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ADVANCED TOPIC - CLOSE WINDOW WHEN FINISHED

Throwable Ammunition Entity Chart
refers to EntTemplates.dat

Each entity is defined by a class, which specifies which parameters affect it in the parameter list, and how it behaves in the game world. The classes are as follows.

Throwable

A basic throwable object. Has basic properties such as gravity, elasticity, etc. These properties apply to ALL OBJECTS.

Chemlight

A throwable object which has the ability to glow a certain color.

Grenade

Not necessarily damaging; it has the capacity to spawn an object and/or play effects when its fuse runs out.

Flashbang

Special grenade type that behaves like the SWAT3 flashbang, stunning enemies, making a bright flash and loud noise.

CSGrenade

Special grenade type that releases CS gas that stuns enemy AI that are not immune to CS gas.

FragGrenade

A grenade which is capable of causing health and skill loss on a character in the blast radius.

These are the types, and each class is affected by different parameters in the parameter list. The parameters for each class are shown below.

 

Throwable

All classes should have these parameters in addition to their specific parameters.

skin

The name of the model to use (from skins.dat). If you plan on using a sprite instead, don't enter this parameter.

sprite

If you decide not to use a skin for this object, you can instead put a sprite name here (from sprites.dat). You cannot have both a skin and a sprite, however.

bouncesound

The sound name (from sounds.dat) that the entity makes when bouncing. You may use a base sound name and an "*" to specify random sound selection i.e. for SWAT3 to pick from sounds Bounce1, Bounce2, and Bounce3, you would put Bounce*.

elasticity

How "bouncy" the object is, or, how much velocity it loses when it impacts a surface. 0.5 would cause the object to lose 1/2 its velocity when impacting an object.

gravity

How much gravity affects the object. 1.0 is standard gravity, 2.0 is double gravity, 0.5 is half gravity.

flysound

A sound name (from sounds.dat) to play as the object flies through the air. Can be looping or non-looping (specify in sounds.dat)
flyeffect An effect name (from effects.dat) to spawn at the object's location as the object flies through the air. Can be used for smoketrails, etc. Use in conjunction with effectdist.
effectdist The number of inches the object will travel before spawning the next flyeffect.

 

Chemlight

color

The color of the chemlight when on. In the format R G B, each color element can be from 0 to 1, so 0.3 0 0.3 is a dark purple.

range

The light radius in inches.

duration

How long the chemlight stays on after it activates, in seconds. If this is unspecified, it stays on forever.

starton

If unspecified or 0, this light will not activate until it hits a surface. If set to 1, it starts on as soon as it is fired.

 

Grenade, Flashbang, CSGrenade

All grenade types: Grenade, CSGrenade, Flashbang and FragGrenade should have these parameters in addition to their specific parameters.

fuse

How long from launch, in seconds, this grenade takes before it activates (explodes).

fuserand

A variation (from 0 to a number you designate) in seconds to add to the fuse to make it more random.

contact

If unspecified or 0, this grenade will wait until the fuse burns out to activate. If set to 1, this grenade will activate upon contact w/ a character or surface.

spawn

Optional parameter which specifies another throwable to spawn upon activation.
spawnspeed The speed at which the new throwable is ejected. The trajectory follows the parent's trajectory if it is still flying, or up into the air if the grenade is stopped.
spawncount The number of throwables of type specified in "spawn" to spawn upon activation.
spawnspread A variation (from 0 to a number you designate) in trajectory, used to randomize spawn trajectories of multiple objects to "spread" them out.

 

FragGrenade

These parameters are in addition to those in the Grenade class.

radius

How large the effect radius of the grenade, in inches. If this is set to zero, the grenade will only affect a character that it hits directly. Useful for rubber batons, etc.

damage

How much damage is applied directly at the point of detonation.

skill

How much skill is lost by AI characters if hit by the grenade directly at the point of detonation. Setting this high and damage low can create an effective less-than-lethal weapon.

falloff

If unspecified or set to 1, the damage and skill values will decay farther from the blast, and will not affect characters as much if they're farther away from the blast. Set to 0 to keep the values the same throughout the entire radius of the explosion.
effect An effect name to spawn (from effects.dat) when the grenade explodes. If not specified, it will look for an effect called "frag_exp". Set this to 0 if you want no effect to be spawned.