Escape from Funcraft: Beta 2 configs, mods, etc.

This commit is contained in:
BergaBruh
2026-07-23 16:35:06 +05:00
commit b218433c3c
27575 changed files with 24025424 additions and 0 deletions
@@ -0,0 +1,45 @@
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@@ -0,0 +1,45 @@
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@@ -0,0 +1,13 @@
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@@ -0,0 +1,14 @@
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}
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@@ -0,0 +1,14 @@
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@@ -0,0 +1,14 @@
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@@ -0,0 +1,45 @@
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@@ -0,0 +1,8 @@
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"pitch": -0.1,
"yaw": -0.1
}
}
@@ -0,0 +1,15 @@
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},
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},
"pierce": {
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}
}
@@ -0,0 +1,15 @@
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@@ -0,0 +1,19 @@
{
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},
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},
"pierce": {
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},
"silence": {
"use_silence_sound": true,
"distance_addend": -40
}
}
@@ -0,0 +1,24 @@
{
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},
"armor_ignore":{
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},
"head_shot":{
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},
"inaccuracy": {
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},
"aim_inaccuracy": {
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},
"ammo_speed":{
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},
"pierce": {
"addend": 4
}
}
@@ -0,0 +1,12 @@
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},
"armor_ignore":{
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},
"head_shot":{
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}
}
@@ -0,0 +1,24 @@
{
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"damage": {
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},
"armor_ignore":{
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},
"head_shot":{
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},
"inaccuracy": {
"multiplier": 0.01
},
"aim_inaccuracy": {
"multiplier": 0.01
},
"ammo_speed":{
"addend": 300
},
"pierce": {
"addend": 4
}
}
@@ -0,0 +1,12 @@
{
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},
"armor_ignore":{
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},
"head_shot":{
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}
}
@@ -0,0 +1,12 @@
{
"weight": 0.3,
"damage": {
"percent": 5.0
},
"armor_ignore":{
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},
"head_shot":{
"percent": 4.0
}
}
@@ -0,0 +1,12 @@
{
"weight": 0.4,
"damage": {
"percent": 5.0
},
"armor_ignore":{
"addend": 1.0
},
"head_shot":{
"percent": 4.0
}
}
@@ -0,0 +1,164 @@
{
// 指定枪械弹药
"ammo": "tacz:556x45",
// 弹容
"ammo_amount": 30,
// 扩容弹夹弹药总数
"extended_mag_ammo_amount": [
35,
42,
50
],
// 枪栓类型:开膛待机(open_bolt)、闭膛待击(closed_bolt)、手动上膛(manual_action)
"bolt": "closed_bolt",
// 每分钟射出弹药量,最大不应超过 1200
"rpm": 720,
// 子弹实体属性
"bullet": {
// 寿命,单位秒
"life": 0.6,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 2.6,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.3,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1, "damage": 2.9},
{"distance": 6, "damage": 2.6},
{"distance": 12, "damage": 2.48},
{"distance": 25, "damage": 2.36},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 2.16}
]
},
// 速度 m/s
"speed": 320,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
// 换弹相关
"reload": {
// magazine 是弹匣供弹,manual 是手动供弹
"type": "magazine",
// 弹匣供弹换弹时长(秒),到达此时间点,服务端就更新枪内子弹数量
"feed": {
// 空仓换弹
"empty": 4.05,
// 战术换弹
"tactical": 2.7
},
// 弹匣供弹总时长(秒),到达此时间点,枪械才可以进行开火、检视等行为。
"cooldown": {
// 空仓换弹
"empty": 4.837455,
// 战术换弹
"tactical": 3.431295
}
},
// 枪械抬起的动作时长,单位秒。
// 抬起动作完成后,枪械可以进行开火、检视等行为
"draw_time": 0.9167,
// 收枪的动作时长,单位秒。
"put_away_time": 0.5417,
// 瞄准时长,单位秒。
"aim_time": 0.2,
"sprint_time": 0.3,
// 拉栓上膛的时间,仅当枪栓类型为 manual_action 时有效
// "bolt_action_time": 0.9,
// 开火模式
"fire_mode": [
// 全自动
"auto",
// 半自动
"semi",
"burst"
],
// 多连续发数据,仅多连发会调用
"burst_data": {
// 是否连续射击
"continuous_shoot": true,
// 连发数
"count": 3,
// 组内连发的射速
"bpm": 850,
// 每组连发之间的时间间隔(上一组结束时间到下一组开始的时间间隔),单位秒
"min_interval": 0.45
},
// 后坐力
"recoil": {
"pitch": [
{"time": 0, "value": [1.35, 1.35]},
{"time": 0.28, "value": [1.35, 1.35]},
{"time": 0.37, "value": [0.45, 0.45]},
{"time": 0.52, "value": [-0.39, -0.39]},
{"time": 0.76, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.95, -1.65]},
{"time": 0.45, "value": [-0.75, 0]},
{"time": 0.62, "value": [0, 0]}
]
},
// 不准确度
"inaccuracy": {
// 站立射击散布
"stand": 14.5,
// 移动射击散布
"move": 23,
// 潜行射击散布
"sneak": 10.25,
// 趴下射击散布
"lie": 7.5,
// 瞄准射击时散布
"aim": 1
},
"move_speed": {
"base": 0.9,
"aim": 0.72
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"grip",
"laser",
"extended_mag"
],
// 专属的配件属性
"exclusive_attachments": {
// 配件 ID,后面的数据和配件的 data 部分结构完全一致
"tac:8x": {
"weight": 2.0,
"ads_addend": 0.04,
"inaccuracy_addend": -0.4,
"recoil_modifier": {
"pitch": -0.2,
"yaw": -0.1
}
}
}
}
@@ -0,0 +1,85 @@
{
"weight": 12.0,
"movement_speed": {
"base": 0.0,
"aim": -0.25,
"reload": -0.1
},
"ammo": "tacz:338",
"ammo_amount": 5,
"extended_mag_ammo_amount": [
8,
8,
8
],
"bolt": "manual_action",
"rpm": 171,
"bullet": {
"life": 0.5,
"bullet_amount": 1,
"damage": 10,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.90,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 120, "damage": 10},
{"distance": "infinite", "damage": 9.6}
]
},
"speed": 500,
"gravity": 0.0245,
"knockback": 0,
"friction": 0.012,
"ignite": false,
"pierce": 3
},
"reload": {
"type": "magazine",
"feed": {
"empty": 5.017545,
"tactical": 4.05
},
"cooldown": {
"empty": 5.017545,
"tactical": 4.05
}
},
"draw_time": 0.5,
"put_away_time": 0.75,
"aim_time": 0.15,
"sprint_time": 0.25,
"bolt_action_time": 1,
"fire_mode": [
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [6.6, 6.6]},
{"time": 0.32, "value": [6.6, 6.6]},
{"time": 0.57, "value": [-1.5, -1.5]},
{"time": 0.82, "value": [0.75, 0.75]},
{"time": 1.17, "value": [0, 0]},
{"time": 1.47, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-3.6, 3]},
{"time": 0.57, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 25,
"move": 65,
"sneak": 22.5,
"lie": 20,
"aim": 0.15
},
"allow_attachment_types": [
"scope"
],
"exclusive_attachments": {
"tacz:scope_standard_8x": {
"weight": 4.0
}
}
}
@@ -0,0 +1,94 @@
{
"weight": 6.0,
"movement_speed": {
"base": 0.0,
"aim": -0.1,
"reload": -0.05
},
"ammo": "tacz:556x45",
"ammo_amount": 25,
"extended_mag_ammo_amount": [
28,
32,
35
],
"bolt": "open_bolt",
"rpm": 670,
"bullet": {
"life": 0.5,
"bullet_amount": 1,
"damage": 3.2,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.3,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 15, "damage": 3.2},
{"distance": 25, "damage": 3.12},
{"distance": 35, "damage": 3},
{"distance": 50, "damage": 2.8},
{"distance": 70, "damage": 2.56},
{"distance": "infinite", "damage": 2.2}
]
},
"speed": 400,
"gravity": 0.0245,
"knockback": 0,
"friction": 0.01,
"ignite": false,
"pierce": 1
},
"reload": {
"type": "magazine",
"feed": {
"empty": 5.085045,
"tactical": 3.24
},
"cooldown": {
"empty": 5.085045,
"tactical": 3.24
}
},
"draw_time": 0.5,
"put_away_time": 0.3,
"aim_time": 0.15,
"sprint_time": 0.25,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.1, 2.1]},
{"time": 0.23, "value": [2.1, 2.1]},
{"time": 0.55, "value": [0.39, 0.39]},
{"time": 0.76, "value": [0.75, 0.75]}
],
"yaw": [
{"time": 0, "value": [-1.2, 1.2]},
{"time": 0.15, "value": [0, 0]},
{"time": 0.4, "value": [-0.3, 0.3]}
]
},
"inaccuracy": {
"stand": 4,
"move": 9,
"sneak": 3.5,
"lie": 3,
"aim": 1.5
},
"move_speed": {
"base": 0.85,
// 瞄准情况
"aim": 0.68
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"muzzle",
"grip",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,114 @@
{
"weight": 7.0,
"movement_speed": {
"base": 0.0,
"aim": -0.2,
"reload": -0.05
},
"ammo": "tacz:556x45",
"ammo_amount": 30,
"extended_mag_ammo_amount": [
40,
45,
50
],
"bolt": "open_bolt",
"rpm": 570,
"bullet": {
// 寿命,单位秒
"life": 0.5,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.44,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.3,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 15, "damage": 3.44},
{"distance": 24, "damage": 3.32},
{"distance": 30, "damage": 3.24},
{"distance": 45, "damage": 3.1},
{"distance": 60, "damage": 2.88},
{"distance": 80, "damage": 2.6},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 2.4}
]
},
// 速度 m/s
"speed": 400,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 3.375
},
"cooldown": {
"empty": 4.455,
"tactical": 4.05
}
},
"draw_time": 0.5,
"put_away_time": 0.4,
"aim_time": 0.15,
"sprint_time": 0.25,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [3.75, 3.75]},
{"time": 0.05, "value": [3.75, 3.75]},
{"time": 0.3, "value": [0.75, 0.75]},
{"time": 0.55, "value": [1.2, 1.2]}
],
"yaw": [
{"time": 0, "value": [-0.9, 0.9]},
{"time": 0.25, "value": [0, 0]},
{"time": 0.4, "value": [-0.3, 0.3]}
]
},
"inaccuracy": {
"stand": 4.5,
"move": 18,
"sneak": 4,
"lie": 3,
"aim": 1
},
"move_speed": {
"base": 0.92,
"aim": 0.68
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"muzzle",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,104 @@
{
"ammo": "tacz:338",
"ammo_amount": 8,
"bolt": "manual_action",
"rpm": 200,
"bullet": {
// 寿命,单位秒
"life": 1.2,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 29.2,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.65,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.5,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 4, "damage": 36.8},
{"distance": 10, "damage": 34},
{"distance": 60, "damage": 29.2},
{"distance": 85, "damage": 25.6},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 22}
]
},
// 速度 m/s
"speed": 400,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.008,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 3
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 5.4,
"tactical": 4.05
},
"cooldown": {
"empty": 5.625045,
"tactical": 4.21875
}
},
"draw_time": 1,
"put_away_time": 0.75,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [5.85, 5.85]},
{"time": 0.26, "value": [5.85, 5.85]},
{"time": 0.45, "value": [-1.05, -1.05]},
{"time": 0.75, "value": [0.3, 0.3]},
{"time": 1.02, "value": [0, 0]},
{"time": 1.21, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-3.6, -3]},
{"time": 0.32, "value": [-3.6, -3]},
{"time": 0.57, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 75,
"move": 130,
"sneak": 55,
"lie": 35,
"aim": 0.15
},
"move_speed": {
"base": 0.76,
// 瞄准情况
"aim": 0.52
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle"
]
}
@@ -0,0 +1,120 @@
{
"ammo": "tacz:556x45",
"ammo_amount": 30,
"extended_mag_ammo_amount": [
40,
50,
60
],
"bolt": "open_bolt",
"rpm": 720,
"bullet": {
// 寿命,单位秒
"life": 1.0,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.6,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.45,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 2, "damage": 4},
{"distance": 8.5, "damage": 3.6},
{"distance": 30, "damage": 3.44},
{"distance": 46, "damage": 3.24},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 3.1}
]
},
// 速度 m/s
"speed": 290,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.005,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 3
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 4.05
},
"cooldown": {
"empty": 4.781295,
"tactical": 4.781295
}
},
"draw_time": 0.8333,
"put_away_time": 0.625,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"semi",
"burst"
],
// 多连续发数据,仅多连发会调用
"burst_data": {
// 是否连续射击
"continuous_shoot": true,
// 连发数
"count": 3,
// 组内连发的射速
"bpm": 960,
// 每组连发之间的时间间隔(上一组结束时间到下一组开始的时间间隔),单位秒
"min_interval": 0.75
},
"recoil": {
"pitch": [
{"time": 0, "value": [1.5, 1.5]},
{"time": 0.35, "value": [1.5, 1.5]},
{"time": 0.56, "value": [-0.375, -0.375]},
{"time": 0.79, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [0.6, 0.9]},
{"time": 0.34, "value": [0.3, 0.6]},
{"time": 0.59, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 7.5,
"move": 18.5,
"sneak": 6.5,
"lie": 4.5,
"aim": 0.44999999999999996
},
"move_speed": {
"base": 0.86,
// 瞄准情况
"aim": 0.65
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"extended_mag"
]
}
@@ -0,0 +1,94 @@
{
"weight": 6.0,
"movement_speed": {
"base": 0.0,
"aim": -0.1,
"reload": -0.05
},
"ammo": "tacz:556x45",
"ammo_amount": 25,
"extended_mag_ammo_amount": [
28,
32,
35
],
"bolt": "open_bolt",
"rpm": 670,
"bullet": {
"life": 0.5,
"bullet_amount": 1,
"damage": 3.2,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.3,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 15, "damage": 3.2},
{"distance": 25, "damage": 3.12},
{"distance": 35, "damage": 3},
{"distance": 50, "damage": 2.8},
{"distance": 70, "damage": 2.56},
{"distance": "infinite", "damage": 2.2}
]
},
"speed": 400,
"gravity": 0.0245,
"knockback": 0,
"friction": 0.01,
"ignite": false,
"pierce": 1
},
"reload": {
"type": "magazine",
"feed": {
"empty": 3.915,
"tactical": 2.7
},
"cooldown": {
"empty": 3.993705,
"tactical": 3.318705
}
},
"draw_time": 0.6667,
"put_away_time": 0.5,
"aim_time": 0.15,
"sprint_time": 0.25,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.1, 2.1]},
{"time": 0.23, "value": [2.1, 2.1]},
{"time": 0.55, "value": [0.39, 0.39]},
{"time": 0.76, "value": [0.75, 0.75]}
],
"yaw": [
{"time": 0, "value": [-1.2, 1.2]},
{"time": 0.15, "value": [0, 0]},
{"time": 0.4, "value": [-0.3, 0.3]}
]
},
"inaccuracy": {
"stand": 4,
"move": 9,
"sneak": 3.5,
"lie": 3,
"aim": 1.5
},
"move_speed": {
"base": 0.85,
// 瞄准情况
"aim": 0.68
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"muzzle",
"grip",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,83 @@
{
"weight": 9.0,
"movement_speed": {
"base": 0.0,
"aim": -0.2,
"reload": -0.15
},
"ammo": "tacz:308",
"ammo_amount": 20,
"extended_mag_ammo_amount": [
25,
25,
25
],
"bolt": "closed_bolt",
"rpm": 300,
"bullet": {
"life": 0.5,
"bullet_amount": 1,
"damage": 5,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.5,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 15, "damage": 5},
{"distance": 25, "damage": 4.92},
{"distance": 45, "damage": 4.8},
{"distance": 80, "damage": 4.64},
{"distance": "infinite", "damage": 4.48}
]
},
"speed": 450,
"gravity": 0.0245,
"knockback": 0,
"friction": 0.012,
"ignite": false,
"pierce": 2
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.7925,
"tactical": 3.0375
},
"cooldown": {
"empty": 4.7925,
"tactical": 3.0375
}
},
"draw_time": 0.5,
"put_away_time": 0.5,
"aim_time": 0.15,
"sprint_time": 0.25,
"fire_mode": [
"semi",
"auto"
],
"recoil": {
"pitch": [
{"time": 0, "value": [4.65, 4.65]},
{"time": 0.3, "value": [4.65, 4.65]},
{"time": 0.55, "value": [1.275, 1.275]},
{"time": 0.7, "value": [1.65, 1.65]}
],
"yaw": [
{"time": 0, "value": [-2.7, 2.7]},
{"time": 0.2, "value": [0, 0]},
{"time": 0.5, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 12.5,
"move": 18,
"sneak": 12,
"lie": 10,
"aim": 0.5
},
"allow_attachment_types": [
"scope",
"stock"
]
}
@@ -0,0 +1,159 @@
{
// 指定枪械弹药
"ammo": "lradd:2mm_ec",
// 弹容
"ammo_amount": 20,
// 扩容弹夹弹药总数
"extended_mag_ammo_amount": [
26,
32,
40
],
// 枪栓类型:开膛待机(open_bolt)、闭膛待击(closed_bolt)、手动上膛(manual_action)
"bolt": "closed_bolt",
// 每分钟射出弹药量,最大不应超过 1200
"rpm": 420,
// 子弹实体属性
"bullet": {
// 寿命,单位秒
"life": 0.6,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 44,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.55,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.5,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1, "damage": 56},
{"distance": 5, "damage": 48},
{"distance": 8, "damage": 44},
{"distance": 25, "damage": 40},
{"distance": 45, "damage": 36},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 32}
]
},
// 速度 m/s
"speed": 350,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0.65,
// 阻力
"friction": 0.005,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
// 换弹相关
"reload": {
// magazine 是弹匣供弹,manual 是手动供弹
"type": "magazine",
// 弹匣供弹换弹时长(秒),到达此时间点,服务端就更新枪内子弹数量
"feed": {
// 空仓换弹
"empty": 4.05,
// 战术换弹
"tactical": 2.7
},
// 弹匣供弹总时长(秒),到达此时间点,枪械才可以进行开火、检视等行为。
"cooldown": {
// 空仓换弹
"empty": 4.837455,
// 战术换弹
"tactical": 3.431295
}
},
// 枪械抬起的动作时长,单位秒。
// 抬起动作完成后,枪械可以进行开火、检视等行为
"draw_time": 0.9167,
// 收枪的动作时长,单位秒。
"put_away_time": 0.5417,
// 瞄准时长,单位秒。
"aim_time": 0.2,
"sprint_time": 0.3,
// 拉栓上膛的时间,仅当枪栓类型为 manual_action 时有效
// "bolt_action_time": 0.9,
// 开火模式
"fire_mode": [
// 半自动
"semi"
],
// 多连续发数据,仅多连发会调用
"burst_data": {
// 是否连续射击
"continuous_shoot": true,
// 连发数
"count": 3,
// 组内连发的射速
"bpm": 850,
// 每组连发之间的时间间隔(上一组结束时间到下一组开始的时间间隔),单位秒
"min_interval": 0.45
},
// 后坐力
"recoil": {
"pitch": [
{"time": 0, "value": [1.95, 1.95]},
{"time": 0.28, "value": [1.95, 1.95]},
{"time": 0.52, "value": [-0.45, -0.45]},
{"time": 0.76, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.95, -1.65]},
{"time": 0.45, "value": [-0.75, 0]},
{"time": 0.62, "value": [0, 0]}
]
},
// 不准确度
"inaccuracy": {
// 站立射击散布
"stand": 16.5,
// 移动射击散布
"move": 42,
// 潜行射击散布
"sneak": 10.25,
// 趴下射击散布
"lie": 7,
// 瞄准射击时散布
"aim": 0.5
},
"move_speed": {
"base": 0.7,
"aim": 0.35
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"extended_mag"
],
// 专属的配件属性
"exclusive_attachments": {
// 配件 ID,后面的数据和配件的 data 部分结构完全一致
"tac:8x": {
"weight": 2.0,
"ads_addend": 0.04,
"inaccuracy_addend": -0.4,
"recoil_modifier": {
"pitch": -0.2,
"yaw": -0.1
}
}
}
}
@@ -0,0 +1,106 @@
{
"ammo": "tacz:556x45",
"ammo_amount": 30,
"bolt": "open_bolt",
"rpm": 600,
"bullet": {
// 寿命,单位秒
"life": 0.8,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.4,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.3,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 0.5, "damage": 4},
{"distance": 9.5, "damage": 3.4},
{"distance": 15, "damage": 3},
{"distance": 22, "damage": 2.6},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 2.2}
]
},
// 速度 m/s
"speed": 240,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 3.0375,
"tactical": 2.0925
},
"cooldown": {
"empty": 3.51,
"tactical": 2.7
}
},
"draw_time": 0.35,
"put_away_time": 0.4,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.1, 2.1]},
{"time": 0.25, "value": [2.1, 2.1]},
{"time": 0.45, "value": [-0.525, -0.525]},
{"time": 0.6, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-2.1, -0.9]},
{"time": 0.25, "value": [-2.1, -0.9]},
{"time": 0.45, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 20,
"move": 40,
"sneak": 10,
"lie": 5,
"aim": 2
},
"move_speed": {
"base": 1.0,
// 瞄准情况
"aim": 0.7
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"grip",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,103 @@
{
"ammo": "tacz:338",
"ammo_amount": 10,
"bolt": "manual_action",
"rpm": 200,
"bullet": {
// 寿命,单位秒
"life": 0.95,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 27.2,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.6,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.5,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 3.5, "damage": 33.6},
{"distance": 12, "damage": 30.4},
{"distance": 55, "damage": 27.2},
{"distance": 75, "damage": 25.2},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 23.6}
]
},
// 速度 m/s
"speed": 450,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 3
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 6.75,
"tactical": 4.05
},
"cooldown": {
"empty": 7.143795,
"tactical": 4.837455
}
},
"draw_time": 1.25,
"put_away_time": 0.9583,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [6.6, 6.6]},
{"time": 0.32, "value": [0, 0]},
{"time": 0.57, "value": [-0.45, -0.45]},
{"time": 0.82, "value": [0, 0]},
{"time": 1.17, "value": [0, 0]},
{"time": 1.47, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-2.1, -1.5]},
{"time": 0.32, "value": [-0.6, -0.3]},
{"time": 0.57, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 64,
"move": 123.5,
"sneak": 42,
"lie": 23.5,
"aim": 0.1
},
"move_speed": {
"base": 1.0,
// 瞄准情况
"aim": 0.7
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"muzzle"
]
}
@@ -0,0 +1,84 @@
{
"ammo": "tacz:rpg_rocket",
"rpm": 150,
"ammo_amount": 4,
"bolt": "open_bolt",
"bullet": {
"life": 3,
"bullet_amount": 1,
"damage": 8,
"extra_damage": {
"armor_ignore": 0.0,
"head_shot_multiplier": 1.2
},
"speed": 80,
"gravity": 0.015,
"knockback": 0,
"friction": 0.005,
"ignite": false,
"pierce": 0,
"explosion": {
"explode": true,
"damage": 120,
"radius": 3,
"knockback": true,
"destroy_block": true,
"delay": 30
}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 5.4,
"tactical": 5.4
},
"cooldown": {
"empty": 7.874955,
"tactical": 7.874955
}
},
"draw_time": 2.2917,
"put_away_time": 1.9583,
"aim_time": 0.2,
"fire_mode": [
"semi",
"burst"
],
// 多连续发数据,仅多连发会调用
"burst_data": {
// 是否连续射击
"continuous_shoot": true,
// 连发数
"count": 4,
// 组内连发的射速
"bpm": 1200,
// 每组连发之间的时间间隔(上一组结束时间到下一组开始的时间间隔),单位秒
"min_interval": 0.6
},
"recoil": {
"pitch": [
{"time": 0, "value": [6.75, 6.75]},
{"time": 0.32, "value": [6.75, 6.75]},
{"time": 0.5, "value": [-2.25, -2.25]},
{"time": 0.75, "value": [0.75, 0.75]},
{"time": 1.12, "value": [0, 0]},
{"time": 1.3, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.5, 1.5]},
{"time": 0.55, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 10,
"move": 11.5,
"sneak": 8.5,
"lie": 7.5,
"aim": 1.5
},
"move_speed": {
"base": 0.6,
// 瞄准情况
"aim": 0.52
}
}
@@ -0,0 +1,104 @@
{
"weight": 5.0,
"movement_speed": {
"base": 0.0,
"aim": -0.15,
"reload": -0.1
},
"ammo": "tacz:12g",
"ammo_amount": 5,
"bolt": "manual_action",
"rpm": 140,
"bullet": {
// 寿命,单位秒
"life": 0.5,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 8,
// 伤害
"damage": 40,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.25,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.5,
// 距离-伤害分段常函数
"damage_adjust": [
{"distance": 4, "damage": 40},
{"distance": 10, "damage": 34},
{"distance": 16, "damage": 26},
{"distance": 22, "damage": 20},
{"distance": "infinite", "damage": 16}
]
},
// 速度 m/s
"speed": 200,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.008,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 3.375,
"tactical": 2.879955
},
"cooldown": {
"empty": 3.375,
"tactical": 2.879955
}
},
"draw_time": 0.625,
"put_away_time": 0.4167,
"aim_time": 0.2,
"sprint_time": 0.3,
"bolt_action_time": 0.375,
"fire_mode": [
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [5.85, 5.85]},
{"time": 0.26, "value": [5.85, 5.85]},
{"time": 0.5, "value": [0.3, 0.3]},
{"time": 0.65, "value": [1.05, 1.05]},
{"time": 0.85, "value": [1.05, 1.05]}
],
"yaw": [
{"time": 0, "value": [-3.6, 3.6]},
{"time": 0.35, "value": [0, 0]},
{"time": 0.65, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 2.695,
"move": 2.915,
"sneak": 2.585,
"lie": 2.53,
"aim": 2.475
},
"move_speed": {
"base": 0.76,
// 瞄准情况
"aim": 0.52
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"muzzle"
]
}
@@ -0,0 +1,96 @@
{
"ammo": "tacz:50ae",
"ammo_amount": 10,
"bolt": "open_bolt",
"rpm": 180,
"bullet": {
// 寿命,单位秒
"life": 0.75,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 6,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.35,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1.2, "damage": 6.6},
{"distance": 8, "damage": 6},
{"distance": 22, "damage": 5.4},
{"distance": 34, "damage": 4.6},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 4}
]
},
// 速度 m/s
"speed": 210,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 2.7
},
"cooldown": {
"empty": 4.443795,
"tactical": 3.54375
}
},
"draw_time": 1.5833,
"put_away_time": 1.2917,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [4.05, 4.05]},
{"time": 0.3, "value": [4.05, 4.05]},
{"time": 0.55, "value": [-0.3, -0.3]},
{"time": 0.85, "value": [0.39, 0.39]},
{"time": 1.0, "value": [0, 0]},
{"time": 1.12, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.5, 1.5]},
{"time": 0.4, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 6.25,
"move": 8.65,
"sneak": 5,
"lie": 3.25,
"aim": 1.5
},
"move_speed": {
"base": 0.94,
// 瞄准情况
"aim": 0.9
}
}
@@ -0,0 +1,111 @@
{
"ammo": "tacz:68x51fury",
"ammo_amount": 30,
"extended_mag_ammo_amount": [
35,
40,
50
],
"bolt": "open_bolt",
"rpm": 600,
"bullet": {
// 寿命,单位秒
"life": 0.8,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.28,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.4,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1.5, "damage": 3.6},
{"distance": 10, "damage": 3.28},
{"distance": 26, "damage": 3.12},
{"distance": 40, "damage": 2.88},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 2.6}
]
},
// 速度 m/s
"speed": 220,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 4.05
},
"cooldown": {
"empty": 5.0625,
"tactical": 4.21875
}
},
"draw_time": 1.1,
"put_away_time": 0.4,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [1.305, 1.305]},
{"time": 0.16, "value": [0.96, 0.96]},
{"time": 0.27, "value": [-0.51, -0.51]},
{"time": 0.52, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-2.1, -1.5]},
{"time": 0.25, "value": [-0.75, 0.45]},
{"time": 0.4, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 18,
"move": 27.5,
"sneak": 11.5,
"lie": 7,
"aim": 1.5
},
"move_speed": {
"base": 0.9,
// 瞄准情况
"aim": 0.84
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"grip",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,97 @@
{
"ammo": "tacz:556x45",
"ammo_amount": 10,
"extended_mag_ammo_amount": [
20,
30,
60
],
"bolt": "closed_bolt",
"rpm": 650,
"bullet": {
"life": 0.8,
"bullet_amount": 1,
"damage": 2.68,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.2,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 35, "damage": 2.68},
{"distance": 70, "damage": 2.24},
{"distance": "infinite", "damage": 1.8}
]
},
"speed": 360,
"gravity": 0.15,
"knockback": 0,
"friction": 0.0125,
"ignite": false,
"pierce": 1
},
"reload": {
"type": "magazine",
"feed": {
"empty": 3.9825,
"tactical": 3.3075
},
"cooldown": {
"empty": 3.9825,
"tactical": 3.3075
}
},
"draw_time": 0.85,
"put_away_time": 0.58,
"aim_time": 0.15,
"sprint_time": 0.19,
"weight": 3.96,
"movement_speed": {
"base": 0.0,
"aim": -0.2,
"reload": -0.1
},
"crawl_recoil_multiplier": 0.5,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [0.9, 0.9]},
{"time": 0.12, "value": [0.9, 0.9]},
{"time": 0.25, "value": [-0.33, -0.33]},
{"time": 0.35, "value": [0, 0]},
{"time": 0.4, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-0.66, 0.66]},
{"time": 0.2, "value": [-0.66, 0.66]},
{"time": 0.35, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 35,
"move": 45,
"sneak": 30,
"lie": 25,
"aim": 0.5
},
"melee": {
"distance": 1,
"cooldown": 0.6,
"default": {
"animation_type": "melee_stock",
"distance": 1,
"range_angle": 30,
"damage": 2,
"knockback": 0.6,
"prep": 0.1
}
},
"allow_attachment_types": [
"scope",
"grip",
"extended_mag",
"muzzle"
]
}
@@ -0,0 +1,97 @@
{
"ammo": "tacz:308",
"ammo_amount": 10,
"extended_mag_ammo_amount": [
15,
20,
25
],
"bolt": "closed_bolt",
"rpm": 650,
"bullet": {
"life": 0.8,
"bullet_amount": 1,
"damage": 3.72,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.3,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 35, "damage": 3.72},
{"distance": 70, "damage": 3.32},
{"distance": "infinite", "damage": 2.92}
]
},
"speed": 300,
"gravity": 0.15,
"knockback": 0,
"friction": 0.0125,
"ignite": false,
"pierce": 1
},
"reload": {
"type": "magazine",
"feed": {
"empty": 3.9825,
"tactical": 3.3075
},
"cooldown": {
"empty": 3.9825,
"tactical": 3.3075
}
},
"draw_time": 0.85,
"put_away_time": 0.58,
"aim_time": 0.15,
"sprint_time": 0.19,
"weight": 3.96,
"movement_speed": {
"base": 0.0,
"aim": -0.2,
"reload": -0.1
},
"crawl_recoil_multiplier": 0.5,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [1.5, 1.5]},
{"time": 0.12, "value": [1.5, 1.5]},
{"time": 0.25, "value": [-0.39, -0.39]},
{"time": 0.35, "value": [0, 0]},
{"time": 0.4, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-0.84, 0.84]},
{"time": 0.2, "value": [-0.84, 0.84]},
{"time": 0.35, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 30,
"move": 40,
"sneak": 25,
"lie": 20,
"aim": 0.5
},
"melee": {
"distance": 1,
"cooldown": 0.6,
"default": {
"animation_type": "melee_stock",
"distance": 1,
"range_angle": 30,
"damage": 2,
"knockback": 0.6,
"prep": 0.1
}
},
"allow_attachment_types": [
"scope",
"grip",
"extended_mag",
"muzzle"
]
}
@@ -0,0 +1,96 @@
{
"ammo": "tacz:308",
"ammo_amount": 150,
"bolt": "open_bolt",
"rpm": 840,
"bullet": {
// 寿命,单位秒
"life": 0.8,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 4,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.4,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1.5, "damage": 4.4},
{"distance": 9, "damage": 4},
{"distance": 23, "damage": 3.68},
{"distance": 45, "damage": 3.44},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 3.12}
]
},
// 速度 m/s
"speed": 220,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 2
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 6.75,
"tactical": 6.75
},
"cooldown": {
"empty": 7.031205,
"tactical": 7.031205
}
},
"draw_time": 1,
"put_away_time": 1.125,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.475, 2.475]},
{"time": 0.38, "value": [2.475, 2.475]},
{"time": 0.72, "value": [-0.81, -0.81]},
{"time": 1.14, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-5.1, -5.1]},
{"time": 0.36, "value": [-1.2, -1.2]},
{"time": 0.79, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 38,
"move": 52,
"sneak": 31.200000000000003,
"lie": 26.5,
"aim": 4.25
},
"move_speed": {
"base": 0.75,
// 瞄准情况
"aim": 0.635
}
}
@@ -0,0 +1,99 @@
{
"weight": 6.0,
"movement_speed": {
"base": 0.0,
"aim": -0.15,
"reload": -0.1
},
"ammo": "tacz:556x45",
"ammo_amount": 30,
"extended_mag_ammo_amount": [
35,
40,
45
],
"bolt": "closed_bolt",
"rpm": 670,
"bullet": {
"life": 0.5,
"bullet_amount": 1,
"damage": 3.4,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.3,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 15, "damage": 3.4},
{"distance": 30, "damage": 3.32},
{"distance": 45, "damage": 3.2},
{"distance": 60, "damage": 3},
{"distance": 75, "damage": 2.8},
{"distance": "infinite", "damage": 2.6}
]
},
"speed": 400,
"gravity": 0.0245,
"knockback": 0,
"friction": 0.01,
"ignite": false,
"pierce": 1
},
"reload": {
"type": "magazine",
"feed": {
"empty": 2.133,
"tactical": 2.133
},
"cooldown": {
"empty": 4.331205,
"tactical": 3.431295
}
},
"draw_time": 0.5417,
"put_away_time": 0.4167,
"aim_time": 0.15,
"sprint_time": 0.25,
"fire_mode": [
"auto",
"semi"
],
"burst_data": {
"continuous_shoot": false,
"count": 3,
"bpm": 1200,
"min_interval": 0.3
},
"recoil": {
"pitch": [
{"time": 0, "value": [2.1, 2.1]},
{"time": 0.15, "value": [2.1, 2.1]},
{"time": 0.4, "value": [0.3, 0.3]},
{"time": 0.65, "value": [0.6, 0.6]}
],
"yaw": [
{"time": 0, "value": [-1.2, 1.2]},
{"time": 0.15, "value": [0, 0]},
{"time": 0.35, "value": [-0.3, 0.3]}
]
},
"inaccuracy": {
"stand": 2,
"move": 11.5,
"sneak": 1.6500000000000001,
"lie": 1.5,
"aim": 0.75
},
"melee": {
"distance": 0,
"cooldown": 0.5
},
"allow_attachment_types": [
"scope",
"stock",
"grip",
"muzzle",
"extended_mag"
],
"exclusive_attachments": {
}
}
@@ -0,0 +1,109 @@
{
"ammo": "lradd:nail",
"ammo_amount": 30,
"extended_mag_ammo_amount": [
40,
45,
50
],
"bolt": "open_bolt",
"rpm": 720,
"bullet": {
// 寿命,单位秒
"life": 0.4,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 1.8,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.25,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1, "damage": 2.08},
{"distance": 6, "damage": 1.8},
{"distance": 17, "damage": 1.48},
{"distance": 26, "damage": 1.28},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 1}
]
},
// 速度 m/s
"speed": 120,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.35,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 4.05
},
"cooldown": {
"empty": 4.89375 ,
"tactical": 4.106295
}
},
"draw_time": 0.75,
"put_away_time": 0.5417,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [1.26, 1.26]},
{"time": 0.26, "value": [0.42, 0.42]},
{"time": 0.48, "value": [-0.375, -0.375]},
{"time": 0.73, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [2.7, 2.7]},
{"time": 0.35, "value": [2.7, 2.7]},
{"time": 0.54, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 16.5,
"move": 21,
"sneak": 12.3,
"lie": 11,
"aim": 2.5
},
"move_speed": {
"base": 0.92,
// 瞄准情况
"aim": 0.87
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"extended_mag"
]
}
@@ -0,0 +1,124 @@
{
"weight": 2.0,
"movement_speed": {
"base": 0.0,
"aim": -0.1,
"reload": -0.1
},
// 指定枪械弹药
"ammo": "lradd:arrow",
// 弹容
"ammo_amount": 1,
// 扩容弹夹弹药总数
// 枪栓类型:开膛待机(open_bolt)、闭膛待击(closed_bolt)、手动上膛(manual_action)
"bolt": "open_bolt",
// 每分钟射出弹药量,最大不应超过 1200
"rpm": 300,
// 子弹实体属性
"bullet": {
// 寿命,单位秒
"life": 10,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 16,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.8,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.5,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 10, "damage": 20},
{"distance": 30, "damage": 16},
{"distance": 50, "damage": 14.8},
{"distance": 60, "damage": 12.8},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 12}
]
},
// 速度 m/s
"speed": 60,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 2
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
// 换弹相关
"reload": {
// magazine 是弹匣供弹,manual 是手动供弹
"type": "magazine",
// 弹匣供弹换弹时长(秒),到达此时间点,服务端就更新枪内子弹数量
"feed": {
// 空仓换弹
"empty": 0.135,
// 战术换弹
"tactical": 1.917
},
// 弹匣供弹总时长(秒),到达此时间点,枪械才可以进行开火、检视等行为。
"cooldown": {
// 空仓换弹
"empty": 2.925045,
// 战术换弹
"tactical": 2.925045
}
},
// 枪械抬起的动作时长,单位秒。
// 抬起动作完成后,枪械可以进行开火、检视等行为
"draw_time": 0.3,
"put_away_time": 0.3,
"aim_time": 0.15,
"sprint_time": 0.25,
// 开火模式
"fire_mode": [
"semi"
],
// 后坐力
"recoil": {
"pitch": [
{"time": 0, "value": [1.35, 1.35]},
{"time": 0.28, "value": [1.35, 1.35]},
{"time": 0.37, "value": [0.45, 0.45]},
{"time": 0.52, "value": [-0.39, -0.39]},
{"time": 0.76, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.95, -1.65]},
{"time": 0.45, "value": [-0.75, 0]},
{"time": 0.62, "value": [0, 0]}
]
},
// 不准确度
"inaccuracy": {
// 站立射击散布
"stand": 25,
// 移动射击散布
"move": 40,
// 潜行射击散布
"sneak": 17.5,
// 趴下射击散布
"lie": 17.5,
// 瞄准射击时散布
"aim": 0.5
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope"
]
}
@@ -0,0 +1,103 @@
{
"weight": 2.0,
"movement_speed": {
"base": 0.0,
"aim": -0.05,
"reload": -0.05
},
"ammo": "tacz:9mm",
"ammo_amount": 13,
"bolt": "open_bolt",
"rpm": 300,
"bullet": {
// 寿命,单位秒
"life": 0.5,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.28,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.15,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
{"distance": 10, "damage": 3.28},
{"distance": 18, "damage": 3.08},
{"distance": 26, "damage": 2.84},
{"distance": 35, "damage": 2.6},
{"distance": 46, "damage": 2.4},
{"distance": "infinite", "damage": 2}
]
},
// 速度 m/s
"speed": 300,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 2.7,
"tactical": 1.5255
},
"cooldown": {
"empty": 3.429,
"tactical": 2.3625
}
},
"draw_time": 0.3,
"put_away_time": 0.3,
"aim_time": 0.1,
"sprint_time": 0.15,
"fire_mode": [
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.55, 2.55]},
{"time": 0.3, "value": [2.55, 2.55]},
{"time": 0.55, "value": [0.6, 0.6]},
{"time": 0.85, "value": [1.05, 1.05]},
{"time": 1.0, "value": [1.05, 1.05]}
],
"yaw": [
{"time": 0, "value": [-1.5, 1.5]},
{"time": 0.4, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 2.5,
"move": 5.5,
"sneak": 2.5,
"lie": 2.5,
"aim": 1.5
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"muzzle"
],
"move_speed": {
"base": 0.94,
// 瞄准情况
"aim": 0.9
}
}
@@ -0,0 +1,97 @@
{
"weight": 3.5,
"movement_speed": {
"base": 0.0,
"aim": -0.05,
"reload": -0.05
},
"ammo": "tacz:9mm",
"ammo_amount": 50,
"bolt": "open_bolt",
"rpm": 960,
"bullet": {
// 寿命,单位秒
"life": 0.5,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 2.8,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.2,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
{"distance": 10, "damage": 2.8},
{"distance": 20, "damage": 2.64},
{"distance": 30, "damage": 2.4},
{"distance": 40, "damage": 2.16},
{"distance": 50, "damage": 2},
{"distance": "infinite", "damage": 1.92}
]
},
// 速度 m/s
"speed": 350,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 4.05
},
"cooldown": {
"empty": 4.837455,
"tactical": 4.106295
}
},
"draw_time": 0.3,
"put_away_time": 0.3,
"sprint_time": 0.15,
"aim_time": 0.1,
"fire_mode": [
"auto"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.04, 2.04]},
{"time": 0.25, "value": [2.04, 2.04]},
{"time": 0.47, "value": [-0.24, -0.24]},
{"time": 0.73, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.56, 1.56]},
{"time": 0.3, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 2,
"move": 3,
"sneak": 1.5,
"lie": 1.5,
"aim": 1
},
"allow_attachment_types": [
"scope",
"muzzle",
"laser"
]
}
@@ -0,0 +1,107 @@
{
"weight": 3.0,
"movement_speed": {
"base": 0.0,
"aim": -0.025,
"reload": -0.05
},
"ammo": "tacz:9mm",
"ammo_amount": 64,
"bolt": "open_bolt",
"rpm": 780,
"bullet": {
// 寿命,单位秒
"life": 0.5,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 2.8,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.1,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
{"distance": 9.0, "damage": 2.8},
{"distance": 18.5, "damage": 2.64},
{"distance": 25, "damage": 2.4},
{"distance": 35, "damage": 2.16},
{"distance": 45, "damage": 1.84},
{"distance": "infinite", "damage": 1.6}
]
},
// 速度 m/s
"speed": 300,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.499955,
"tactical": 3.330045
},
"cooldown": {
"empty": 4.499955,
"tactical": 3.330045
}
},
"draw_time": 0.3,
"put_away_time": 0.3,
"sprint_time": 0.15,
"aim_time": 0.1,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [1.5, 1.5]},
{"time": 0.26, "value": [1.5, 1.5]},
{"time": 0.55, "value": [0.195, 0.195]},
{"time": 0.8, "value": [0.3, 0.3]}
],
"yaw": [
{"time": 0, "value": [-0.9, 0.9]},
{"time": 0.3, "value": [0, 0]},
{"time": 0.5, "value": [-0.6, 0.6]}
]
},
"inaccuracy": {
"stand": 2.5,
"move": 4,
"sneak": 2,
"lie": 1.5,
"aim": 1.5
},
"move_speed": {
"base": 0.945,
// 瞄准情况
"aim": 0.85
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"laser"
]
}
@@ -0,0 +1,124 @@
{
"weight": 8.0,
"movement_speed": {
"base": 0.0,
"aim": -0.15,
"reload": -0.1
},
"ammo": "tacz:58x42",
"ammo_amount": 30,
"extended_mag_ammo_amount": [
35,
40,
45
],
"bolt": "closed_bolt",
"rpm": 600,
"bullet": {
"life": 0.5,
"bullet_amount": 1,
"damage": 3.8,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.35,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 15, "damage": 3.8},
{"distance": 25, "damage": 3.68},
{"distance": 35, "damage": 3.6},
{"distance": 55, "damage": 3.4},
{"distance": 80, "damage": 3},
{"distance": "infinite", "damage": 2.8}
]
},
"speed": 400,
"gravity": 0.0245,
"knockback": 0,
"friction": 0.01,
"ignite": false,
"ignite_entity_time": 2,
"pierce": 1
},
// 换弹相关
"reload": {
// magazine 是弹匣供弹,manual 是手动供弹
"type": "magazine",
// 弹匣供弹换弹时长(秒),到达此时间点,服务端就更新枪内子弹数量
"feed": {
// 空仓换弹
"empty": 2.4705,
// 战术换弹
"tactical": 2.4705
},
// 弹匣供弹总时长(秒),到达此时间点,枪械才可以进行开火、检视等行为。
"cooldown": {
// 空仓换弹
"empty": 5.23125,
// 战术换弹
"tactical": 3.937545
}
},
// 枪械抬起的动作时长,单位秒。
// 抬起动作完成后,枪械可以进行开火、检视等行为
"draw_time": 0.625,
// 收枪的动作时长,单位秒。
"put_away_time": 0.375,
"aim_time": 0.1,
"sprint_time": 0.25,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [3.15, 3.15]},
{"time": 0.2, "value": [3.15, 3.15]},
{"time": 0.45, "value": [0.45, 0.45]},
{"time": 0.8, "value": [1.35, 1.35]}
],
"yaw": [
{"time": 0, "value": [-2.1, 2.1]},
{"time": 0.15, "value": [0, 0.3]},
{"time": 0.4, "value": [-0.9, 0.9]}
]
},
"hurt_bob_tweak_multiplier": 0.05,
"inaccuracy": {
"stand": 2.5,
"move": 14.5,
"sneak": 2,
"lie": 2,
"aim": 1
},
"melee": {
"distance": 0,
"cooldown": 0.5
},
"move_speed": {
"base": 0.9,
"aim": 0.72
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"grip",
"laser",
"extended_mag"
],
// 专属的配件属性
"exclusive_attachments": {
// 配件 ID,后面的数据和配件的 data 部分结构完全一致
"tac:8x": {
"weight": 2.0,
"ads_addend": 0.04,
"inaccuracy_addend": -0.4,
"recoil_modifier": {
"pitch": -0.2,
"yaw": -0.1
}
}
}
}
@@ -0,0 +1,109 @@
{
"ammo": "tacz:762x39",
"ammo_amount": 20,
"extended_mag_ammo_amount": [
25,
30,
40
],
"bolt": "open_bolt",
"rpm": 600,
"bullet": {
// 寿命,单位秒
"life": 0.9,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.48,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.35,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1.35, "damage": 3.76},
{"distance": 10.7, "damage": 3.48},
{"distance": 19, "damage": 3.28},
{"distance": 34, "damage": 3.12},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 2.84}
]
},
// 速度 m/s
"speed": 250,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 4.05
},
"cooldown": {
"empty": 4.668705,
"tactical": 4.443795
}
},
"draw_time": 0.7083,
"put_away_time": 0.5,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.55, 2.55]},
{"time": 0.34, "value": [2.55, 2.55]},
{"time": 0.56, "value": [-0.675, -0.675]},
{"time": 0.82, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-2.4, 3.3]},
{"time": 0.38, "value": [0, 0]},
{"time": 0.54, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 16,
"move": 18.5,
"sneak": 12,
"lie": 8,
"aim": 1.75
},
"move_speed": {
"base": 0.88,
// 瞄准情况
"aim": 0.75
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"muzzle",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,93 @@
{
"ammo": "tacz:308",
"ammo_amount": 20,
"extended_mag_ammo_amount": [
30,
35,
50
],
// 枪栓类型:开膛待机(open_bolt)、闭膛待击(closed_bolt)、手动上膛(manual_action)
"bolt": "closed_bolt",
"rpm": 650,
"bullet": {
"life": 0.4,
"bullet_amount": 1,
"damage": 3.12,
"tracer_count_interval": 0,
"extra_damage": {
"armor_ignore": 0.0,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 40, "damage": 3.12},
{"distance": 70, "damage": 2.96},
{"distance": 100, "damage": 2.72},
{"distance": "infinite", "damage": 2.6}
]
},
"speed": 350,
"gravity": 0.0245,
"knockback": 0,
"friction": 0.01,
"ignite": false,
"ignite_entity_time": 2,
"pierce": 1
},
"reload": {
"type": "magazine",
"feed": {
"empty": 5.714955,
"tactical": 4.680045
},
"cooldown": {
"empty": 5.714955,
"tactical": 4.680045
}
},
"draw_time": 0.5,
"put_away_time": 0.4,
"aim_time": 0.25,
"sprint_time": 0.2,
"weight": 3.75,
"movement_speed": {
"base": 0.0,
"aim": -0.2,
"reload": -0.15
},
"fire_mode": [
"auto",
"semi"
],
"crawl_recoil_multiplier": 0.5,
"recoil": {
"pitch": [
{"time": 0, "value": [1.89, 1.89]},
{"time": 0.2, "value": [1.89, 1.89]},
{"time": 0.4, "value": [-0.45, -0.45]},
{"time": 0.5, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.2, 1.2]},
{"time": 0.35, "value": [0, 0]}
]
},
"hurt_bob_tweak_multiplier": 0.05,
"inaccuracy": {
"stand": 3.5,
"move": 14.5,
"sneak": 2,
"lie": 2,
"aim": 0.5
},
"melee": {
"distance": 1,
"cooldown": 0.7
},
"allow_attachment_types": [
"scope",
"grip",
"stock",
"muzzle",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,114 @@
{
"weight": 8.0,
"movement_speed": {
"base": 0.0,
"aim": -0.2,
"reload": -0.1
},
"ammo": "tacz:762x39",
"ammo_amount": 30,
"extended_mag_ammo_amount": [
35,
40,
45
],
"bolt": "open_bolt",
"rpm": 540,
"bullet": {
// 寿命,单位秒
"life": 0.5,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.92,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.35,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
{"distance": 15, "damage": 3.92},
{"distance": 25, "damage": 3.8},
{"distance": 35, "damage": 3.6},
{"distance": 55, "damage": 3.36},
{"distance": 80, "damage": 3.12},
{"distance": "infinite", "damage": 3}
]
},
// 速度 m/s
"speed": 400,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 2
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 2.7
},
"cooldown": {
"empty": 4.612545,
"tactical": 3.20625
}
},
"draw_time": 0.5,
"put_away_time": 0.4,
"aim_time": 0.15,
"sprint_time": 0.25,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [3.75, 3.75]},
{"time": 0.15, "value": [3.75, 3.75]},
{"time": 0.5, "value": [0.75, 0.75]},
{"time": 0.85, "value": [1.35, 1.35]}
],
"yaw": [
{"time": 0, "value": [-0.9, 0.9]},
{"time": 0.20, "value": [0, 0]},
{"time": 0.7, "value": [-0.3, 0.3]}
]
},
"inaccuracy": {
"stand": 4.5,
"move": 8,
"sneak": 4,
"lie": 4,
"aim": 0.75
},
"move_speed": {
"base": 0.85,
// 瞄准情况
"aim": 0.68
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"grip",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,111 @@
{
"ammo": "tacz:45acp",
"ammo_amount": 25,
"extended_mag_ammo_amount": [
30,
35,
40
],
"bolt": "open_bolt",
"rpm": 600,
"bullet": {
// 寿命,单位秒
"life": 0.65,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.13,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
{"distance": 2.5, "damage": 3.04},
{"distance": 8, "damage": 2.96},
{"distance": 16, "damage": 2.82},
{"distance": 24, "damage": 2.56},
{"distance": 32, "damage": 2.32},
{"distance": 40, "damage": 2},
{"distance": "infinite", "damage": 1.66}
]
},
// 速度 m/s
"speed": 200,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 2.7
},
"cooldown": {
"empty": 5.0625,
"tactical": 3.824955
}
},
"draw_time": 0.5,
"put_away_time": 0.3,
"sprint_time": 0.15,
"aim_time": 0.1,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.25, 2.25]},
{"time": 0.18, "value": [2.25, 2.25]},
{"time": 0.42, "value": [0.15, 0.15]},
{"time": 0.55, "value": [0.495, 0.495]},
{"time": 0.6, "value": [0.495, 0.495]}
],
"yaw": [
{"time": 0, "value": [-0.9, 0.9]},
{"time": 0.25, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 3,
"move": 6.5,
"sneak": 2.5,
"lie": 2.5,
"aim": 1.5
},
"move_speed": {
"base": 0.9,
// 瞄准情况
"aim": 0.84
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"grip",
"laser",
"extended_mag"
]
}
@@ -0,0 +1,164 @@
{
// 指定枪械弹药
"ammo": "tacz:556x45",
// 弹容
"ammo_amount": 30,
// 扩容弹夹弹药总数
"extended_mag_ammo_amount": [
35,
42,
50
],
// 枪栓类型:开膛待机(open_bolt)、闭膛待击(closed_bolt)、手动上膛(manual_action)
"bolt": "closed_bolt",
// 每分钟射出弹药量,最大不应超过 1200
"rpm": 720,
// 子弹实体属性
"bullet": {
// 寿命,单位秒
"life": 0.6,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 2.6,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.3,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1, "damage": 2.9},
{"distance": 6, "damage": 2.6},
{"distance": 12, "damage": 2.48},
{"distance": 25, "damage": 2.36},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 2.16}
]
},
// 速度 m/s
"speed": 320,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
// 换弹相关
"reload": {
// magazine 是弹匣供弹,manual 是手动供弹
"type": "magazine",
// 弹匣供弹换弹时长(秒),到达此时间点,服务端就更新枪内子弹数量
"feed": {
// 空仓换弹
"empty": 4.05,
// 战术换弹
"tactical": 2.7
},
// 弹匣供弹总时长(秒),到达此时间点,枪械才可以进行开火、检视等行为。
"cooldown": {
// 空仓换弹
"empty": 4.837455,
// 战术换弹
"tactical": 3.431295
}
},
// 枪械抬起的动作时长,单位秒。
// 抬起动作完成后,枪械可以进行开火、检视等行为
"draw_time": 0.9167,
// 收枪的动作时长,单位秒。
"put_away_time": 0.5417,
// 瞄准时长,单位秒。
"aim_time": 0.2,
"sprint_time": 0.3,
// 拉栓上膛的时间,仅当枪栓类型为 manual_action 时有效
// "bolt_action_time": 0.9,
// 开火模式
"fire_mode": [
// 全自动
"auto",
// 半自动
"semi",
"burst"
],
// 多连续发数据,仅多连发会调用
"burst_data": {
// 是否连续射击
"continuous_shoot": true,
// 连发数
"count": 3,
// 组内连发的射速
"bpm": 850,
// 每组连发之间的时间间隔(上一组结束时间到下一组开始的时间间隔),单位秒
"min_interval": 0.45
},
// 后坐力
"recoil": {
"pitch": [
{"time": 0, "value": [1.35, 1.35]},
{"time": 0.28, "value": [1.35, 1.35]},
{"time": 0.37, "value": [0.45, 0.45]},
{"time": 0.52, "value": [-0.39, -0.39]},
{"time": 0.76, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.95, -1.65]},
{"time": 0.45, "value": [-0.75, 0]},
{"time": 0.62, "value": [0, 0]}
]
},
// 不准确度
"inaccuracy": {
// 站立射击散布
"stand": 14.5,
// 移动射击散布
"move": 23,
// 潜行射击散布
"sneak": 10.25,
// 趴下射击散布
"lie": 7.5,
// 瞄准射击时散布
"aim": 1
},
"move_speed": {
"base": 0.9,
"aim": 0.72
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"grip",
"laser",
"extended_mag"
],
// 专属的配件属性
"exclusive_attachments": {
// 配件 ID,后面的数据和配件的 data 部分结构完全一致
"tac:8x": {
"weight": 2.0,
"ads_addend": 0.04,
"inaccuracy_addend": -0.4,
"recoil_modifier": {
"pitch": -0.2,
"yaw": -0.1
}
}
}
}
@@ -0,0 +1,106 @@
{
"ammo": "lradd:fusion_cell",
"ammo_amount": 100,
"bolt": "open_bolt",
"rpm": 600,
"bullet": {
// 寿命,单位秒
"life": 10,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.6,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.3,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 3.6}
]
},
// 速度 m/s
"speed": 500,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 5.4,
"tactical": 4.05
},
"cooldown": {
"empty": 5.7375,
"tactical": 4.837455
}
},
"draw_time": 1.25,
"put_away_time": 0.8333,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"semi",
"burst"
],
"burst_data": {
// 是否连续射击
"continuous_shoot": true,
// 连发数
"count": 10,
// 组内连发的射速
"bpm": 1200,
// 每组连发之间的时间间隔(上一组结束时间到下一组开始的时间间隔),单位秒
"min_interval": 1.25
},
"recoil": {
"pitch": [
{"time": 0, "value": [0.45, 0.45]},
{"time": 0.15, "value": [0.45, 0.45]},
{"time": 0.3, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [0.006, 0.006]},
{"time": 0.1, "value": [0.006, 0.006]},
{"time": 0.25, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 0.1,
"move": 0.1,
"sneak": 0.1,
"lie": 0.1,
"aim": 0.1
},
"move_speed": {
"base": 0.75,
// 瞄准情况
"aim": 0.6
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope"
]
}
@@ -0,0 +1,124 @@
{
"weight": 9.0,
"movement_speed": {
"base": 0.0,
"aim": -0.15,
"reload": -0.1
},
"ammo": "tacz:556x45",
// 弹容
"ammo_amount": 40,
// 扩容弹夹弹药总数
"extended_mag_ammo_amount": [
55,
55,
55
],
"bolt": "open_bolt",
// 每分钟射出弹药量,最大不应超过 1200
"rpm": 540,
// 子弹实体属性
"bullet": {
// 寿命,单位秒
"life": 0.5,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 3.8,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
"armor_ignore": 0.35,
"head_shot_multiplier": 1.2,
"damage_adjust": [
{"distance": 15, "damage": 3.8},
{"distance": 25, "damage": 3.66},
{"distance": 35, "damage": 3.54},
{"distance": 55, "damage": 3.34},
{"distance": 80, "damage": 3},
{"distance": "infinite", "damage": 2.4}
]
},
// 速度 m/s
"speed": 350,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.015,
// 点燃目标
"ignite": false,
// 点燃时间,默认为 2 秒,仅用于实体
"ignite_entity_time": 2,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// 延时爆炸,单位:秒
// "delay": 5
// "radius": 5,
// "damage": 5,
// 爆炸导致的击退,默认为 false,需要服务器也开启爆炸击退才能使用
// "knockback": false
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 4.05
},
"cooldown": {
"empty": 4.781295,
"tactical": 4.781295
}
},
"draw_time": 0.8333,
"put_away_time": 0.625,
"aim_time": 0.45,
"sprint_time": 0.25,
"fire_mode": [
"semi",
"auto"
],
"recoil": {
"pitch": [
{"time": 0, "value": [3.15, 3.15]},
{"time": 0.15, "value": [3.15, 3.15]},
{"time": 0.5, "value": [0.9, 0.9]},
{"time": 0.85, "value": [1.65, 1.65]}
],
"yaw": [
{"time": 0, "value": [-2.1, 2.1]},
{"time": 0.20, "value": [0, 0]},
{"time": 0.7, "value": [-0.6, 0.6]}
]
},
// 受伤晃动幅度修改,乘数,1 为原版晃动程度,0 为完全不晃动,默认为 0.05
"hurt_bob_tweak_multiplier": 0.05,
// 不准确度
"inaccuracy": {
"stand": 3.5,
"move": 17.5,
"sneak": 3,
"lie": 3,
"aim": 0.5
},
"move_speed": {
"base": 0.75,
// 瞄准情况
"aim": 0.4
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"scope",
"stock",
"muzzle",
"grip",
"extended_mag"
]
}
@@ -0,0 +1,102 @@
{
"ammo": "tacz:556x45",
"ammo_amount": 30,
"bolt": "open_bolt",
"rpm": 720,
"bullet": {
// 寿命,单位秒
"life": 0.75,
// 用于霰弹,默认为 1,每发的伤害 / bullet_amount,每次射击扣除一发子弹
"bullet_amount": 1,
// 伤害
"damage": 2.48,
// 曳光弹间隔数量,没有此字段则不发射曳光弹
// 设置为 0 则是每发都是曳光弹
"tracer_count_interval": 0,
// 额外伤害的内容,为空则表示没有任何额外伤害计算内容
"extra_damage": {
// 护甲穿透率,默认为 0,也就是没有穿甲伤害
"armor_ignore": 0.3,
// 爆头伤害 x1.5
"head_shot_multiplier": 1.2,
// 距离-伤害分段常函数
"damage_adjust": [
// 这样就能写抵近伤害了
{"distance": 1.5, "damage": 2.88},
{"distance": 7, "damage": 2.48},
{"distance": 18, "damage": 2.32},
{"distance": 32, "damage": 2.08},
// 如果你忘记写这个无穷,那么超过上述距离,我就认为是 0
{"distance": "infinite", "damage": 1.8}
]
},
// 速度 m/s
"speed": 240,
// 重力
"gravity": 0.0245,
// 击退效果
"knockback": 0,
// 阻力
"friction": 0.01,
// 点燃目标
"ignite": false,
// 穿透数
"pierce": 1
// 是否爆炸,没有此字段时为 false
//"explosion": {
// "radius": 5
//}
},
"reload": {
"type": "magazine",
"feed": {
"empty": 4.05,
"tactical": 4.05
},
"cooldown": {
"empty": 4.837455,
"tactical": 4.275045
}
},
"draw_time": 0.7917,
"put_away_time": 0.5833,
"aim_time": 0.2,
"sprint_time": 0.3,
"fire_mode": [
"auto",
"semi"
],
"recoil": {
"pitch": [
{"time": 0, "value": [2.85, 2.85]},
{"time": 0.36, "value": [2.25, 2.25]},
{"time": 0.62, "value": [-0.45, -0.45]},
{"time": 0.9, "value": [0, 0]}
],
"yaw": [
{"time": 0, "value": [-1.8, -1.8]},
{"time": 0.25, "value": [-1.8, -1.8]},
{"time": 0.45, "value": [0, 0]},
{"time": 0.75, "value": [0, 0]}
]
},
"inaccuracy": {
"stand": 21.5,
"move": 33,
"sneak": 15,
"lie": 11,
"aim": 0.5
},
"move_speed": {
"base": 0.84,
// 瞄准情况
"aim": 0.78
},
// 开放的配件槽。未指定的槽位默认关闭。全部配件槽类型有:
// scope, stock, muzzle, grip, laser, extended_mag
"allow_attachment_types": [
"muzzle"
]
}
@@ -0,0 +1,6 @@
{
"name": "lradd.ammo.2mm_ec.name",
"display": "lradd:2mm_ec_display",
"stack_size": 60
}
@@ -0,0 +1,5 @@
{
"name": "lradd.ammo.545x39.name",
"display": "lradd:545x39_display",
"stack_size": 60
}
@@ -0,0 +1,6 @@
{
"name": "lradd.ammo.arrow.name",
"display": "lradd:arrow_display",
"stack_size": 60
}
@@ -0,0 +1,6 @@
{
"name": "lradd.ammo.flintlock_bullet.name",
"display": "lradd:flintlock_bullet_display",
"stack_size": 60
}
@@ -0,0 +1,6 @@
{
"name": "lradd.ammo.fusion_cell.name",
"display": "lradd:fusion_cell_display",
"stack_size": 60
}
@@ -0,0 +1,6 @@
{
"name": "lradd.ammo.m993.name",
"display": "lradd:m993_display",
"stack_size": 60
}
@@ -0,0 +1,6 @@
{
"name": "lradd.ammo.nail.name",
"display": "lradd:nail_display",
"stack_size": 60
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.grip_bipod.name",
"tooltip": "lradd.attachment.grip_bipod.tooltip",
"display": "lradd:grip_bipod_display",
"data": "lradd:grip_bipod_data",
"type": "grip"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.grip_cqr_g2.name",
"tooltip": "lradd.attachment.grip_cqr_g2.tooltip",
"display": "lradd:grip_cqr_g2_display",
"data": "lradd:grip_cqr_g2_data",
"type": "grip"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.grip_minivert.name",
"tooltip": "lradd.attachment.grip_minivert.tooltip",
"display": "lradd:grip_minivert_display",
"data": "lradd:grip_minivert_data",
"type": "grip"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.grip_vg1.name",
"tooltip": "lradd.attachment.grip_vg1.tooltip",
"display": "lradd:grip_vg1_display",
"data": "lradd:grip_vg1_data",
"type": "grip"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.laser_hs507c.name",
"tooltip": "lradd.attachment.laser_hs507c.tooltip",
"display": "lradd:laser_hs507c_display",
"data": "lradd:laser_hs507c_data",
"type": "laser"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.muzzle_191em.name",
"tooltip": "lradd.attachment.muzzle_191em.tooltip",
"display": "lradd:muzzle_191em_display",
"data": "lradd:muzzle_191em_data",
"type": "muzzle"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.muzzle_mk47.name",
"tooltip": "lradd.attachment.muzzle_mk47.tooltip",
"display": "lradd:muzzle_mk47_display",
"data": "lradd:muzzle_mk47_data",
"type": "muzzle"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.muzzle_s_c784.name",
"tooltip": "lradd.attachment.muzzle_s_c784.tooltip",
"display": "lradd:muzzle_s_c784_display",
"data": "lradd:muzzle_s_c784_data",
"type": "muzzle"
}
@@ -0,0 +1,12 @@
{
// 配件的的显示名称和工具提示,支持本地化
"name": "lradd.attachment.nsic_sight.name",
"tooltip": "lradd.attachment.nsic_sight.tooltip",
// 配件的客户端数据
"display": "lradd:nsic_sight_display",
// 配件的属性
"data": "lradd:nsic_sight_data",
// 配件的类型。scope、grip、muzzle、stock、laser、extended_mag
// 枪械配件槽位能从中选择可以安装的类型
"type": "scope"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.scope_holosun.name",
"tooltip": "lradd.attachment.scope_holosun.tooltip",
"display": "lradd:scope_holosun_display",
"data": "lradd:scope_holosun_data",
"type": "scope"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.scope_re.name",
"tooltip": "lradd.attachment.scope_re.tooltip",
"display": "lradd:scope_re_display",
"data": "lradd:scope_re_data",
"type": "scope"
}
@@ -0,0 +1,7 @@
{
"name": "lradd.attachment.scope_strikefire2.name",
"tooltip": "lradd.attachment.scope_strikefire2.tooltip",
"display": "lradd:scope_strikefire2_display",
"data": "lradd:scope_strikefire2_data",
"type": "scope"
}
@@ -0,0 +1,12 @@
{
// 配件的的显示名称和工具提示,支持本地化
"name": "lradd.attachment.sight_holosun_reddot.name",
"tooltip": "lradd.attachment.sight_holosun_reddot.tooltip",
// 配件的客户端数据
"display": "lradd:sight_holosun_reddot_display",
// 配件的属性
"data": "lradd:sight_holosun_reddot_data",
// 配件的类型。scope、grip、muzzle、stock、laser、extended_mag
// 枪械配件槽位能从中选择可以安装的类型
"type": "scope"
}
@@ -0,0 +1,12 @@
{
// 配件的的显示名称和工具提示,支持本地化
"name": "lradd.attachment.sight_romeo1.name",
"tooltip": "lradd.attachment.sight_romeo1.tooltip",
// 配件的客户端数据
"display": "lradd:sight_romeo1_display",
// 配件的属性
"data": "lradd:sight_romeo1_data",
// 配件的类型。scope、grip、muzzle、stock、laser、extended_mag
// 枪械配件槽位能从中选择可以安装的类型
"type": "scope"
}
@@ -0,0 +1,6 @@
{
"name": "lradd.gun.acr.name",
"display": "lradd:acr_display",
"data": "lradd:acr_data",
"type": "rifle"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.ash12.name",
// 枪械的本地数据
"display": "lradd:ash12_display",
// 枪械参数
"data": "lradd:ash12_data",
// 枪械种类,标准待定
"type": "rifle"
}
@@ -0,0 +1,6 @@
{
"name": "lradd.gun.aug.name",
"display": "lradd:aug_display",
"data": "lradd:aug_data",
"type": "rifle"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.axmc.name",
// 枪械的本地数据
"display": "lradd:axmc_display",
// 枪械参数
"data": "lradd:axmc_data",
// 枪械种类,标准待定
"type": "sniper"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.bam4.name",
// 枪械的本地数据
"display": "lradd:bam4_display",
// 枪械参数
"data": "lradd:bam4_data",
// 枪械种类,标准待定
"type": "rifle"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.famas.name",
// 枪械的本地数据
"display": "lradd:famas_display",
// 枪械参数
"data": "lradd:famas_data",
// 枪械种类,标准待定
"type": "rifle"
}
@@ -0,0 +1,6 @@
{
"name": "lradd.gun.gauss_rifle.name",
"display": "lradd:gauss_rifle_display",
"data": "lradd:gauss_rifle_data",
"type": "sniper"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.m200.name",
// 枪械的本地数据
"display": "lradd:m200_display",
// 枪械参数
"data": "lradd:m200_data",
// 枪械种类,标准待定
"type": "sniper"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.m202.name",
// 枪械的本地数据
"display": "lradd:m202_display",
// 枪械参数
"data": "lradd:m202_data",
// 枪械种类,标准待定
"type": "rpg"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.mag7.name",
// 枪械的本地数据
"display": "lradd:mag7_display",
// 枪械参数
"data": "lradd:mag7_data",
// 枪械种类,标准待定
"type": "shotgun"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.malorian.name",
// 枪械的本地数据
"display": "lradd:malorian_display",
// 枪械参数
"data": "lradd:malorian_data",
// 枪械种类,标准待定
"type": "pistol"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.mcx.name",
// 枪械的本地数据
"display": "lradd:mcx_display",
// 枪械参数
"data": "lradd:mcx_data",
// 枪械种类,标准待定
"type": "rifle"
}
@@ -0,0 +1,8 @@
{
"name": "lradd.mdr_223",
"display": "lradd:mdr_223_display",
"data": "lradd:mdr_223_data",
"tooltip": "tooltip.mdr_223",
"type": "rifle",
"sort": 503
}
@@ -0,0 +1,8 @@
{
"name": "lradd.mdr_308",
"display": "lradd:mdr_308_display",
"data": "lradd:mdr_308_data",
"tooltip": "tooltip.mdr_308",
"type": "rifle",
"sort": 502
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.mg42.name",
// 枪械的本地数据
"display": "lradd:mg42_display",
// 枪械参数
"data": "lradd:mg42_data",
// 枪械种类,标准待定
"type": "mg"
}
@@ -0,0 +1,6 @@
{
"name": "lradd.gun.mk47.name",
"display": "lradd:mk47_display",
"data": "lradd:mk47_data",
"type": "rifle"
}
@@ -0,0 +1,10 @@
{
// 枪械的显示名称,支持本地化
"name": "lradd.gun.nailgun.name",
// 枪械的本地数据
"display": "lradd:nailgun_display",
// 枪械参数
"data": "lradd:nailgun_data",
// 枪械种类,标准待定
"type": "smg"
}
@@ -0,0 +1,6 @@
{
"name": "lradd.gun.nitro_505.name",
"display": "lradd:nitro_505_display",
"data": "lradd:nitro_505_data",
"type": "sniper"
}

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