A weapon cannot fire without an ammo type.
|Ammo Type||Normal||This determines if the ammo is just a regular bullet, or a type of C4 explosive.|
|ModelFilename||What is the W3D model that this projectile fires|
|ShouldPrelight||true||Does the bullet have dynamic lighting applied to it, or is it full bright?|
What warhead (from armor.ini) does the ammo have?
|Damage||1.000||How much damage does the weapon do per shot?|
After the weapon has gone beyond DamageFalloffRangeEnd meters, how much damage does it do? This is interpolated between the full damage and this damage in between DamageFalloffRangeStart and DamageFalloffRangeEnd.
(Eg. A shot with Damage=10, DamageAfterFalloff=1, DamageFalloffRangeStart=25, DamageFalloffRangeEnd=75 will do 10 damage up to 25 meters, 5 damage at 50 meters and 1 damage at 75 meters and beyond.)
|Range||10||How far (in meters) can this projectile go? The weapon actually goes about 20% further than this, however, if it uses a projectile. Hitscan weapons will stop exactly at this distance.|
|DamageFalloffRangeStart||-1.000||Where does the damage falloff start, in meters. If set to -1, then the weapon does not use falloff.|
|DamageFalloffRangeEnd||-1.000||Where does the damage falloff end, in meters. If set to -1, then the weapon does not use falloff.|
|EffectiveRange||10||What is the optimum range to use this weapon at? This is primarily used for AI bots.|
At what range does the targeting box turn up? This is traditionally set 20% higher than the weapon's range, to make that match the ACTUAL range.
|Velocity||1||How fast in m/s does the projectile go? Note: If a projectile is over a certain velocity (set in HitscanVelocityThreshold, in General under Global Settings>General in Mammoth, usually it's 1000m/s) then the projectile will be hitscan, and hit instantly.|
|ProjectileExtent||0.000, 0.000, 0.000|
How big is the projectile? If it's all set to 0, then the projectile will be a point. Length, width, height.
|IsDamageZone||false||If this is set, then the weapon that uses it will just "project" damage, in a ProjectileExtent zone in front of the muzzle. This damage will always hit.|
|Gravity||0.000||How much gravity does the projectile have, simulating a ballistic curve.|
|Elasticity||1.000||How "bouncy" is the projectile?|
|Rate of Fire||1.000||How fast does the weapon fire. This is in Rounds per Second, to convert to RPM, divide the RPM by 60.|
|SprayAngle||0.000||How wide is the weapon's cone of fire in degrees.|
|SprayAngleIncreasePerShot||0.000||How much does the spray angle increase after every shot?|
|MaxSprayAngle||0.000||What's the biggest the increased spray can be?|
Does the gun ignore the increased spray angle?
|SprayCount||1||How many shots per shot does the weapon fire? (A rifle will most likely fire 1 shot, a shotgun would fire multiple.)|
How many bullets out of the weapon's clip does this ammo use up per shot?
If the weapon fires a burst, how long does it take between bursts? (A weapon could have a higher ROF with a longer burst, and a normal full auto mode with a normal ROF.)
How many shots constitute a burst? The gun will fire this many shots before stopping. (If the weapon is out of ammo during the burst, the gun won't fire after reloading.)
|IsSemiAutomatic||false||IF set to true, then you will have to re-click every time you want to fire a shot.|
|SoftPierceLimit||0||If set up right, then a shot from this weapon will penetrate this many objects?|
|TurnRate||0||If the projectile is tracking, then it will turn this many degrees per second to try and hit it's target.|
|TimeActivate||false||If set to true, then the weapon will explode at the end of it's lifespan.|
|TerrainActivated||false||If set to true, then the weapon will explode when it hits the terrain.|
|ExplosionDefID||When the projectile explodes (if it reaches the end of it's travel or if it hits the terrain and the appropriate flags are set), this explosion will be spawned.|
How far off the target will this projectile track to, roughly?
Creates a debug box between the the muzzle and the point the weapon would hit.
|ChargeTime||0.000||How long does this ammo take to fire? Charge flags might need to be set.|
|ContinuousSoundDefID||This sound will play continuously while the weapon fires.|
|FireSoundDefID||This sound will play every time it fires.|
|FirstFireSoundDefID||This sound will play on the first shot of the burst.|
This emitter will be emitted from the muzzle continuously while the weapon fires.
|MaxBounces||0||How many times will this projectile bounce off the terrain?|
Will the shots hit an object that is the parent of the firer? Useful for multi-turreted vehicles.
|C4TriggerTime1||0.000||I honestly don't know what these do.|
|HitterType||Bullet||What surface effect does this bullet generate when it hits something?|
|BeaconObject||What beacon object does this ammo spawn when fired, if the weapon is a beacon?|
|BeamEnabled||false||Does this weapon have a bullet beam effect? (This is most useful on hitscan weapons.)|
|BeamColor||1.000, 1.000, 1.000||An RGB triplet for the beam colour, in 0-1 space. (To convert from regular RGB, divide the values by 255.)|
|BeamTime||0.300||How long does the beam last for?|
|BeamWidth||0.250||How wide is the beam, in meters?|
|BeamEndCaps||true||Does the beam taper off and finish at the ends of the beam?|
|BeamTexture||What texture does the beam have?|
|BeamSubdivisionEnabled||false||Does the beam subdivide and jink about? This is useful for electrical weapons, such as tesla weaponry.|
|BeamSubdivisionFrozen||false||Does the subdivision stay as is when it is generated? If true, what the beam starts as is how it stays, false and the beam will dynamically animate around.|
|BeamSubdivisionScale||1.000||How big is the subdivision? How much does it jink about?|
|GrenadeSafetyTime||0.000||If a projectile explodes, how long does it have to have been flying through the air before it will actually explode?|
If the ammo's model has an animation, if this is ticked, it will be played as the projectile flies through the air.
Useful for C4 with a timer animation on them.
|Thrown C4 Preset||If this is C4, what is the C4 Preset that it uses to represent it?|
|DisableHitscan||false||If the ammo's velocity is above the hitscan threshold, having this ticked will ignore that threshold and instead create it as a physically simulated bullet as normal.|
|AutoAdjustMuzzlesOnEnemyTarget||false||If enabled, the muzzles of the weapon will point towards an enemy target, if that target is under the aiming reticule.|
|CanShatterMeshes||true||If disabled, this projectile will not shatter meshes that are set to "Shatter" in 3DS Max.|
Does this ammo track (it will attempt to fly to the point under the reticule or the target under the reticule)?
|TrackingIgnoreTarget||false||If set, the ammo won't track targets, it will only attempt to fly to the point under the reticule at fire time.|
How long does it take the weapon to lock? This is most useful with an appropriate texture set for a locking indicator in hud.ini.
|UntrackTime||0.000||How long does a weapon stay locked, once locked? This is useful for fast movers that can't maintain a lock on for very long, and yet need to be locked on to a target.|
|RecoilStrength||0.000||How much recoil strength does this ammo type impart to the gun. See the recoil page for more details.|
These tickboxes determine the type of vehicles that this ammo type can lock onto. This is based on the Type field in a vehicle object. There are 9 types:
These are all fairly arbitrary, and need to be set up correctly in the vehicles to make sense. This is useful for something like a stinger missile, where it should only lock onto aircraft. (Combined with the CannotFireWithoutLock flag in the weapon, this can feel really nice.)