdperson effect="Crysis2_weapon_mk60.shell_eject" helper="shells" GAME="SP" />
    </reject>
    </firemode>
    <firemode name="Rapid" type="Rapid">
    <tracer>
    <param name="geometryFP" value="objects/effects/weapons/tracer_hmg.cgf"/>
    <param name="geometry" value="objects/effects/weapons/tracer_hmg.cgf"/>
    <!--<param name="effectFP" value="Crysis2_weapon_mk60.tracer_fp" />-->
    <param name="effect" value="Crysis2_weapon_mk60.tracer_tp" />
    <param name="speed" value="500" GAME="MP"/>
    <param name="speed" value="400" GAME="SP"/>
    <param name="speedFP" value="600" GAME="MP"/>
    <param name="speedFP" value="500" GAME="SP"/>
    <param name="frequency" value="1" GAME="MP"/>
    <param name="frequency" value="1" GAME="SP"/>
    <param name="helper_fp" value="weapon_term" />
    <param name="helper_tp" value="weapon_term" />
    <param name="thickness" value="1.3" GAME="MP" />
    <param name="thicknessFP" value="0.9" GAME="MP" />
    <param name="thickness" value="0.5" GAME="SP" />
    <param name="thicknessFP" value="0.2" GAME="SP" />
    </tracer>
    <perkModifiers>
    <param name="concentratedFire_rateScale" value="1.1"/>
    <param name="maximumFocusRecoil_recoilScale" value="1.03"/>
    <param name="gunslinger_spreadScale" value="0.55"/>
    </perkModifiers>
    <outofammotracer>
    <param name="geometryFP" value="objects/effects/weapons/tracer_hmg_red.cgf" />
    <param name="geometry" value="objects/effects/weapons/tracer_hmg_red.cgf" />
    <!--<param name="effectFP" value="Crysis2_weapon_mk60.tracer_fp" />-->
    <param name="effect" value="Crysis2_weapon_mk60.tracer_tp" />
    <paran name="speed" value="300" />
    <param name="speedFP" value="1100" GAME="SP"/>
    <param name="speedFP" value="500" GAME="MP"/>
    <param name="frequency" value="1" />
    <param name="helper_fp" value="weapon_term" />
    <param name="helper_tp" value="weapon_term" />
    </outofammotracer>
    <fire>
    <param name="autozoom" value="0"/>
    <param name="ooatracer_treshold" value="10" />
    <param name="changeFMFireDelayFraction" value="1.0" GAME="MP"/>
    </fire>
    <rapid>
    <param name="min_speed" value="0.001" />
    <param name="max_speed" value="0.001" />
    <param name="acceleration" value="2.35" />
    <param name="deceleration" value="-3.0" />
    </rapid>
    <actions>
    <changeFiremode>
    <param name="Holo" value="change_rapid_to_holo" />
    </changeFiremode>
    <param name="rapid_fire_superJump" value="rapid_fire_superJump" />
    </actions>
    <recoil>
    <param name="angular_impulse" value="0.3" />
    <param name="back_impulse" value="0.3" />
    </recoil>
    </firemode>
    <firemode name="melee" type="Melee">
    <melee>
    <param name="helper" value="collision" />
    <param name="offset" value="0.85" />
    <param name="damage" value="300" GAME="SP"/>
    <param name="damage" value="62" GAME="MP"/>
    <param name="slide_damage" value="300" GAME="SP"/>
    <param name="slide_damage" value="62" GAME="MP"/>
    <param name="damage_AI" value="250" GAME="SP"/>
    <param name="impulse" value="40" />
    <param name="impulse_AI_to_player" value="300"/>
    <param name="impulse_up_percentage" value="0.4" GAME="SP"/>
    <param name="range" value="1.8" />
    <param name="delay" value="0.1" />
    <param name="aiDelay" value="0.45" />
    <param name="duration" value="0.3" GAME="SP"/>
    <param name="duration" value="0.7" GAME="MP"/>
    <PowerAttack>
    <param name="duration" value="0.6" GAME="SP"/>
    <param name="duration" value="0.7" GAME="MP"/>
    </PowerAttack>

    <CloseAttack>
    <param name="delay" value="0.25" />
    <param name="duration" value="0.87" />
    <param name="range" value="1.5" />
    <param name="impulse_AI_to_Player" value="300"/>
    </CloseAttack>
    </melee>
    <actions>
    <param name="attack" value="melee" />
    <param name="attack_superPower" value="melee_superPower" />
    </actions>
    </firemode>
    </firemodes>
    <zoommodes>
    <zoommode name="ironsight" type="IronSight">
    <stereo>
    <param name="eyeDistance" value="0.002" />
    <param name="convergenceDistance" value="0.12" />
    </stereo>
    <zoom>
    <param name="suffix" value="iron" />
    <param name="suffixAG" value="_iron" />
    <param name="dof" value="1" />
    <param name="dof_focusMax" value="100.0" />
    <param name="dof_focusLimit" value="300.0" />
    <param name="dof_mask" value="textures/weapons/ironzoom_blurmask.dds" />
    <param name="dof_shoulderMinZ" value="0.23" />
    <param name="dof_shoulderMinZScale" value="6.0" />
    <param name="dof_minZ" value="0.5" />
    <param name="dof_minZScale" value="1.0" />
    <param name="zoom_in_time" value="0.25" GAME="SP" />
    <param name="zoom_out_time" value="0.25" GAME="SP" />
    <param name="zoom_in_time" value="0.3" GAME="MP" />
    <param name="zoom_out_time" value="0.3" GAME="MP" />
    <param name="zoom_out_delay" value="0.2" GAME="SP"/>
    <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
    <param name="ironsightRotationAnimFactor" value="0.2" GAME="SP"/>
    <param name="ironsightStrafeAnimFactor" value="0.2" GAME="SP"/>
    <param name="ironsightMovementAnimFactor" value="0.8" GAME="SP"/>
    <stages>
    <stage value="1.4" />
    </stages>
    </zoom>
    <zoomSway GAME="SP">
    <param name="maxX" value="0.006" />
    <param name="maxY" value="0.008" />
    <param name="stabilizeTime" value="3.0" />
    <param name="minScale" value="0.5" />
    <param name="coverScale" value="0.25"/> <!-- Reduces the sway -->
    <param name="coverScaleTime" value="5.0"/>
    <param name="crouchScale" value="0.25"/>
    <param name="proneScale" value="0.5"/>
    <param name="holdBreathScale" value="0.1" />
    <param name="holdBreathTime" value="0.5" />
    </zoomSway>
    <zoomSway GAME="MP">
    <param name="maxX" value="0.001" />
    <param name="maxY" value="0.002" />
    <param name="stabilizeTime" value="1.0"/>
    <param name="minScale" value="0.5"/>
    <param name="coverScale" value="0.25"/>
    <param name="coverScaleTime" value="5.0"/>
    <param name="crouchScale" value="0.5"/>
    </zoomSway>
    <spreadMod>
    <param name="max_mod" value="0.25"/>
    <param name="attack_mod" value="1.0"/>
    <param name="decay_mod" value="1.0"/>
    <param name="speed_m_mod" value="3.0" />
    <param name="min_mod" value="0.1"/>
    <param name="rotation_m_mod" value="1.5"/>
    <param name="spread_crouch_m_mod" value="0.66" GAME="SP"/>
    <param name="spread_prone_m_mod" value="0.33"/>
    <param name="spread_jump_m_mod" value="1.0"/>
    </spreadMod>
    <recoilMod>
    <param name="max_recoil_mod" value="1.0" />
    <param name="attack_mod" value="1.5" />
    <param name="decay_mod" value="1.5" />
    <param name="impulse_mod" value="1.0" />
    <param name="maxx_mod" value="1.0" GAME="SP" />
    <param name="maxy_mod" value="1.0" GAME="SP" />
    <param name="maxx_mod" value="2.0" GAME="MP" />
    <param name="maxy_mod" value="0.25" GAME="MP" />
    <param name="angular_impulse_mod" value="1.0" />
    <param name="back_impulse_mod" value="1.0" />
    <param name="recoil_crouch_m_mod" value="0.66" />
    <param name="recoil_prone_m_mod" value="0.66" />
    <param name="recoil_jump_m_mod" value="1.0" />
    <param name="recoil_strMode_m_mod" value="0.66" />
    </recoilMod>
    </zoommode>
    </zoommodes>
    </item>
    -------------------------------------------------------------------------------------------------------------------------------------------










    The second JAW.xml


    <item name="JAW" class="Weapon" category="explosive" uniqueId="2" priority="30" weaponParams="1">
    <params>
    <param name="display_name" value="@mp_eMK60" />
    <param name="giveable" value="1" />
    <param name="selectable" value="1" />
    <param name="pose" value="mk60" />
    <param name="itemClass" value="rifle" />
    <param name="slidePose" value="mk60" />
    <param name="slideAimPose" value="mk60_aim" />
    <param name="suffix" value="shoulder" />
    <param name="mass" value="12" />
    <param name="select_delayed_grab_3P" value="1" />
    <param name="attach_to_back" value="1" />
    <param name="bone_attachment_01" value="stow_primary1" />
    <param name="bone_attachment_02" value="stow_primary2" />
    <param name="melee_attack_firemode" value="melee" />
    <param name="raiseable" value="1" />
    <param name="sprintToFireDelay" value="0.2" GAME="SP" />
    <param name="sprintToZoomDelay" value="0.3" GAME="SP" />
    <param name="autoReloadDelay" value="0.5" />
    <param name="runToSprintBlendTime" value="0.3" GAME="SP" />
    <param name="sprintToRunBlendTime" value="0.4" GAME="SP" />
    <param name="sprintToRunBlendTime" value="0.3" GAME="MP"/>
    <param name="sprintToFireDelay" value="0.05" GAME="MP" />
    <param name="sprintToZoomDelay" value="0.3" GAME="MP" />
    <param name="stat_accuracy" value="5" />
    <param name="stat_rate_of_fire" value="7" />
    <param name="stat_mobility" value="4" />
    <param name="stat_damage" value="7" />
    <param name="stat_range" value="5" />
    <animPrecache name="Mk60" >
    <precache DBAFile="animations/weapons/us/mk60/mk60.dba" thirdperson="0"/>
    <precache DBAFile="animations/human/male/weapons/mk60/mk60_1p.dba" thirdperson="0"/>
    <precache DBAFile="animations/human/male/weapons/mk60/mk60_3p.dba" thirdperson="1"/>
    </animPrecache>
    <aimAnims>
    <param name="ironsightAimAnimFactor" value="0.42" GAME="MP"/>
    <param name="base" value="stand_tac_idlePose_mk60_[suffix]_1p_01" />
    <param name="up" value="stand_tac_look_up_mk60_[suffix]_add_1p_01" />
    <param name="down" value="stand_tac_look_dwn_mk60_[suffix]_add_1p_01" />
    <param name="left" value="stand_tac_look_lft_mk60_[suffix]_add_1p_01" />
    <param name="right" value="stand_tac_look_rgt_mk60_[suffix]_add_1p_01" />
    <param name="front" value="stand_tac_look_up_mk60_[suffix]_add_1p_01" />
    <param name="back" value="stand_tac_look_dwn_mk60_[suffix]_add_1p_01" />
    <param name="strafeLeft" value="stand_tac_look_lft_mk60_[suffix]_add_1p_01" />
    <param name="strafeRight" value="stand_tac_look_rgt_mk60_[suffix]_add_1p_01" />
    <param name="bump" value="stand_tac_land_mk60_add_1p_01" />
    <param name="run" value="stand_tac_run_rifle_[suffix]_add_1p_01" />
    <param name="idle" value="stand_tac_idle_rifle_[suffix]_add_1p_01" />
    <param name="sprint" value="stand_tac_sprint_mk60_fwd_add_1p_01" />
    <param name="SuperJump" value="stand_pow_idleSuperJump_mk60_shoulder_add_1 p_01" />
    </aimAnims>
    </params>
    <MovementModifiers speedScale="1.0" rotationScale="1.0" GAME="SP">
    <Ironsight speedScale="0.5" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
    <lasersight speedScale="0.5" rotationScale="0.5" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
    <Assaultscope speedScale="0.4" rotationScale="0.2" mouseRotationScale="0.9" coverLeanRotationScale="1.2" />
    </MovementModifiers>

    <MovementModifiers speedScale="0.96" rotationScale="1.0" firingSpeedScale="0.96" GAME="MP">
    <Ironsight speedScale="0.6" rotationScale="0.33" mouseRotationScale="0.9" />
    <Reflexsight speedScale="0.6" rotationScale="0.33" mouseRotationScale="0.9" />
    <lasersight speedScale="0.65" rotationScale="0.33" mouseRotationScale="0.9" />
    <Assaultscope speedScale="0.5" rotationScale="0.25" mouseRotationScale="0.8" />
    </MovementModifiers>

    <BulletBelt numBullets = "9" jointName ="ammo_jnt0" beltRefillReloadFraction = "0.45" ammoType ="HeavyBullet" />

    <ai_descriptor handler="instant" draw_time="3" burstBulletCountMin="20" burstBulletCountMax="37" burstPauseTimeMin="1.25" burstPauseTimeMax="2.5" singleFireTriggerTime="-1" pressureMultiplier="1.2" />
    <ammos>
    <ammo name="HeavyBullet" extra="100" amount="100" minAmmo="55" capacity="100" GAME="SP"/>
    <ammo name="HeavyBullet" extra="100" amount="100" capacity="100" GAME="MP"/>
    <!-- <ammo name="HeavyBullet" extra="100" amount="100" minAmmo="30"/> -->
    </ammos>
    <geometry>
    <firstperson name="Objects/weapons/us/mk60/mk60_fp.cdf" angles="0,0,0" position="0,0,0" />
    <thirdperson name="Objects/weapons/us/mk60/mk60_tp.cgf" angles="0,0,0"/>
    </geometry>
    <actions>
    <action name="select">
    <animation target="owner" name="stand_tac_select_mk60_add_1p_01" />
    <animation target="firstperson" name="stand_tac_idle_mk60_weapon_1p_01" />
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:select_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:select_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:select" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:select" radius="1" GAME="MP" />
    </action>
    <action name="select1">
    <animation target="owner" name="stand_tac_select1_mk60_add_1p_01" />
    <animation target="firstperson" name="stand_tac_idle_mk60_weapon_1p_01" />
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:select_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:select_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:select" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:select" radius="1" GAME="MP" />
    </action>
    <action name="select2">
    <animation target="owner" name="stand_tac_select2_mk60_add_1p_01" />
    <animation target="firstperson" name="stand_tac_idle_mk60_weapon_1p_01" />
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:select_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:select_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:select" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:select" radius="1" GAME="MP" />
    </action>
    <action name="deselect">
    <animation target="owner" name="stand_tac_deselect_mk60_add_1p_01" />
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:deselect_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:deselect_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:deselect" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:deselect" radius="1" GAME="MP" />
    </action>
    <action name="deselect1">
    <animation target="owner" name="stand_tac_deselect1_mk60_add_1p_01" />
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:deselect_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:deselect_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:deselect" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:deselect" radius="1" GAME="MP" />
    </action>
    <action name="deselect2">
    <animation target="owner" name="stand_tac_deselect2_mk60_add_1p_01" />
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:deselect_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:deselect_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:deselect" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:deselect" radius="1" GAME="MP" />
    </action>
    <action name="idle">
    <animation target="firstperson" name="stand_tac_idle_mk60_weapon_1p_01" />
    <animation target="ownerGraph" name="idle" />
    </action>
    <action name="idle_break" GAME="MP" >
    <animation target="owner" name="stand_tac_idleBreak_mk60_[suffix]_add_1p_01" />
    <animation target="owner" name="stand_tac_idleBreak_rifle_shoulder_add_1p_02 " />
    <animation target="owner" name="stand_tac_idleBreak_rifle_shoulder_add_1p_03 " />
    </action>
    <action name="pickedup">
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:pickup_fp" radius="2" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:pickup_fp" radius="2" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:pickup" radius="2" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:pickup" radius="2" GAME="MP" />
    </action>
    <action name="pickedup_ammo">
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:pickup_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:pickup_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:pickup" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:pickup" radius="1" GAME="MP" />
    </action>

    <action name="fire_hologram">
    <animation target="owner" name="stand_tac_recoil_mk60_holo_add_1p_01" constantInterpolation="1" />
    </action>

    <action name="fire_grenadeLauncher" children="1">
    <animation target="firstperson" name="stand_tac_recoil_mk60_[suffix]_weapon_1p_01" constantInterpolation="1" />
    <animation target="owner" name="stand_tac_recoil_mk60_[suffix]_add_1p_01" constantInterpolation="1" />
    <sound target="firstperson" name="sounds/w_att_grenade:att_grenade_fire:fire_fp" radius="200" />
    <sound target="thirdperson" name="sounds/w_att_grenade:att_grenade_fire:fire_3p" radius="200" />
    <forceFeedback effectName="weaponfiresingleheavy" />
    </action>
    <action name="reload_grenadeLauncher" children="1">
    <animation target="firstperson" name="stand_tac_reload_mk60_weapon_1p_01" />
    <animation target="owner" name="stand_tac_reload_mk60_add_1p_01" />
    </action>
    <action name="fire">
    <forceFeedback effectName="weaponfiresinglemedium" GAME="SP"/>
    <forceFeedback effectName="weaponfiresingleheavy" GAME="MP"/>
    </action>
    <action name="stop_rapid_fire">
    <animation target="firstperson" name="stand_tac_recoilEnd_mk60_[suffix]_weapon_1p_01" constantInterpolation="1" />
    <animation target="owner" name="stand_tac_recoilEnd_mk60_[suffix]_add_1p_01" constantInterpolation="1" />
    </action>
    <action name="rapid_fire">
    <animation target="firstperson" name="stand_tac_recoil_mk60_[suffix]_weapon_1p_01" constantInterpolation="1" />
    <animation target="owner" name="stand_tac_recoil_mk60_[suffix]_add_1p_01" constantInterpolation="1" />
    <sound target="firstperson" name="sounds/w_mk60:mk60_fire:fire_loop_fp" radius="250" static="1" synched="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_mk60_mp:mk60_fire:fire_loop_fp" radius="250" static="1" synched="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_mk60:mk60_fire:fire_loop_3p" radius="250" static="1" synched="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_mk60_mp:mk60_fire:fire_loop_3p" radius="250" static="1" synched="1" GAME="MP" />
    </action>
    <action name="rapid_fire_silenced">
    <animation target="firstperson" name="stand_tac_recoil_mk60_[suffix]_weapon_1p_01" constantInterpolation="1" />
    <animation target="owner" name="stand_tac_recoil_mk60_[suffix]_add_1p_01" constantInterpolation="1" />
    <sound target="firstperson" name="sounds/w_mk60:mk60_fire:fire_loop_fp" radius="5" static="1" synched="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_mk60_mp:mk60_fire:fire_loop_fp" radius="5" static="1" synched="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_mk60:mk60_fire:fire_loop_3p" radius="5" static="1" synched="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_mk60_mp:mk60_fire:fire_loop_3p" radius="5" static="1" synched="1" GAME="MP" />
    </action>
    <action name="spin_down">
    <sound target="firstperson" name="sounds/w_mk60:mk60_fire:fire_tail_fp" radius="5" GAME="SP" />
    <sound target="firstperson" name="sounds/w_mk60_mp:mk60_fire:fire_tail_fp" radius="5" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_mk60:mk60_fire:fire_tail_3p" radius="5" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_mk60_mp:mk60_fire:fire_tail_3p" radius="5" GAME="MP" />
    </action>

    <action name="rapid_fire_superJump">
    <animation target="firstperson" name="stand_tac_recoil_mk60_[suffix]_weapon_1p_01" constantInterpolation="1" />
    <animation target="owner" name="stand_tac_recoilSuperJump_mk60_shoulder_add_ 1p_01" constantInterpolation="1" />
    <sound target="firstperson" name="sounds/w_mk60:mk60_fire:fire_loop_fp" radius="250" static="1" synched="1" GAME="SP" />
    <sound target="firstperson" name="sounds/w_mk60_mp:mk60_fire:fire_loop_fp" radius="250" static="1" synched="1" GAME="MP" />
    <sound target="thirdperson" name="sounds/w_mk60:mk60_fire:fire_loop_3p" radius="250" static="1" synched="1" GAME="SP" />
    <sound target="thirdperson" name="sounds/w_mk60_mp:mk60_fire:fire_loop_3p" radius="250" static="1" synched="1" GAME="MP" />
    </action>

    <action name="change_holo_to_rapid" GAME="SP">
    <animation target="owner" name="stand_tac_holoFrom_mk60_1p_01" blendTime="0" idleposeAction="1" useUnmodifiedBasePose="1" blendBackToModifiedBasePoseTime="0"/>
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:switch_firemode_fp" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:switch_firemode_3p" radius="1" GAME="SP" />
    </action>

    <action name="change_rapid_to_holo" GAME="SP">
    <animation target="owner" name="stand_tac_holoTo_mk60_1p_01" blendTime="0" idleposeAction="1" useUnmodifiedBasePose="1" blendBackToModifiedBasePoseTime="0.6"/>
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:switch_firemode_fp" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:switch_firemode_3p" radius="1" GAME="SP" />
    </action>

    <action name="change_holo_to_rapid" GAME="MP">
    <animation target="owner" name="stand_pow_holoFrom_mk60_1p_01" blendTime="0" idleposeAction="1" useUnmodifiedBasePose="1" blendBackToModifiedBasePoseTime="0"/>
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:switch_firemode_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:switch_firemode_3p" radius="1" GAME="MP" />
    </action>

    <action name="change_rapid_to_holo" GAME="MP">
    <animation target="owner" name="stand_pow_holoTo_mk60_1p_01" blendTime="0" idleposeAction="1" useUnmodifiedBasePose="1" blendBackToModifiedBasePoseTime="0.6"/>
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:switch_firemode_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:switch_firemode_3p" radius="1" GAME="MP" />
    </action>

    <action name="change_firemode">
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:switch_firemode_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:switch_firemode_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:switch_firemode_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:switch_firemode_3p" radius="1" GAME="MP" />
    </action>

    <action name="change_firemode_zoomed">
    <sound target="firstperson" name="Sounds/w_mk60:mk60_handling:switch_firemode_fp" radius="1" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_handling:switch_firemode_fp" radius="1" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_handling:switch_firemode_3p" radius="1" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_handling:switch_firemode_3p" radius="1" GAME="MP" />
    </action>

    <action name="shot_last_bullet">
    <sound target="firstperson" name="Sounds/w_mk60:mk60_fire:last_bullet_fp" radius="2" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_fire:last_bullet_fp" radius="2" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_fire:last_bullet_3p" radius="2" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_fire:last_bullet_3p" radius="2" GAME="MP" />
    </action>

    <action name="reload" >
    <animation target="firstperson" name="stand_[suitmode]_reload_mk60_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reload_mk60_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="reload_chamber_empty" >
    <animation target="firstperson" name="stand_[suitmode]_reloadEmpty_mk60_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reloadEmpty_mk60_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="reload_chamber_full" >
    <animation target="firstperson" name="stand_[suitmode]_reload_mk60_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reload_mk60_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="assault_reload" >
    <animation target="firstperson" name="stand_[suitmode]_reload_mk60_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reload_mk60_assault_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="assault_reload_chamber_empty" >
    <animation target="firstperson" name="stand_[suitmode]_reloadEmpty_mk60_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reloadEmpty_mk60_assault_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="assault_reload_chamber_full" >
    <animation target="firstperson" name="stand_[suitmode]_reload_mk60_weapon_1p_01" />
    <animation target="owner" name="stand_[suitmode]_reload_mk60_assault_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="empty_clip">
    <sound target="firstperson" name="Sounds/w_mk60:mk60_fire:dryfire_fp" radius="2" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_fire:dryfire_fp" radius="2" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_fire:dryfire" radius="2" GAME="SP"/>
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_fire:dryfire" radius="2" GAME="MP"/>
    </action>

    <action name="zoom_in">
    <forceFeedback time="0.02" amplifierA="0.5" amplifierB="0.5" combatModeMultiplier="1.0" />
    <sound target="firstperson" name="Sounds/physics_foleys:foleys/player:ironsight_on" radius="5" />
    </action>
    <action name="zoom_lean">
    <sound target="firstperson" name="sounds/physics_foleys:foleys/player:ironsight_lean" radius="2" />
    </action>
    <action name="zoom_out">
    <forceFeedback time="0.02" amplifierA="0.5" amplifierB="0.5" combatModeMultiplier="1.0" />
    <sound target="firstperson" name="Sounds/physics_foleys:foleys/player:ironsight_off" radius="5" />
    </action>

    <action name="melee">
    <animation target="owner" name="stand_[suitmode]_melee_mk60_[suffix]_add_1p_01" releaseCameraBone="1" useUnmodifiedBasePose="1" speed="1.1" blendBackToModifiedBasePoseTime="0.6" />
    <animation target="ownerGraph" name="melee" />
    <sound target="firstperson" name="Sounds/w_mk60:mk60_fire:melee_fp" radius="5" GAME="SP" />
    <sound target="firstperson" name="Sounds/w_mk60_mp:mk60_fire:melee_fp" radius="5" GAME="MP" />
    <sound target="thirdperson" name="Sounds/w_mk60:mk60_fire:melee" radius="5" GAME="SP" />
    <sound target="thirdperson" name="Sounds/w_mk60_mp:mk60_fire:melee" radius="5" GAME="MP" />
    </action>

    <action name="melee_superPower">
    <animation target="owner" name="stand_pow_SuperMelee_mk60_add_1p_01" releaseCameraBone="1" useUnmodifiedBasePose="1" speed="1.1" blendBackToModifiedBasePoseTime="0.6" />
    </action>

    <action name="hit">
    <sound target="firstperson" name="sounds/physics_bullets:impacts:melee_impact" radius="5" />
    <sound target="thirdperson" name="sounds/physics_bullets:impacts:melee_impact" radius="5" />
    </action>

    <action name="raise">
    <animation target="owner" name="stand_tac_wallRaise_mk60_add_1p_01" blendTime="0.0" />
    <sound target="firstperson" name="Sounds/physics_foleys:foleys/player:wallraise" radius="5" />
    </action>
    <action name="lower">
    <animation target="owner" name="stand_tac_wallLower_mk60_add_1p_01" />
    <sound target="firstperson" name="Sounds/physics_foleys:foleys/player:wallraise_off" radius="5" />
    </action>

    <action name="airFrictionOn">
    <animation target="owner" name="stand_pow_idleGlide_mk60_shoulder_add_1p_01" releaseCameraBone="1" />
    </action>

    <action name="enter_modify">
    <animation target="owner" name="stand_tac_toIdleAttach_mk60_shoulder_add_1p_ 01" />
    </action>
    <action name="leave_modify">
    <animation target="owner" name="stand_tac_fromIdleAttach_mk60_shoulder_add_1 p_01" />
    </action>

    <action name="friendly_enter">
    <animation target="owner" name="stand_tac_toFriendly_rifle_add_1p_01" blendTime="0.0" />
    </action>
    <action name="friendly_leave">
    <animation target="owner" name="stand_tac_fromFriendly_rifle_add_1p_01" />
    </action>

    <action name="weapon_lower_enter">
    <animation target="owner" name="stand_tac_toLowered_mk60_add_1p_01" blendTime="0.0" />
    </action>
    <action name="weapon_lower_leave">
    <animation target="owner" name="stand_tac_fromLowered_mk60_add_1p_01" />
    </action>

    <action name="power_melee_hint">
    <sound target="firstperson" name="Sounds/interface:suit:boosted_action_fp" radius="5" />
    <sound target="thirdperson" name="Sounds/interface:suit:boosted_action_3p" radius="5" />
    </action>

    </actions>
    <layers>
    </layers>
    <firemodes>
    <firemode type="default">
    <fire>
    <param name="ammo_type" value="HeavyBullet" />
    <!-- <param name="hit_type" value="HMG" /> -->
    <param name="rate" value="550" />
    <!-- <param name="rate" value="500" GAME="MP"/> -->
    <param name="damage" value="6000" GAME="SP"/>
    <param name="damage" value="225" GAME="MP"/>
    <param name="secondary_damage" value="1" />
    <param name="ai_vs_player_damage" value="120"/>
    <!-- <param name="damage" value="55" GAME="MP"/> -->
    <param name="bullet_chamber" value="0" />
    <param name="hasEmptyReload" value="1" />
    <param name="clip_size" value="100" GAME="SP"/>
    <param name="clip_size" value="100" GAME="MP"/>
    <!-- <param name="clip_size" value="100" /> -->
    <param name="lowAmmoWarningFraction" value="0.26"/>
    <param name="helper_tp" value="weapon_term" />
    <param name="nearmiss_signal" value="OnNearMiss" />
    <param name="damage_drop_per_meter" value="3" GAME="SP" />
    <param name="damage_drop_per_meter" value="0.3" GAME="MP" />
    <param name="damage_drop_min_distance" value="75" GAME="SP" />
    <param name="damage_drop_min_distance" value="35" GAME="MP" />
    <param name="damage_drop_min_damage" value="130" GAME="SP"/>
    <param name="damage_drop_min_damage" value="30" GAME="MP"/>
    <param name="point_blank_amount" value="3" GAME="SP"/>
    <param name="point_blank_distance" value="1" GAME="SP"/>
    <param name="point_blank_falloff_distance" value="2" GAME="SP"/>
    <param name="fillAmmoReloadFraction" value="0.75" />
    <param name="endReloadFraction" value="0.96" />
    <param name="knocks_target" value="0"/>
    <param name="min_damage_for_knockDown" value="0"/>
    <!--<param name="knockdown_chance_leg" value="66"/>-->
    <param name="min_damage_for_knockDown_leg" value="100"/>
    <param name="fire_anim_damp" value="0.5" GAME="SP"/>
    <param name="holdbreath_ffeedback_damp" value="0.75" GAME="SP"/>
    <param name="holdbreath_fire_anim_damp" value="1.0" GAME="MP" />
    <param name="holdbreath_fire_anim_damp" value="0.75" GAME="SP"/>
    <param name="holdbreath_ffeedback_damp" value="1.0" GAME="MP"/>
    <param name="ironsight_fire_anim_damp" value="0.25" GAME="SP"/>
    <param name="ironsight_fire_anim_damp" value="0.1" GAME="MP"/>

    </fire>
    <proceduralrecoil>
    <param name="duration" value="0.5" />
    <param name="strength" value="0.07" />
    <param name="kickIn" value="0.5" />
    </proceduralrecoil>
    <recoil>
    <param name="max_recoil" value="1" />
    <param name="first_attack" value="0.7" GAME="SP"/>
    <param name="first_attack" value="0.8" GAME="MP"/>
    <param name="attack" value="0.613" />
    <!-- <param name="attack" value="0.25" GAME="MP"/> -->
    <param name="decay" value="0.38" GAME="SP"/>
    <param name="decay" value="0.18" GAME="MP"/>
    <param name="end_decay" value="0.3" />
    <param name="maxx" value="3.2" GAME="SP"/>
    <param name="maxx" value="2.2" GAME="MP"/>
    <param name="maxy" value="4.5" GAME="SP"/>
    <param name="maxy" value="6.5" GAME="MP"/>
    <param name="randomness" value="0.05" />
    <param name="recoil_holdBreathActive_m" value="1.25" GAME="SP"/>
    <param name="recoil_holdBreathActive_m" value="1.0" GAME="MP"/>
    <param name="recoil_crouch_m" value="1.5" GAME="SP"/>
    <param name="recoil_jump_m" value="0.5" GAME="SP"/>
    <hints >
    <hint x="0.14" y="0.59" />
    <hint x="0.10" y="0.45" />
    <hint x="0.22" y="0.59" />
    <hint x="0.00" y="0.39" />
    <hint x="-0.07" y="0.24" />
    <hint x="-0.17" y="0.40" />
    <hint x="-0.09" y="0.35" />
    <hint x="0.04" y="0.12" />
    <hint x="0.12" y="0.33" />
    <hint x="-0.05" y="0.5" />
    <hint x="-0.14" y="0.42" />
    <hint x="-0.05" y="0.37" />
    <hint x="0.03" y="0.6" />
    <hint x="-0.08" y="0.45" />
    <hint x="0.03" y="0.5" />
    <hint x="0.14" y="0.37" />
    <hint x="0.08" y="0.47" />
    <hint x="0.18" y="0.29" />
    <hint x="0.05" y="0.40" />
    <hint x="-0.12" y="0.55" />
    <hint x="-0.13" y="0.3" />
    <hint x="-0.08" y="0.15" />
    <hint x="0.05" y="0.4" />
    <hint x="-0.12" y="0.21" />
    <hint x="0.03" y="0.34" />
    <hint x="0.15" y="0.43" />
    </hints>
    </recoil>
    <spread>
    <param name="min" value="2.0" GAME="SP"/>
    <param name="min" value="4.0" GAME="MP"/>
    <!-- <param name="min" value="4.5" GAME="MP"/> -->
    <param name="max" value="7.0" GAME="SP"/>
    <param name="max" value="11.0" GAME="MP"/>
    <param name="attack" value="8.0" GAME="SP"/>
    <param name="attack" value="2.0" GAME="MP"/>
    <!-- <param name="attack" value="0.15" GAME="MP"/> -->
    <param name="decay" value="0.6" GAME="SP"/>
    <param name="decay" value="2.0" GAME="MP"/>
    <param name="end_decay" value="0.3" GAME="SP"/>
    <param name="end_decay" value="0.2" GAME="MP"/>
    <param name="speed_m" value="1.25" GAME="SP"/>
    <param name="speed_m" value="0.8" GAME="MP"/>
    <param name="rotation_m" value="0.0" />
    <param name="spread_jump_m" value="3.0" GAME="MP"/>
    <param name="spread_crouch_m" value="0.8" GAME="MP"/>
    <param name="speed_holdBreathActive_m" value="1.0" GAME="MP"/>
    <param name="spread_holdBreathActive_m" value="1.0" GAME="MP"/>
    <!-- <param name="speed_m" value="2.0" GAME="MP"/>
    <param name="rotation_m" value="2.0" GAME="MP"/> -->
    <param name="spread_jump_m" value="1.0" GAME="SP"/>
    <param name="spread_crouch_m" value="0.75" GAME="SP"/>
    <param name="speed_holdBreathActive_m" value="0.75" GAME="SP"/>
    <param name="spread_holdBreathActive_m" value="0.75" GAME="SP"/>
    </spread>
    <muzzleflash aiVisibilityRadius="2.0" >
    <firstperson effect="Crysis2_weapon_mk60.muzzle_flash_fp" helper="muzzleflash_effect" />
    <thirdperson effect="Crysis2_weapon_mk60.muzzle_flash_tp" helper="muzzleflash_effect" />
    </muzzleflash>
    <muzzlesmoke>
    <firstperson effect="Crysis2_weapon_mk60.gun_smoke" helper="smoke_effect" />
    <thirdperson effect="Crysis2_weapon_mk60.gun_smoke" helper="smoke_effect" />
    </muzzlesmoke>
    <reject>
    <firstperson effect="Crysis2_weapon_mk60.shell_eject_fp" helper="shells" GAME="SP" />
    <firstperson effect="Crysis2_weapon_mk60.shell_eject_mp_fp" helper="shells" GAME="MP" />
    <thirdperson effect="Crysis2_weapon_mk60.shell_eject" helper="shells" GAME="SP" />
    </reject>
    </firemode>
    <firemode name="Rapid" type="Rapid">
    <tracer>
    <param name="geometryFP" value="objects/effects/weapons/tracer_hmg.cgf"/>
    <param name="geometry" value="objects/effects/weapons/tracer_hmg.cgf"/>
    <!--<param name="effectFP" value="Crysis2_weapon_mk60.tracer_fp" />-->
    <param name="effect" value="Crysis2_weapon_mk60.tracer_tp" />
    <param name="speed" value="500" GAME="MP"/>
    <param name="speed" value="400" GAME="SP"/>
    <param name="speedFP" value="600" GAME="MP"/>
    <param name="speedFP" value="500" GAME="SP"/>
    <param name="frequency" value="1" GAME="MP"/>
    <param name="frequency" value="1" GAME="SP"/>
    <param name="helper_fp" value="weapon_term" />
    <param name="helper_tp" value="weapon_term" />
    <param name="thickness" value="1.3" GAME="MP" />
    <param name="thicknessFP" value="0.9" GAME="MP" />
    <param name="thickness" value="0.5" GAME="SP" />
    <param name="thicknessFP" value="0.2" GAME="SP" />
    </tracer>
    <perkModifiers>
    <param name="concentratedFire_rateScale" value="1.1"/>
    <param name="maximumFocusRecoil_recoilScale" value="1.03"/>
    <param name="gunslinger_spreadScale" value="0.55"/>
    </perkModifiers>
    <outofammotracer>
    <param name="geometryFP" value="objects/effects/weapons/tracer_hmg_red.cgf" />
    <param name="geometry" value="objects/effects/weapons/tracer_hmg_red.cgf" />
    <!--<param name="effectFP" value="Crysis2_weapon_mk60.tracer_fp" />-->
    <param name="effect" value="Crysis2_weapon_mk60.tracer_tp" />
    <paran name="speed" value="300" />
    <param name="speedFP" value="1100" GAME="SP"/>
    <param name="speedFP" value="500" GAME="MP"/>
    <param name="frequency" value="1" />
    <param name="helper_fp" value="weapon_term" />
    <param name="helper_tp" value="weapon_term" />
    </outofammotracer>
    <fire>
    <param name="autozoom" value="0"/>
    <param name="ooatracer_treshold" value="10" />
    <param name="changeFMFireDelayFraction" value="1.0" GAME="MP"/>
    </fire>
    <rapid>
    <param name="min_speed" value="0.001" />
    <param name="max_speed" value="0.001" />
    <param name="acceleration" value="2.35" />
    <param name="deceleration" value="-3.0" />
    </rapid>
    <actions>
    <changeFiremode>
    <param name="Holo" value="change_rapid_to_holo" />
    </changeFiremode>
    <param name="rapid_fire_superJump" value="rapid_fire_superJump" />
    </actions>
    <recoil>
    <param name="angular_impulse" value="0.3" />
    <param name="back_impulse" value="0.3" />
    </recoil>
    </firemode>
    <firemode name="Holo" type="Hologram" enabled="0">
    <fire>
    <param name="suffix" value="holo" />
    <param name="ammo_type" value="hologramCell" />
    <param name="clip_size" value="1" />
    <param name="bullet_chamber" value="0" />
    <param name="rate" value="20" />
    <param name="changeFMFireDelayFraction" value="1.0" GAME="MP"/>
    </fire>
    <recoil>
    <param name="attack" value="0" />
    </recoil>
    <spread>
    <param name="min" value="0.0" />
    <param name="max" value="0.0" />
    <param name="attack" value="0.0" />
    <param name="decay" value="0.55" />
    <param name="speed_m" value="0.0" />
    <param name="rotation_m" value="0" />
    </spread>
    <actions>
    <param name="fire" value="fire_hologram" />
    <changeFiremode>
    <param name="Rapid" value="change_holo_to_rapid" />
    </changeFiremode>
    </actions>
    </firemode>

    <firemode name="melee" type="Melee">
    <melee>
    <param name="helper" value="collision" />
    <param name="offset" value="0.35" />
    <param name="damage" value="450" GAME="SP"/>
    <param name="damage" value="62" GAME="MP"/>
    <param name="slide_damage" value="450" GAME="SP"/>
    <param name="slide_damage" value="62" GAME="MP"/>
    <param name="damage_AI" value="350" />
    <param name="impulse" value="100" />
    <param name="impulse_AI_to_Player" value="350"/>
    <param name="impulse_vehicle" value="400" />
    <param name="impulse_up_percentage" value="0.4" GAME="SP"/>
    <param name="range" value="1.8" />
    <param name="delay" value="0.1" />
    <param name="aiDelay" value="0.45" />
    <param name="duration" value="0.3" GAME="SP"/>
    <param name="duration" value="0.7" GAME="MP"/>
    <PowerAttack>
    <param name="duration" value="0.6" GAME="SP"/>
    <param name="duration" value="0.7" GAME="MP"/>
    </PowerAttack>

    <CloseAttack>
    <param name="delay" value="0.25" />
    <param name="duration" value="0.87" />
    <param name="range" value="1.5" />
    <param name="impulse_AI_to_Player" value="300"/>
    </CloseAttack>
    </melee>
    <actions>
    <param name="attack" value="melee" />
    <param name="attack_superPower" value="melee_superPower" />
    </actions>
    </firemode>


    </firemodes>
    <zoommodes>
    <zoommode name="ironsight" type="IronSight">
    <stereo>
    <param name="eyeDistance" value="0.002" />
    <param name="convergenceDistance" value="0.01" />
    </stereo>
    <zoom>
    <param name="suffix" value="iron" />
    <param name="suffixAG" value="_iron" />
    <param name="dof" value="1" />
    <param name="dof_focusMax" value="100.0" />
    <param name="dof_focusLimit" value="300.0" />
    <param name="dof_mask" value="textures/weapons/ironzoom_blurmask.dds" />
    <param name="dof_shoulderMinZ" value="0.2" />
    <param name="dof_shoulderMinZScale" value="3.0" />
    <param name="dof_minZ" value="0.25" />
    <param name="dof_minZScale" value="0.7" />
    <param name="zoom_in_time" value="0.25" GAME="SP"/>
    <param name="zoom_out_time" value="0.25" GAME="SP"/>
    <param name="zoom_out_delay" value="0.2" GAME="SP"/>
    <param name="zoom_in_time" value="0.22" GAME="MP" />
    <param name="zoom_out_time" value="0.22" GAME="MP" />
    <param name="scope_mode" value="1" />
    <param name="scope_nearFov" value="50" GAME="SP"/>
    <param name="scope_nearFov" value="35" GAME="MP"/>
    <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
    <param name="fp_offset" value="-0.0002,0.0,0.0" />
    <param name="fp_rot_offset" value="-0.7,0.0,0.0" />
    <param name="muzzle_flash_scale" value="0.4" GAME="SP"/>
    <param name="muzzle_flash_scale" value="0.3" GAME="MP"/>
    <param name="shoulderRotationAnimFactor" value="0.75" GAME="SP"/>
    <param name="shoulderStrafeAnimFactor" value="0.75" GAME="SP"/>
    <param name="shoulderMovementAnimFactor" value="0.75" GAME="SP"/>
    <param name="ironsightMovementAnimFactor" value="0.75" GAME="SP"/>
    <stages>
    <stage value="1.4" />
    </stages>
    </zoom>
    <zoomSway>
    <param name="maxX" value="0.006" GAME="SP"/>
    <param name="maxY" value="0.008" GAME="SP"/>
    <param name="maxX" value="0.001" GAME="MP"/>
    <param name="maxY" value="0.002" GAME="MP"/>
    <param name="stabilizeTime" value="0.01" GAME="SP"/>
    <param name="minScale" value="0.25" GAME="SP"/>
    <param name="stabilizeTime" value="3.0" GAME="MP"/>
    <param name="minScale" value="0.5" GAME="MP"/>
    <param name="coverScale" value="1.0"/>
    <param name="coverScaleTime" value="1.0"/>
    <param name="crouchScale" value="0.25"/>
    <param name="holdBreathScale" value="0.1" GAME="SP"/>
    <param name="holdBreathTime" value="0.5" GAME="SP"/>
    </zoomSway>
    <spreadMod>
    <param name="max_mod" value="0.25" GAME="SP"/>
    <param name="max_mod" value="0.1" GAME="MP"/>
    <param name="attack_mod" value="0.07" />
    <param name="decay_mod" value="1.0" GAME="SP"/>
    <param name="decay_mod" value="1.0" GAME="MP"/>
    <param name="end_decay_mod" value="1.0" GAME="MP" />
    <param name="speed_m_mod" value="0.5" GAME="SP"/>
    <param name="speed_m_mod" value="0.9" GAME="MP"/>
    <param name="min_mod" value="0.5" GAME="SP"/>
    <param name="min_mod" value="0.06" GAME="MP"/>
    <param name="rotation_m_mod" value="1.0" GAME="SP"/>
    <param name="rotation_m_mod" value="0.0" GAME="MP"/>
    <param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>
    <param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>
    <param name="spread_prone_m_mod" value="0.5" GAME="SP"/>
    <param name="spread_jump_m_mod" value="1.0"/>
    <param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP" />
    <param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />
    <param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP" />
    </spreadMod>
    <recoilMod>
    <param name="max_recoil_mod" value="1.0" />
    <param name="first_attack_mod" value="0.3" GAME="SP"/>
    <param name="first_attack_mod" value="0.3" GAME="MP"/>
    <param name="attack_mod" value="0.3" />
    <param name="decay_mod" value="3.5"/>
    <param name="end_decay_mod" value="0.75" GAME="SP"/>
    <param name="end_decay_mod" value="1.1" GAME="MP"/>
    <param name="impulse_mod" value="1.0" />
    <param name="maxx_mod" value="1.25" GAME="SP"/>
    <param name="maxx_mod" value="1.75" GAME="MP"/>
    <param name="maxy_mod" value="1.25" GAME="SP"/>
    <param name="maxy_mod" value="1.25" GAME="MP"/>
    <param name="angular_impulse_mod" value="1.0" />
    <param name="back_impulse_mod" value="1.0" />
    <param name="recoil_crouch_m_mod" value="1.0" />
    <param name="recoil_prone_m_mod" value="1.0" />
    <param name="recoil_jump_m_mod" value="1.0" />
    <param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP" />
    <param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />
    </recoilMod>
    </zoommode>

    <zoommode name="reflexsight" type="IronSight" enabled="0" GAME="MP">
    <stereo>
    <param name="eyeDistance" value="0.002" />
    <param name="convergenceDistance" value="0.01" />
    </stereo>
    <zoom>
    <param name="suffix" value="assault" />
    <param name="suffixAG" value="_iron" />
    <param name="dof" value="1" />
    <param name="dof_focusMax" value="100.0" />
    <param name="dof_focusLimit" value="300.0" />
    <param name="dof_mask" value="textures/weapons/ironzoom_blurmask.dds" />
    <param name="dof_shoulderMinZ" value="0.2" />
    <param name="dof_shoulderMinZScale" value="3.0" />
    <param name="dof_minZ" value="0.25" />
    <param name="dof_minZScale" value="1.0" />
    <param name="zoom_in_time" value="0.40" GAME="SP" />
    <param name="zoom_out_time" value="0.40" GAME="SP" />
    <param name="zoom_in_time" value="0.25" GAME="MP" />
    <param name="zoom_out_time" value="0.25" GAME="MP" />
    <param name="reflex_aimDot" value="0" />
    <param name="reflex_dotEffect" value="Objects/Weapons/Attachments/reflex_rifle/dot.cgf" />
    <param name="scope_mode" value="1" />
    <param name="scope_nearFov" value="20" />
    <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
    <param name="muzzle_flash_scale" value="0.3"/>
    <param name="fp_offset" value="-0.0002,0.0,0.0" GAME="MP"/>
    <param name="fp_rot_offset" value="0.4,0.0,0.0" GAME="MP"/>
    <param name="shoulderRotationAnimFactor" value="0.75" GAME="SP"/>
    <param name="shoulderStrafeAnimFactor" value="0.75" GAME="SP"/>
    <param name="shoulderMovementAnimFactor" value="0.75" GAME="SP"/>
    <param name="ironsightMovementAnimFactor" value="0.75" GAME="SP"/>
    <param name="ironsightRotationAnimFactor" value="0.5" GAME="MP"/>
    <stages>
    <stage value="1.4" />
    </stages>
    </zoom>
    <zoomSway>
    <param name="maxX" value="0.006" GAME="SP" />
    <param name="maxY" value="0.008" GAME="SP" />
    <param name="maxX" value="0.001" GAME="MP"/>
    <param name="maxY" value="0.002" GAME="MP"/>
    <param name="stabilizeTime" value="0.01" />
    <param name="minScale" value="0.25" />
    <param name="coverScale" value="0.25"/>
    <param name="coverScaleTime" value="5.0"/>
    <param name="crouchScale" value="0.25"/>
    <param name="proneScale" value="0.5"/>
    <param name="holdBreathScale" value="0.1" GAME="SP"/>
    <param name="holdBreathTime" value="0.5" GAME="SP"/>
    </zoomSway>
    <spreadMod>
    <param name="max_mod" value="0.25" GAME="SP" />
    <param name="max_mod" value="0.1" GAME="MP"/>
    <param name="attack_mod" value="0.07" />
    <param name="decay_mod" value="1.0" GAME="SP"/>
    <param name="decay_mod" value="1.0" GAME="MP"/>
    <param name="speed_m_mod" value="0.25" GAME="SP"/>
    <param name="speed_m_mod" value="0.9" GAME="MP"/>
    <param name="min_mod" value="0.0001" GAME="SP"/>
    <param name="min_mod" value="0.06" GAME="MP"/>
    <param name="rotation_m_mod" value="1.0" GAME="SP"/>
    <param name="rotation_m_mod" value="0.0" GAME="MP"/>
    <param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>
    <param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>
    <param name="spread_prone_m_mod" value="0.5" GAME="SP"/>
    <param name="spread_jump_m_mod" value="1.0"/>
    <param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />
    <param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP" />
    </spreadMod>
    <recoilMod>
    <param name="max_recoil_mod" value="1.0" />
    <param name="first_attack_mod" value="0.30" GAME="SP"/>
    <param name="first_attack_mod" value="0.3" GAME="MP"/>
    <param name="attack_mod" value="0.30" />
    <param name="decay_mod" value="3.5" />
    <param name="end_decay_mod" value="1.1" GAME="MP"/>
    <param name="impulse_mod" value="1.0" />
    <param name="maxx_mod" value="0.25" GAME="SP"/>
    <param name="maxx_mod" value="1.75" GAME="MP"/>
    <param name="maxy_mod" value="0.75" GAME="SP"/>
    <param name="maxy_mod" value="1.25" GAME="MP" />
    <param name="angular_impulse_mod" value="1.0" />
    <param name="back_impulse_mod" value="1.0" />
    <param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />
    <param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />
    <param name="recoil_prone_m_mod" value="1.0" GAME="SP" />
    <param name="recoil_jump_m_mod" value="1.0" />
    <param name="recoil_holdBreathActive_m_mod" value="1.0" />
    </recoilMod>
    </zoommode>

    <zoommode name="assaultscope" type="Scope" enabled="0" >
    <stereo>
    <param name="eyeDistance" value="0.002" />
    <param name="convergenceDistance" value="0.01" />
    </stereo>
    <zoom>
    <param name="suffix" value="assault" />
    <param name="suffixAG" value="_iron" />
    <param name="dof" value="1" />
    <param name="dof_focusMax" value="200.0" />
    <param name="dof_focusLimit" value="500.0" />
    <param name="dof_mask" value="textures/weapons/assault_blurmask.dds" />
    <param name="dof_shoulderMinZ" value="0.2" />
    <param name="dof_shoulderMinZScale" value="3.0" />
    <param name="dof_minZ" value="0.25" />
    <param name="dof_minZScale" value="1.0" />
    <param name="zoom_in_time" value="0.25" GAME="SP" />
    <param name="zoom_out_time" value="0.25" GAME="SP" />
    <param name="zoom_out_delay" value="0.2" GAME="SP"/>
    <param name="zoom_in_time" value="0.27" GAME="MP" />
    <param name="zoom_out_time" value="0.27" GAME="MP" />
    <param name="scope_mode" value="1" />
    <param name="scope_nearFov" value="9" GAME="SP" />
    <param name="scope_nearFov" value="9.0" GAME="MP" />
    <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
    <param name="muzzle_flash_scale" value="0.3"/>

    <param name="shoulderRotationAnimFactor" value="0.75" GAME="SP"/>
    <param name="shoulderStrafeAnimFactor" value="0.75" GAME="SP"/>
    <param name="shoulderMovementAnimFactor" value="0.75" GAME="SP"/>
    <param name="ironsightRotationAnimFactor" value="0.2" GAME="SP"/>
    <param name="ironsightRotationAnimFactor" value="0.6" GAME="MP"/>
    <param name="ironsightStrafeAnimFactor" value="0.2" />
    <param name="ironsightMovementAnimFactor" value="0.3" />

    <stages>
    <stage value="3.5" GAME="SP"/>
    <stage value="2.5" GAME="MP"/>
    </stages>
    </zoom>
    <zoomSway>
    <param name="maxX" value="0.006" GAME="SP" />
    <param name="maxY" value="0.008" GAME="SP" />
    <param name="maxX" value="0.001" GAME="MP"/>
    <param name="maxY" value="0.002" GAME="MP"/>
    <param name="stabilizeTime" value="3.0" />
    <param name="minScale" value="0.25" GAME="SP"/>
    <param name="minScale" value="0.5" GAME="MP"/>
    <param name="coverScale" value="0.25"/>
    <param name="coverScaleTime" value="5.0"/>
    <param name="crouchScale" value="0.25"/>
    <param name="proneScale" value="0.5"/>
    <param name="holdBreathScale" value="0.1" GAME="SP"/>
    <param name="holdBreathTime" value="0.5" GAME="SP"/>
    </zoomSway>
    <spreadMod>
    <param name="max_mod" value="0.15" GAME="SP"/>
    <param name="max_mod" value="0.1" GAME="MP"/>
    <param name="attack_mod" value="0.07" />
    <param name="decay_mod" value="1.0" GAME="SP"/>
    <param name="decay_mod" value="1.0" GAME="MP"/>
    <param name="speed_m_mod" value="0.5" GAME="SP"/>
    <param name="speed_m_mod" value="0.9" GAME="MP"/>
    <param name="min_mod" value="0.0001" GAME="SP"/>
    <param name="min_mod" value="0.06" GAME="MP"/>
    <param name="rotation_m_mod" value="1.0" GAME="SP"/>
    <param name="rotation_m_mod" value="0.0" GAME="MP"/>
    <param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>
    <param name="spread_crouch_m_mod" value="1.0" GAME="MP"/>
    <param name="spread_prone_m_mod" value="0.5" GAME="SP"/>
    <param name="spread_jump_m_mod" value="1.0"/>
    <param name="spread_holdBreathActive_m_mod" value="0.75" GAME="SP" />
    <param name="spread_holdBreathActive_m_mod" value="1.0" GAME="MP" />
    <param name="speed_holdBreathActive_m_mod" value="1.0" GAME="MP"/>
    </spreadMod>
    <recoilMod>
    <param name="max_recoil_mod" value="1.0" />
    <param name="first_attack_mod" value="0.6" GAME="SP"/>
    <param name="first_attack_mod" value="0.3" GAME="MP"/>
    <param name="attack_mod" value="0.6" GAME="SP"/>
    <param name="attack_mod" value="0.3" GAME="MP"/>
    <param name="decay_mod" value="1.0" GAME="SP"/>
    <param name="decay_mod" value="3.5" GAME="MP"/>
    <param name="end_decay_mod" value="1.0" GAME="SP"/>
    <param name="end_decay_mod" value="1.1" GAME="MP"/>
    <param name="impulse_mod" value="1.0" />
    <param name="maxx_mod" value="0.75" GAME="SP"/>
    <param name="maxx_mod" value="1.65" GAME="MP"/>
    <param name="maxy_mod" value="0.75" GAME="SP"/>
    <param name="maxy_mod" value="1.15" GAME="MP"/>
    <param name="randomness_mod" value="1.0" />
    <param name="angular_impulse_mod" value="1.0" />
    <param name="back_impulse_mod" value="1.0" />
    <param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />
    <param name="recoil_crouch_m_mod" value="1.0" GAME="MP" />
    <param name="recoil_prone_m_mod" value="1.0" GAME="SP" />
    <param name="recoil_jump_m_mod" value="1.0" />
    <param name="recoil_holdBreathActive_m_mod" value="1.25" GAME="SP"/>
    <param name="recoil_holdBreathActive_m_mod" value="1.0" GAME="MP" />
    </recoilMod>
    <scope>
    <param name="scope" value="scope_assault" />
    <param name="dark_in_time" value="0.15" />
    <param name="dark_out_time" value="0.15" />
    </scope>
    </zoommode>

    <zoommode name="lasersight" type="IronSight" GAME="SP">
    <stereo>
    <param name="eyeDistance" value="0.002" />
    <param name="convergenceDistance" value="0.01" />
    </stereo>
    <zoom>
    <param name="suffix" value="shoulder" />
    <param name="dof" value="1" />
    <param name="dof_focusMax" value="100.0" />
    <param name="dof_focusLimit" value="300.0" />
    <param name="dof_mask" value="textures/weapons/attach_zoom_blurmask.dds" />
    <param name="dof_shoulderMinZ" value="0.2" />
    <param name="dof_shoulderMinZScale" value="3.0" />
    <param name="dof_minZ" value="0.4" />
    <param name="dof_minZScale" value="1.5" />
    <param name="zoom_in_time" value="0.25" />
    <param name="zoom_out_time" value="0.25" />
    <param name="zoom_out_delay" value="0.2" GAME="SP"/>
    <param name="reflex_aimDot" value="0" />
    <param name="reflex_dotEffect" value="Objects/Weapons/Attachments/reflex_rifle/dot.cgf" />
    <param name="scope_mode" value="1" />
    <param name="scope_nearFov" value="35" />
    <param name="armor_bonus_zoom" value="1.25" GAME="SP"/>
    <param name="aimAnimFactor" value="0.25" GAME="SP" />
    <param name="muzzle_flash_scale" value="1.0"/>

    <param name="shoulderRotationAnimFactor" value="0.5" />
    <param name="shoulderStrafeAnimFactor" value="0.4" />
    <param name="shoulderMovementAnimFactor" value="0.6" />
    <param name="ironsightRotationAnimFactor" value="0.1" />
    <param name="ironsightStrafeAnimFactor" value="0.1" />
    <param name="ironsightMovementAnimFactor" value="0.2" />

    <stages>
    <stage value="1.6" />
    </stages>
    </zoom>
    <zoomSway>
    <param name="maxX" value="0.006" />
    <param name="maxY" value="0.008" />
    <param name="stabilizeTime" value="3.0" />
    <param name="minScale" value="0.5" />
    <param name="coverScale" value="0.25"/>
    <param name="coverScaleTime" value="5.0"/>
    <param name="crouchScale" value="0.25"/>
    <param name="proneScale" value="0.5"/>
    <param name="holdBreathScale" value="0.1" GAME="SP"/>
    <param name="holdBreathTime" value="0.5" GAME="SP"/>
    </zoomSway>
    <spreadMod>
    <param name="max_mod" value="0.25" GAME="SP" />
    <param name="attack_mod" value="0.11" />
    <param name="decay_mod" value="1.0" GAME="SP"/>
    <param name="speed_m_mod" value="0.25" GAME="SP"/>
    <param name="min_mod" value="0.0001" GAME="SP"/>
    <param name="rotation_m_mod" value="1.0" GAME="SP"/>
    <param name="spread_crouch_m_mod" value="0.75" GAME="SP"/>
    <param name="spread_prone_m_mod" value="0.5" GAME="SP"/>
    <param name="spread_jump_m_mod" value="1.0"/>
    </spreadMod>
    <recoilMod>
    <param name="max_recoil_mod" value="1.0" />
    <param name="attack_mod" value="0.30" />
    <param name="decay_mod" value="3.5" />
    <param name="end_decay_mod" value="1.0" GAME="SP" />
    <param name="impulse_mod" value="1.0" />
    <param name="maxx_mod" value="1.25" GAME="SP"/>
    <param name="maxy_mod" value="0.75" GAME="SP"/>
    <param name="angular_impulse_mod" value="1.0" />
    <param name="back_impulse_mod" value="1.0" />
    <param name="recoil_crouch_m_mod" value="0.75" GAME="SP" />
    <param name="recoil_prone_m_mod" value="1.0" GAME="SP" />
    <param name="recoil_jump_m_mod" value="1.0" />
    <param name="recoil_holdBreathActive_m_mod" value="1.25" />
    </recoilMod>
    </zoommode>

    </zoommodes>

    <accessories>
    <initialsetup>
    <accessory name="MK60Ironsight" GAME="SP"/>
    </initialsetup>



    <accessory name="Reflex" zoommode="reflexsight" category="scope" exclusive="1" GAME="MP">
    <attach helper="attachment_top" layer="scope" />
    <detach />
    </accessory>

    <accessory name="AssaultScope" zoommode="assaultscope" category="scope" exclusive="1">
    <attach helper="attachment_top" layer="scope" />
    <detach />
    <params>
    <firemodes>
    <firemode type="default">
    <actions>
    <param name="reload" value="assault_reload" />
    <param name="reload_chamber_empty" value="assault_reload_chamber_empty" />
    <param name="reload_chamber_full" value="assault_reload_chamber_full"/>
    </actions>
    </firemode>
    </firemodes>
    </params>
    <stats_changes stat_accuracy="3" stat_mobility="-1" stat_range="2" GAME="SP"/>
    </accessory>

    <accessory name="ExtendedClip" category="bottom" exclusive="1" extendsMagazine="1" GAME="MP">
    <attach helper="attachment_bottom" />
    <detach />
    <params>
    <firemodes>
    <firemode type="default" >
    <fire>
    <param name="clip_size" value="150" GAME="SP"/>
    <param name="clip_size" value="125" GAME="MP"/>
    </fire>
    </firemode>
    </firemodes>
    </params>
    </accessory>

    <accessory name="SDMHologram" firemodes="Holo" category="bottom" exclusive="1" GAME="MP">
    <attach helper="attachment_bottom" layer="gl" />
    <detach />
    </accessory>

    <accessory name="LaserSight" zoommode="lasersight" category="scope" exclusive="1" GAME="SP">
    <attach helper="attachment_side" />
    <detach />
    <params>
    <firemodes>
    <firemode type="default">
    <fire>
    <param name="fire_anim_damp" value="0.25" GAME="SP"/>
    <param name="ironsight_fire_anim_damp" value="0.5" GAME="SP"/>
    </fire>
    <spread>
    <param name="min" value="0.01" GAME="SP"/>
    <param name="max" value="0.1" GAME="SP"/>
    <param name="speed_m" value="0.1" GAME="SP"/>
    </spread>
    </firemode>
    </firemodes>
    </params>
    <stats_changes stat_accuracy="1" stat_mobility="2" stat_range="-1" GAME="SP"/>
    </accessory>

    <accessory name="MK60Ironsight" zoommode="ironsight" category="scope" default="1" exclusive="1">
    <attach helper="attachment_top" />
    <detach />
    </accessory>

    </accessories>

    </item>
    Last edited by NextGen1; 04-04-2011 at 06:12 PM.

  2. The Following User Says Thank You to crazys For This Useful Post:

    isaaclimx (04-02-2011)

  3. #2
    VixJuan's Avatar
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    What the hell is this?

  4. #3
    fuckingterorist's Avatar
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    yeah wth is this

  5. #4
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    gonna go to try it asap sounds funny
    [IMG]https://i16.photobucke*****m/albums/b36/kentroy/kickass2.gif[/IMG]

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    ummm wtf? lmfao what does this do post screen shots dude

  7. #6
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    what tha f***? if i use this im joining the dark side? i dont whant that >:(

  8. #7
    Stroop1337's Avatar
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    And maybe show us some screens how it looks like ?
    Ty !
    ~ Parts of this Signature Violated MPGH Rules & Guidelines~

    Tell me which rules plz ^^

  9. #8
    nitega's Avatar
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    what should this do lol ?

  10. #9
    Roxter's Avatar
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    Quote Originally Posted by ****** View Post
    what should this do lol ?
    It's an XML edit, are you all fucking retarded? Just create text files with the shit he supplied you and name it after what he supplied you with then repack the files and you will SEE what it did.

  11. #10
    Snipmen's Avatar
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    Quote Originally Posted by Roxter View Post
    It's an XML edit, are you all fucking retarded? Just create text files with the shit he supplied you and name it after what he supplied you with then repack the files and you will SEE what it did.
    dude the only retarted here is you WE ARE ASKING WHAT DOES IT DO NOT WHAT IT IS!!! LEARN SOME FUCKING ENGLISH AND DONT CALL PEOPLE RETARTED!!!

  12. #11
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    Quote Originally Posted by Snipmen View Post
    dude the only retarted here is you WE ARE ASKING WHAT DOES IT DO NOT WHAT IT IS!!! LEARN SOME FUCKING ENGLISH AND DONT CALL PEOPLE RETARTED!!!
    Chill your fucking ass down and listen. Its an LTAG edit and a JAW edit. Secondly, I was not referring to the people who asked what does it do, ,I was referring to the people who asked how to use it.

  13. #12
    nitega's Avatar
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    I know how to use it /////// mth........

  14. #13
    Snipmen's Avatar
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    Quote Originally Posted by Roxter View Post
    Chill your fucking ass down and listen. Its an LTAG edit and a JAW edit. Secondly, I was not referring to the people who asked what does it do, ,I was referring to the people who asked how to use it.
    oh ok sry then

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    crazys you are one awesome sir thanks

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    Quote Originally Posted by Roxter View Post
    It's an XML edit, are you all fucking retarded? Just create text files with the shit he supplied you and name it after what he supplied you with then repack the files and you will SEE what it did.
    You sir are a idiot, stop talking down to people like you are high and mighty you idiot.

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