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    bug_NOT_ME's Avatar
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    Weapons.txt - Peak Inside ;)

    I found a similar file to the CA file weapons.txt and opened it. This is what I found. Only problem is how to encrypt the file... Maybe just replace it with this one?

    Enjoy

    Code:
    /************************************************************************
    **
    **      Alien vs. Predator 2 Weapons Attributes file
    **
    **   This file contains the following weapon related definitions:
    **
    **   WeaponSet,
    **   AmmoPool,
    **   Ammo,
    **   Barrel,
    **   Weapon
    **
    ** NOTES:  
    **
    **   1) All definition properties (i.e., [Marine_Knife]) ARE case sensitive.
    **   If you are adding a new definition, it is best to start with a 
    **   copy of an existing (working) definition.
    **   2) Name properties are NOT case sensitive (i.e., Name = "Joe" is the same
    **   as Name = "JOE")
    **   3) All time is specified in seconds (unless otherwise noted)
    **   4) The Float type is the same as Real (i.e., 1.0 or 1.5)
    **   5) The valid range of all RGB color properties is between
    **   0 and 255 (e.g., (0, 255, 0) would be green).
    **   6) The names inside the bracket cannot contain a space!
    */
    
    /************************************************************************
    **
    ** WEAPONSET
    **
    ** Weaponset defines the weapons available to each character. This name is  
    ** referenced by the characterbutes.txt. 
    **  
    **    LegalWeapon0-X
    **        Defines a weapon that the character can use. All weapons are illegal
    **        unless stated here specifically.
    **
    **    DeafultWeapon0-X
    **        Is this a defult weapon for this set?
    **
    **    CanPickup0-X
    **        Can this weapon be picked up as a new weapon for this set?
    **
    **    Also, this order maps the weapon command bindings (i.e., AddAction
    **    Weapon_1 -> Weapon_XXX in the autoexec.cfg file) to the corresponding
    **    weapon. (e.g., Weapon0 = the weapon selected when the Weapon_1
    **  action is selected).
    */
    
    //-------------------------------------------------------------------//
    //
    // SINGLE PLAYER WEAPON SETS
    //
    //-------------------------------------------------------------------//
    
    [Marine_SP]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "AutoPistol"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle"
    DefaultWeapon3   = 0
    CanPickup3       = 1
    LegalWeapon4     = "Grenade_Launcher"
    DefaultWeapon4   = 0
    CanPickup4       = 1
    LegalWeapon5     = "Flame_Thrower"
    DefaultWeapon5   = 0
    CanPickup5       = 1
    LegalWeapon6     = "Smart_Gun"
    DefaultWeapon6   = 0
    CanPickup6       = 1
    LegalWeapon7     = "RPG"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun"
    DefaultWeapon8   = 0
    CanPickup8       = 1
    LegalWeapon9     = "Rail_Gun"
    DefaultWeapon9   = 0
    CanPickup9       = 1
    
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Marine_MarineNoHand]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Marine_Dummy"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Predator_SP]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Heavy_Wristblades"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Spear"
    DefaultWeapon1   = 0
    CanPickup1       = 1
    LegalWeapon2     = "Spear_Gun"
    DefaultWeapon2   = 0
    CanPickup2       = 1
    LegalWeapon3     = "EnergyFlechette"
    DefaultWeapon3   = 1
    CanPickup3       = 1
    LegalWeapon4     = "Plasma_Castor"
    DefaultWeapon4   = 0
    CanPickup4       = 1
    LegalWeapon5     = "Disc"
    DefaultWeapon5   = 0
    CanPickup5       = 1
    LegalWeapon6     = "Net_Gun"
    DefaultWeapon6   = 0
    CanPickup6       = 1
    LegalWeapon7     = "StickyHotbomb"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Self_Destruct"
    DefaultWeapon8   = 1
    CanPickup8       = 1
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Alien_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Claws"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Head_Bite"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Tail"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Tear"
    DefaultWeapon3   = 1
    CanPickup3       = 0
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Facehugger_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Facehugger_Dummy"
    DefaultWeapon0   = 1
    CanPickup0       = 0
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Chestburster_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Bite"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Runner_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Claws_Runner"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Head_Bite"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Tail"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Tear"
    DefaultWeapon3   = 1
    CanPickup3       = 0
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Predalien_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Claws_Predalien"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Tail"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Tear_Predalien"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Praetorian_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Claws_Praetorian"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Head_Bite"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Tail"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Tear"
    DefaultWeapon3   = 1
    CanPickup3       = 0
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Queen_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Claws_Queen"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Tail"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Exosuit_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Exosuit_Flame_Thrower"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Exosuit_Minigun"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    //LegalWeapon2     = "Exosuit_Dummy"
    //DefaultWeapon2   = 1
    //CanPickup2       = 0
    
    //-------------------------------------------------------------------//
    //
    // MULTI-PLAYER STANDARD WEAPON SETS
    //
    //-------------------------------------------------------------------//
    
    [Marine_MP]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol_MP"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun_MP"
    DefaultWeapon2   = 0
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle_MP"
    DefaultWeapon3   = 1
    CanPickup3       = 1
    LegalWeapon4     = "Grenade_Launcher_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 1
    LegalWeapon5     = "Flame_Thrower_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 1
    LegalWeapon6     = "Smart_Gun_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 1
    LegalWeapon7     = "RPG_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 1
    LegalWeapon9     = "Rail_Gun_MP"
    DefaultWeapon9   = 0
    CanPickup9       = 1
    
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Predator_MP]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Heavy_Wristblades"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "EnergyFlechette"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Spear"
    DefaultWeapon2   = 0
    CanPickup2       = 1
    LegalWeapon3     = "Predator_Pistol"
    DefaultWeapon3   = 0
    CanPickup3       = 1
    LegalWeapon4     = "Spear_Gun"
    DefaultWeapon4   = 0
    CanPickup4       = 1
    LegalWeapon5     = "Plasma_Castor"
    DefaultWeapon5   = 0
    CanPickup5       = 1
    LegalWeapon6     = "Disc"
    DefaultWeapon6   = 0
    CanPickup6       = 1
    LegalWeapon7     = "Net_Gun"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "StickyHotbomb"
    DefaultWeapon8   = 0
    CanPickup8       = 1
    
    //-------------------------------------------------------------------//
    //
    // SINGLE PLAYER & MULTI-PLAYER CLASS SPECIFIC WEAPON SETS
    //
    // MARINES
    //
    //-------------------------------------------------------------------//
    
    [Marine_SP_Sniper]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "SubSonic_Pistol"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun"
    DefaultWeapon2   = 0
    CanPickup2       = 0
    LegalWeapon3     = "Pulse_Rifle"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun"
    DefaultWeapon9   = 1
    CanPickup9       = 1
    
    [Marine_MP_Sniper]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "SubSonic_Pistol_MP"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun_MP"
    DefaultWeapon2   = 0
    CanPickup2       = 0
    LegalWeapon3     = "Pulse_Rifle_MP"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun_MP"
    DefaultWeapon9   = 1
    CanPickup9       = 1
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Marine_SP_Demolitions]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher"
    DefaultWeapon4   = 1
    CanPickup4       = 1
    LegalWeapon5     = "Flame_Thrower"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    [Marine_MP_Demolitions]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol_MP"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun_MP"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle_MP"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher_MP"
    DefaultWeapon4   = 1
    CanPickup4       = 1
    LegalWeapon5     = "Flame_Thrower_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun_MP"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Marine_SP_Infantry_Grunt_Section_Leader]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "AutoPistol"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Short_Shotgun"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle"
    DefaultWeapon3   = 1
    CanPickup3       = 1
    LegalWeapon4     = "Grenade_Launcher"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    [Marine_MP_Infantry_Grunt_Section_Leader]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "AutoPistol_MP"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Short_Shotgun_MP"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle_MP"
    DefaultWeapon3   = 1
    CanPickup3       = 1
    LegalWeapon4     = "Grenade_Launcher_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun_MP"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Marine_SP_Infantry_Grunt_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun"
    DefaultWeapon2   = 0
    CanPickup2       = 0
    LegalWeapon3     = "Pulse_Rifle"
    DefaultWeapon3   = 1
    CanPickup3       = 1
    LegalWeapon4     = "Grenade_Launcher"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    [Marine_MP_Infantry_Grunt_Standard]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol_MP"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun_MP"
    DefaultWeapon2   = 0
    CanPickup2       = 0
    LegalWeapon3     = "Pulse_Rifle_MP"
    DefaultWeapon3   = 1
    CanPickup3       = 1
    LegalWeapon4     = "Grenade_Launcher_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun_MP"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Marine_SP_Specialist_SmartGunner]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun"
    DefaultWeapon6   = 1
    CanPickup6       = 1
    LegalWeapon7     = "RPG"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    [Marine_MP_Specialist_SmartGunner]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol_MP"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun_MP"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle_MP"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun_MP"
    DefaultWeapon6   = 1
    CanPickup6       = 1
    LegalWeapon7     = "RPG_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun_MP"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Marine_SP_Specialist_MiniGunner]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun"
    DefaultWeapon8   = 1
    CanPickup8       = 1
    LegalWeapon9     = "Rail_Gun"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    
    [Marine_MP_Specialist_MiniGunner]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Pistol_MP"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Shotgun_MP"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle_MP"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Smart_Gun_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun_MP"
    DefaultWeapon8   = 1
    CanPickup8       = 1
    LegalWeapon9     = "Rail_Gun_MP"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Marine_SP_Specialist_Apesuit]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "MagnumPistol"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "AutoShotgun"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower"
    DefaultWeapon5   = 1
    CanPickup5       = 1
    LegalWeapon6     = "Smart_Gun"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    
    [Marine_MP_Specialist_Apesuit]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Knife_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "MagnumPistol_MP"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "AutoShotgun_MP"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Pulse_Rifle_MP"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Grenade_Launcher_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Flame_Thrower_MP"
    DefaultWeapon5   = 1
    CanPickup5       = 1
    LegalWeapon6     = "Smart_Gun_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "RPG_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 1
    LegalWeapon8     = "Minigun_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    LegalWeapon9     = "Rail_Gun_MP"
    DefaultWeapon9   = 0
    CanPickup9       = 0
    
    
    //-------------------------------------------------------------------//
    //
    // SINGLE PLAYER & MULTI-PLAYER CLASS SPECIFIC WEAPON SETS
    //
    // PREDATOR
    //
    //-------------------------------------------------------------------//
    
    
    [Predator_MP_LightPredator]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Wristblades_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Self_Destruct"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Spear_MP"
    DefaultWeapon2   = 0
    CanPickup2       = 0
    LegalWeapon3     = "Predator_Pistol_MP"
    DefaultWeapon3   = 1
    CanPickup3       = 1
    LegalWeapon4     = "Spear_Gun_MP"
    DefaultWeapon4   = 1
    CanPickup4       = 1
    LegalWeapon5     = "Shoulder_Cannon_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Disc_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "Net_Gun_MP"
    DefaultWeapon7   = 1
    CanPickup7       = 1
    LegalWeapon8     = "StickyHotbomb_MP"
    DefaultWeapon8   = 1
    CanPickup8       = 1
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Predator_MP_Predator]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Wristblades_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Self_Destruct"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Spear_MP"
    DefaultWeapon2   = 0
    CanPickup2       = 0
    LegalWeapon3     = "Predator_Pistol_MP"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Spear_Gun_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Shoulder_Cannon_MP"
    DefaultWeapon5   = 1
    CanPickup5       = 1
    LegalWeapon6     = "Disc_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "Net_Gun_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 0
    LegalWeapon8     = "StickyHotbomb_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Predator_MP_MoHawkPredator]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Wristblades_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Self_Destruct"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Spear_MP"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "EnergyFlechette_MP"
    DefaultWeapon3   = 1
    CanPickup3       = 1
    LegalWeapon4     = "Spear_Gun_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Shoulder_Cannon_MP"
    DefaultWeapon5   = 1
    CanPickup5       = 1
    LegalWeapon6     = "Disc_MP"
    DefaultWeapon6   = 1
    CanPickup6       = 1
    LegalWeapon7     = "Net_Gun_MP"
    DefaultWeapon7   = 1
    CanPickup7       = 1
    LegalWeapon8     = "StickyHotbomb_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Predator_MP_HeavyPredator]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Wristblades_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Self_Destruct"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Heavy_Spear_MP"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Predator_Pistol_MP"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Spear_Gun_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Shoulder_Cannon_MP"
    DefaultWeapon5   = 0
    CanPickup5       = 0
    LegalWeapon6     = "Disc_MP"
    DefaultWeapon6   = 0
    CanPickup6       = 0
    LegalWeapon7     = "Net_Gun"
    DefaultWeapon7   = 0
    CanPickup7       = 0
    LegalWeapon8     = "StickyHotbomb_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    
    //-------------------------------------------------------------------//
    //-------------------------------------------------------------------//
    
    [Predator_MP_HeavyPredator2]
    
    Type = "WeaponSet"
    
    LegalWeapon0     = "Heavy_Wristblades_MP"
    DefaultWeapon0   = 1
    CanPickup0       = 1
    LegalWeapon1     = "Self_Destruct"
    DefaultWeapon1   = 1
    CanPickup1       = 1
    LegalWeapon2     = "Spear_MP"
    DefaultWeapon2   = 1
    CanPickup2       = 1
    LegalWeapon3     = "Predator_Pistol_MP"
    DefaultWeapon3   = 0
    CanPickup3       = 0
    LegalWeapon4     = "Spear_Gun_MP"
    DefaultWeapon4   = 0
    CanPickup4       = 0
    LegalWeapon5     = "Plasma_Castor_MP"
    DefaultWeapon5   = 1
    CanPickup5       = 1
    LegalWeapon6     = "Disc_MP"
    DefaultWeapon6   = 1
    CanPickup6       = 1
    LegalWeapon7     = "Net_Gun_MP"
    DefaultWeapon7   = 0
    CanPickup7       = 0
    LegalWeapon8     = "StickyHotbomb_MP"
    DefaultWeapon8   = 0
    CanPickup8       = 0
    
    
    /************************************************************************
    **
    ** AMMOPOOL
    **
    **   AmmoPool is used to specify the pool of material used to create a 
    **        given ammo in AVP3. The AmmoPool defines the maximum pool of material
    **        available for creating ammunitions. This is shown in the HUD as 
    **        the ammo count for the given barrel. 
    **
    **    Name (String)
    **
    **        User friendly name used in DEdit.    
    **
    **    NameId (Integer)
    **
    **        Id that maps to the Localizable Ammo name (stored in CRes.dll)    
    **
    **    PickupIcon (String)
    **
    **        Name of the interface icon associated with the ammo type, for the pickup display.
    **
    **    CounterIcon (String)
    **
    **        Name of the interface icon associated with the ammo type, for the ammo counter display.
    **
    **    MaxAmount (Integer)
    **
    **        Specifies the maximum amount of ammo that can be "carried" of this
    **        type.
    **
    **    Save (Integer)
    **
    **        1 = Save data, 0 = Do Not save data. (minimize SP save size)
    **
    */
    
    [Blades]
    Type = "AmmoPool"
    
    NameId         = 8500
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 100000
    DefaultAmount  = 100000
    Save           = 1
    
    [Pistol_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8501
    PickupIcon     = "interface\statusbar\marine\i_pu_40cal_bullet.pcx"
    CounterIcon    = "interface\statusbar\marine\i_hp_bullet.pcx"
    MaxAmount      = 75
    DefaultAmount  = 45
    Save           = 1
    
    [Pistol_BulletsAP]
    Type = "AmmoPool"
    
    NameId         = 8501
    PickupIcon     = "interface\statusbar\marine\i_pu_45cal_bullet.pcx"
    CounterIcon    = "interface\statusbar\marine\i_ap_bullet.pcx"
    MaxAmount      = 80
    DefaultAmount  = 40
    Save           = 1
    
    [AutoPistol_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8501
    PickupIcon     = "interface\statusbar\marine\i_pu_9mm_bullet.pcx"
    CounterIcon    = "interface\statusbar\marine\i_hp_bullet.pcx"
    MaxAmount      = 100
    DefaultAmount  = 60
    Save           = 1
    
    
    [Shotgun_Shells]
    Type = "AmmoPool"
    
    NameId         = 8502
    PickupIcon     = "interface\statusbar\marine\i_pu_sp12_shotshell.pcx"
    CounterIcon    = "interface\statusbar\marine\i_shotshell.pcx"
    MaxAmount      = 32
    DefaultAmount  = 16
    Save           = 1
    
    [ShortShotgun_Shells]
    Type = "AmmoPool"
    
    NameId         = 8502
    PickupIcon     = "interface\statusbar\marine\i_pu_sp10_shotshell.pcx"
    CounterIcon    = "interface\statusbar\marine\i_shotshell.pcx"
    MaxAmount      = 16
    DefaultAmount  = 8
    Save           = 1
    
    
    [AutoShotgun_Shells]
    Type = "AmmoPool"
    
    NameId         = 8502
    PickupIcon     = "interface\statusbar\marine\i_pu_sp12_solidslug.pcx"
    CounterIcon    = "interface\statusbar\marine\i_shotslug.pcx"
    MaxAmount      = 32
    DefaultAmount  = 16
    Save           = 1
    
    
    [Shotgun_Slugs]
    Type = "AmmoPool"
    
    NameId         = 8503
    PickupIcon     = "interface\statusbar\marine\i_pu_shotslug.pcx"
    CounterIcon    = "interface\statusbar\marine\i_shotslug.pcx"
    MaxAmount      = 32
    DefaultAmount  = 16
    Save           = 1
    
    
    [Pulse_Rifle_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8504
    PickupIcon     = "interface\statusbar\marine\i_pu_m303_bullet.pcx"
    CounterIcon    = "interface\statusbar\marine\i_exp_bullet.pcx"
    MaxAmount      = 396
    DefaultAmount  = 198
    Save           = 1
    
    
    [Impact_Grenades]
    Type = "AmmoPool"
    
    NameId         = 8505
    PickupIcon     = "interface\statusbar\marine\i_pu_m40_grenade.pcx"
    CounterIcon    = "interface\statusbar\marine\i_m40_grenade.pcx"
    MaxAmount      = 4
    DefaultAmount  = 0
    Save           = 1
    
    
    [Smart_Gun_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8506
    PickupIcon     = "interface\statusbar\marine\i_pu_m250_bullet.pcx"
    CounterIcon    = "interface\statusbar\marine\i_exp_bullet.pcx"
    MaxAmount      = 300
    DefaultAmount  = 300
    Save           = 1
    
    
    [Rail_Gun_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8507
    PickupIcon     = "interface\statusbar\marine\i_pu_m250_sniper_bullet.pcx"
    CounterIcon    = "interface\statusbar\marine\i_exp_bullet.pcx"
    MaxAmount      = 75
    DefaultAmount  = 45
    Save           = 1
    
    
    [Pipe_Grenades]
    Type = "AmmoPool"
    
    NameId         = 8508
    PickupIcon     = "interface\statusbar\marine\i_pu_gren_time.pcx"
    CounterIcon    = "interface\statusbar\marine\i_gren_time.pcx"
    MaxAmount      = 6
    DefaultAmount  = 1
    Save           = 1
    
    
    [Prox_Grenades]
    Type = "AmmoPool"
    
    NameId         = 8509
    PickupIcon     = "interface\statusbar\marine\i_pu_gren_prox.pcx"
    CounterIcon    = "interface\statusbar\marine\i_gren_prox.pcx"
    MaxAmount      = 6
    DefaultAmount  = 0
    Save           = 1
    
    
    [EMP_Grenades]
    Type = "AmmoPool"
    
    NameId         = 8510
    PickupIcon     = "interface\statusbar\marine\i_pu_gren_emp.pcx"
    CounterIcon    = "interface\statusbar\marine\i_gren_emp.pcx"
    MaxAmount      = 6
    DefaultAmount  = 0
    Save           = 1
    
    
    [Spider_Grenades]
    Type = "AmmoPool"
    
    NameId         = 8511
    PickupIcon     = "interface\statusbar\marine\i_pu_gren_spider.pcx"
    CounterIcon    = "interface\statusbar\marine\i_gren_spider.pcx"
    MaxAmount      = 6
    DefaultAmount  = 0
    Save           = 1
    
    
    [RPG_Rockets]
    Type = "AmmoPool"
    
    NameId         = 8512
    PickupIcon     = "interface\statusbar\marine\i_pu_rocket.pcx"
    CounterIcon    = "interface\statusbar\marine\i_rocket.pcx"
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    
    [Napalm]
    Type = "AmmoPool"
    
    NameId         = 8514
    PickupIcon     = "interface\statusbar\marine\i_pu_napalm.pcx"
    CounterIcon    = "interface\statusbar\marine\i_napalm.pcx"
    MaxAmount      = 100
    DefaultAmount  = 100
    Save           = 1
    
    [Minigun_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8515
    PickupIcon     = "interface\statusbar\marine\i_pu_minigunbullet.pcx"
    CounterIcon    = "interface\statusbar\marine\i_minigunbullet.pcx"
    MaxAmount      = 900
    DefaultAmount  = 900
    Save           = 1
    
    [Predator_Energy]
    Type = "AmmoPool"
    
    NameId         = 8516
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 54
    DefaultAmount  = 54
    Save           = 1
    
    
    [Speargun_Dart]
    Type = "AmmoPool"
    
    NameId         = 8517
    PickupIcon     = "interface\statusbar\predator\inv_pu_spearammo.pcx"
    CounterIcon    = "interface\statusbar\predator\inv_spearammo.pcx"
    MaxAmount      = 3
    DefaultAmount  = 1
    Save           = 1
    
    
    [Poison_Dart]
    Type = "AmmoPool"
    
    NameId         = 8517
    PickupIcon     = "interface\statusbar\predator\inv_pu_spearammo.pcx"
    CounterIcon    = "interface\statusbar\predator\inv_spearammo.pcx"
    MaxAmount      = 9
    DefaultAmount  = 3
    Save           = 1
    
    
    [Discs]
    Type = "AmmoPool"
    
    NameId         = 8518
    PickupIcon     = "interface\statusbar\predator\inv_pu_discammo.pcx"
    CounterIcon    = "interface\statusbar\predator\inv_discammo.pcx"
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    
    [Nets]
    Type = "AmmoPool"
    
    NameId         = 8519
    PickupIcon     = "interface\statusbar\predator\inv_pu_netammo.pcx"
    CounterIcon    = "interface\statusbar\predator\inv_netammo.pcx"
    MaxAmount      = 3
    DefaultAmount  = 1
    Save           = 1
    
    [Exosuit_Energy]
    Type = "AmmoPool"
    
    NameId         = 8525
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 100
    DefaultAmount  = 100
    Save           = 1
    
    [Exosuit_Napalm]
    Type = "AmmoPool"
    
    NameId         = 8521
    PickupIcon     = "interface\statusbar\exosuit\icon_pu_flame.pcx"
    CounterIcon    = "interface\statusbar\exosuit\icon_flame.pcx"
    MaxAmount      = 500
    DefaultAmount  = 500
    Save           = 1
    
    
    [Exosuit_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8522
    PickupIcon     = "interface\statusbar\exosuit\icon_pu_bullets.pcx"
    CounterIcon    = "interface\statusbar\exosuit\icon_bullets.pcx"
    MaxAmount      = 5000
    DefaultAmount  = 5000
    Save           = 1
    
    [Exosuit_Rockets]
    Type = "AmmoPool"
    
    NameId         = 8523
    PickupIcon     = "interface\statusbar\exosuit\icon_rockets.pcx"
    CounterIcon    = "interface\statusbar\exosuit\icon_pu_rockets.pcx"
    MaxAmount      = 3
    DefaultAmount  = 3
    Save           = 1
    
    [Flares]
    Type = "AmmoPool"
    
    NameId         = 8524
    PickupIcon     = "interface\statusbar\marine\i_pu_flares.pcx"
    CounterIcon    = "interface\statusbar\marine\i_flares.pcx"
    MaxAmount      = 5
    DefaultAmount  = 5
    Save           = 1
    
    [Blowtorch_Fuel]
    Type = "AmmoPool"
    
    NameId         = 8527
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    [MarineHackingDevice_Fuel]
    Type = "AmmoPool"
    
    NameId         = 8528
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    [PredatorHackingDevice_Fuel]
    Type = "AmmoPool"
    
    NameId         = 8529
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    [Sentry_Gun_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8530
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    [Sentry_Gun_Grenades]
    Type = "AmmoPool"
    
    NameId         = 8530
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    [APC_Turret_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8530
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    [APC_Top_Turret_Bullets]
    Type = "AmmoPool"
    
    NameId         = 8530
    PickupIcon     = ""
    CounterIcon    = ""
    MaxAmount      = 1
    DefaultAmount  = 1
    Save           = 1
    
    [Sticky_Hotbombs]
    Type = "AmmoPool"
    
    NameId         = 8531
    PickupIcon     = "interface\statusbar\predator\puicon_hotbomb.pcx"
    CounterIcon    = "interface\statusbar\predator\inv_hotbombammo.pcx"
    MaxAmount      = 3
    DefaultAmount  = 1
    Save           = 1
    
    /************************************************************************
    **
    ** AMMO
    **
    ** Ammo definitions are used by Weapon definitions to determine 
    ** the types of ammo a particular weapon can use (see the WEAPON 
    ** definition for more info)
    **
    **   Here is a list of all valid DamageTypes (Defined
    **        in Shared\DamageTypes.h):
    **
    **            -1 - Invalid damage type
    **            0  - Unspecified
    **            1  - Bullet
    **            2  - Burn
    **            3  - Acid
    **            4  - Choke
    **            5  - Crush
    **            6  - Electric
    **            7  - Explode 
    **            8  - Freeze
    **            9  - Poison
    **            10 - Bleeding
    **            11 - Stun
    **                  12 - Bite
    **                  13 - Headbite
    **            14 - Endless fall
    **            15 - Alien Claw
    **            16 - EMP Effect
    **            17 - Napalm
    **            18 - Spear
    **            19 - Slice
    **            20 - Facehug
    **            21 - Blowtorch Cut
    **            22 - Blowtorch Weld
    **            23 - Marine Hacking Device
    **            24 - High Caliber
    **            25 - Alien Tear
    **            26 - Pred Hotbomb
    **            27 - Shotgun
    **            28 - Bullet - No Gib
    **
    **
    ** All ammo definitions should contain the following properties:
    **
    **    Name (String)
    **
    **        User friendly name used in DEdit.    
    **
    **    NameId (Integer)
    **
    **        Id that maps to the Localizable Ammo name (stored in CRes.dll)    
    **
    **    AmmoType (Integer)    
    **
    **        Specifies the type of ammo.  Valid values are:
    **
    **        0 - Vector
    **        1 - Projectile
    **        2 - Cannon
    **        3 - Gadget
    **        4 - Alien Pounce
    **        5 - Facehug
    **
    **    AmmoPoolName(String)
    **        
    **        Name of the AmmoPool used to create the ammo.
    **
    **    AmmoPoolAmount(Integer)
    **
    **        Amount of AmmoPool material required to create the ammo.
    **
    **    InstDamage (Integer)    
    **
    **        Specifies the amount of Instantaneous damage done by this type of 
    **        ammo.
    **
    **    InstDamageType (Integer)
    **
    **        Specifies the type of Instantaneous damage done by this type of ammo.
    **        (See valid DamageTypes above).
    **
    **    AreaDamage (Integer)    
    **
    **        Specifies the amount of Area damage done by this type of 
    **        ammo.
    **
    **    AreaDamageType (Integer)
    **
    **        Specifies the type of Area damage done by this type of ammo.
    **        (See valid DamageTypes above).
    **
    **    AreaDamageRadius (Integer)
    **
    **        Specifies the radius of effect in game units for the Area
    **        damage.
    **
    **    AreaDamageDuration (Float)
    **
    **        Specifies the time the Area damage lasts.
    **
    **    ProgDamage (Float)    
    **
    **        Specifies the amount of Progressive damage done by this type of 
    **        ammo.  This is the amount of damage that is done per second.
    **
    **    ProgDamageType (Integer)
    **
    **        Specifies the type of Progressive damage done by this type of ammo.
    **        (See valid DamageTypes above).
    **
    **    ProgDamageDuration (Float)
    **
    **        Specifies the time the Progressive damage lasts.
    **
    **    ImpactFXName (String) (OPTIONAL)
    **
    **        Specifies the impact special fx.  The value of this 
    **        property MUST correspond to the name of an ImpactFX specified in
    **        the FX.txt file.
    **
    **    UWImpactFXName (String) (OPTIONAL)
    **
    **        Specifies the under water impact special fx.  The value of this 
    **        property MUST correspond to the name of an ImpactFX specified in
    **        the FX.txt file.
    **
    **    ProjectileFXName (String) (OPTIONAL)
    **
    **        Specifies the a projectile special fx.  The value of this 
    **        property MUST correspond to the name of a ProjectileFX specified in
    **        the FX.txt file.
    **
    **    FireFXName (String) (OPTIONAL)
    **
    **        Specifies a fire special fx.  The value of this property MUST 
    **        correspond to the name of a FireFX specified in the FX.txt file.
    **
    **    ShellCasingDelay (Float)
    **
    **        Specifies the time after the shot is fired that the shell gets ejected.
    **
    **    MakeBubbleTrail (Bool)
    **        
    **        Should this ammo create a bubble trail in watter?
    **            0 = NO TRAIL, 1 = MAKE TRAIL
    */
    
    /*
    ** Ammo0 - Knife
    */
    
    [Knife_Ammo]
    Type = "Ammo"
    
    NameId          = 4100
    AmmoType        = 0
    AmmoPoolName            = "Blades"
    AmmoPoolAmount          = 1
    InstDamage              = 25
    InstDamageType          = 19
    AreaDamage              = 0
    AreaDamageType          = 0
    AreaDamageRadius        = 0
    AreaDamageDuration      = 0
    ProgDamage              = 0
    ProgDamageType          = 0
    ProgDamageDuration      = 0
    ImpactFXName            = "knife"
    UWImpactFXName          = "UWknife"
    FireFXName              = "FireSoundOnly"
    TracerFXName            = ""
    ProjectileFXName        = ""
    ShellCasingDelay    = 0.000000
    MakeBubbleTrail        = 0
    
    /*
    ** Ammo1 - Pistol Bullets
    */
    
    [Pistol_Bullets_Ammo]
    Type = "Ammo"
    
    NameId  = 4101
    AmmoType= 0
    AmmoPoolName        = "Pistol_Bullets"
    AmmoPoolAmount      = 1
    InstDamage          = 200
    InstDamageType      = 28
    AreaDamage          = 10
    AreaDamageType      = 4
    AreaDamageRadius    = 32
    AreaDamageDuration  = 1
    ProgDamage          = 0
    ProgDamageType      = 0
    ProgDamageDuration  = 0
    ImpactFXName        = "Generic_Bullet_Small"
    UWImpactFXName      = "UW_Generic_Bullet_Small"
    FireFXName          = "PistolFireFX"
    TracerFXName        = ""
    ProjectileFXName    = ""
    ShellCasingDelay    = 0.000000
    MakeBubbleTrail        = 1
    
    [SubSonic_Pistol_Bullets_Ammo]
    Type = "Ammo"
    
    NameId  = 4101
    AmmoType= 0
    AmmoPoolName        = "Pistol_Bullets"
    AmmoPoolAmount      = 1
    InstDamage          = 200
    InstDamageType      = 28
    AreaDamage          = 10
    AreaDamageType      = 4
    AreaDamageRadius    = 32
    AreaDamageDuration  = 1
    ProgDamage          = 0
    ProgDamageType      = 0
    ProgDamageDuration  = 0
    ImpactFXName        = "Generic_Bullet_Small"
    UWImpactFXName      = "UW_Generic_Bullet_Small"
    FireFXName          = "PistolFireFX"
    TracerFXName        = ""
    ProjectileFXName    = ""
    ShellCasingDelay    = 0.000000
    MakeBubbleTrail        = 1
    
    /*
    ** Ammo1a - Pistol Bullets Armor Piercing
    */
    
    [Pistol_Bullets_AP_Ammo]
    Type = "Ammo"
    
    NameId  = 4101
    AmmoType= 0
    AmmoPoolName        = "Pistol_BulletsAP"
    AmmoPoolAmount      = 1
    InstDamage          = 10
    InstDamageType      = 24
    AreaDamage          = 0
    AreaDamageType      = 0
    AreaDamageRadius    = 0
    AreaDamageDuration  = 0
    ProgDamage          = 200
    ProgDamageType      = 4
    ProgDamageDuration  = 1
    ImpactFXName        = "Generic_Bullet_Large"
    UWImpactFXName      = "UW_Generic_Bullet_Large"
    FireFXName          = "MagnumFireFX"
    TracerFXName        = ""
    ProjectileFXName    = ""
    ShellCasingDelay    = 0.000000
    MakeBubbleTrail      = 1
    
    
    [AutoPistol_Bullets_Ammo]
    Type = "Ammo"
    
    NameId  = 4101
    AmmoType= 0
    AmmoPoolName        = "AutoPistol_Bullets"
    AmmoPoolAmount      = 1
    InstDamage          = 100
    InstDamageType      = 28
    AreaDamage          = 10
    AreaDamageType      = 4
    AreaDamageRadius    = 32
    AreaDamageDuration  = 1
    ProgDamage          = 0
    ProgDamageType      = 0
    ProgDamageDuration  = 0
    ImpactFXName        = "Generic_Bullet_Small"
    UWImpactFXName      = "UW_Generic_Bullet_Small"
    FireFXName          = "PistolFireFX"
    TracerFXName        = ""
    ProjectileFXName    = ""
    ShellCasingDelay    = 0.000000
    MakeBubbleTrail        = 1
    
    /*
    ** Ammo2 - Shotgun Shells
    */
    
    [Shotgun_Shells_Ammo]
    Type = "Ammo"
    
    NameId  = 4102
    AmmoType= 0
    AmmoPoolName        = "Shotgun_Shells"
    AmmoPoolAmount      = 1
    InstDamage          = 200
    InstDamageType      = 27
    AreaDamage          = 10
    AreaDamageType      = 4
    AreaDamageRadius    = 32
    AreaDamageDuration  = 1
    ProgDamage          = 0
    ProgDamageType      = 0
    ProgDamageDuration  = 0
    ImpactFXName        = "Generic_Bullet_Small"
    UWImpactFXName      = "UW_Generic_Bullet_Small"
    FireFXName          = "ShotgunFireFX"
    TracerFXName        = ""
    ProjectileFXName    = ""
    ShellCasingDelay    = 0.720000
    MakeBubbleTrail        = 1
    
    [Short_Shotgun_Shells_Ammo]
    Type = "Ammo"
    
    NameId  = 4102
    AmmoType= 0
    AmmoPoolName        = "ShortShotgun_Shells"
    AmmoPoolAmount      = 1
    InstDamage          = 600
    InstDamageType      = 27
    AreaDamage          = 30
    AreaDamageType      = 4
    AreaDamageRadius    = 32
    AreaDamageDuration  = 1
    ProgDamage          = 0
    ProgDamageType      = 0
    ProgDamageDuration  = 0
    ImpactFXName        = "Generic_Bullet_Small"
    UWImpactFXName      = "UW_Generic_Bullet_Small"
    FireFXName          = "ShotgunFireFX"
    TracerFXName        = ""
    ProjectileFXName    = ""
    ShellCasingDelay    = 0.000000
    MakeBubbleTrail        = 1
    
    
    More but limited to post size :( ....
    I would be happy to send you the files if you want them!
    Last edited by User1; 09-22-2009 at 10:07 PM.


  2. #2
    dontsassme's Avatar
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    That took me about 20 seconds to scroll through... Looks useful I guess, but not to me.

    I'm guessing editing
    InstDamage = 600
    InstDamageType = 27 wouldn't really change the damage.
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    I have this new hack but I can't release it cause I dont have it.
    If you have any questions you can PM me, I'll be quick to respond. I will also TV if you have some hacking issues.

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    bug_NOT_ME's Avatar
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    Quote Originally Posted by TwikiE View Post
    I have no idea what it means
    Lol you wouldn't, REZ hackers would...


  5. #5
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    Quote Originally Posted by bug_NOT_ME View Post
    Lol you wouldn't, REZ hackers would...
    I remember the old Game text before Nexon encrypted it, and it really looks nothing like that.
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  6. #6
    juanrineytor's Avatar
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    Quote Originally Posted by bug_NOT_ME View Post
    Lol you wouldn't, REZ hackers would...
    That's not even a word isn't it o.O

  7. #7
    bug_NOT_ME's Avatar
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    Quote Originally Posted by Fulfilled View Post
    I remember the old Game text before Nexon encrypted it, and it really looks nothing like that.

    Hmmm... Are you sure? AvP2 uses the same engine...


  8. #8
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    Wouldn't be the same. They are different... -.-X
    Any donations would help


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    HOLY SHIT ITS USER1
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    HOLY SHIT ITS USER1
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    HOLY SHIT ITS USER1!
    [21:13] CoderNever: HOLY SHIT ITS USER1!

  9. #9
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    The game texts are still different. The games are different, there's NO way that any two games' .txt. files could be the same.
    Imagine, what if you had one gun in CA act as if it were in another game, or not understand it at all? You'd get either a useless gun or a nonexistent one.
    Or you would get no gun at all, and it would tell the game false information and give you a glitchy gun... the possibilities are endless, and none lead to success with this file.
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  10. #10
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    the CA one was more like settings for the game than weapon values or w/e this is.


    and it was very short.

  11. #11
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    Quote Originally Posted by Corndog View Post
    the CA one was more like settings for the game than weapon values or w/e this is.


    and it was very short.
    shorter than this at least.
    It just had a few things for Character and not a full section about guns.
    Actually I do believe the info for guns are either in the .rez files for the guns or are server-sided.
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  12. #12
    TheKamikazes's Avatar
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    Quote Originally Posted by bug_NOT_ME View Post
    Hmmm... Are you sure? AvP2 uses the same engine...
    lol really? Well there you go!

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    OMG did i see rail gun???? o.0

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    Quote Originally Posted by bug_NOT_ME View Post
    Lol you wouldn't, REZ hackers would...
    Edit your first post, and instead of using [QUOTE] use [CODE].. it'll let you put it all in and give it a scroll bar
    Want to see my programs?
    \/ CLICK IT BITCHES \/

  15. The Following User Says Thank You to Grim For This Useful Post:

    Fulfilled (09-22-2009)

  16. #15
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    [quote=WarPathSin666;1066503]Edit your first post, and instead of using
    use [CODE].. it'll let you put it all in and give it a scroll bar
    Did not know that, gonna use that from now on, thanks WarPath!
    -thank
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    ...
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