unlimited ammo=attributes....if you have ever played any of the other lithtech jupiter engine games you would know this
Code:
Name = "Rocket"
NameId = 4014
DescriptionId = 4064
ClientWeaponType = 2
AniType = 0
Icon = "Textures\hud\rocket_icon"
Pos = <0.160000, -0.800005, 0.249999>
MuzzlePos = <1.939999, -2.179999, 10.359921>
BreachOffset = <0.000000, 0.000000, 0.000000>
MinPerturb = 30
MaxPerturb = 60
Range = 100000
Recoil = <0.000000, 0.000000, 0.000000>
VectorsPerRound = 1
PVModel = "Guns\MissileLauncher\PV_MissileLauncher****b"
PVSkin0 = "Hands"
PVSkin1 = "Guns\MissileLauncher\MissileLauncher.dtx"
PVSkin2 = "Guns\MissileLauncher\Missilescope.dtx"
PVSkin3 = "TemporaryResources\clouds2.dtx"
PVRenderStyle0 = "RS\pv_envmap****b"
PVMuzzleFXName = "Basic_PV_Muzz"
HHModel = "Guns\MissileLauncher\MissileLauncher****b"
HHSkin0 = "Guns\MissileLauncher\MissileLauncher.dtx"
HHSkin1 = "Guns\MissileLauncher\Missilescope.dtx"
HHModelScale = <1.000000, 1.000000, 1.000000>
HHMuzzleFXName = ""
SilencedFireSnd = ""
AltFireSnd = ""
FireSnd = ""
DryFireSnd = "TemporaryResources\Rocket\dryfire.wav"
ReloadSnd1 = "TemporaryResources\Rocket\reload1.wav"
MiscSound1 = "TemporaryResources\Rocket\fire.wav"
SelectSnd = "TemporaryResources\Rocket\select.wav"
DeselectSnd = "TemporaryResources\Rocket\deselect.wav"
FireSndRadius = 3000
AIFireSndRadius = 2000
EnvironmentMap = 0
InfiniteAmmo = 0
ShotsPerClip = 0
AmmoMultiplier = 1
FireRecoilPitch = 2.000000
FireRecoilDecay = 0.200000
AmmoName0 = "riflemissile"
AIWeaponType = 1
AIMinBurstInterval = 0.010000
AIMaxBurstInterval = 0.500000
AIMinBurstShots = 4
AIMaxBurstShots = 10
AIAnimatesReloads = 1
LooksDangerous = 0
FireDelay = 10
HeavyWeapon = 1
HideWhenEmpty = 0
PowerupFX = ""
RespawnWaitVisible = 1
RespawnWaitFX = ""
RespawnWaitSkin0 = "FX\PowerupPU.dtx"
RespawnWaitRenderStyle0 = "RS\PowerupPU****b"
RespawnWaitTranslucent = 1
LockTime = 6.0
UnLockTime = 2.0
TargettingCursor = 1
if we could decrypt our attribute files/get the real ones...thats what they would look like