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- [[Category:Weapons]] ...700 bytes (98 words) - 16:18, 16 April 2009
- [[Category:Weapons]] ...6 KB (885 words) - 14:36, 11 November 2008
- [[Category:Weapons]] ...288 bytes (43 words) - 19:31, 10 November 2008
- 5 KB (968 words) - 18:58, 17 July 2009
- Tokarev (semi-automatic) - Not a very good gun next to all the other russian weapons. It will get the job done but most prefer the Mosin.<br><br> [http://www.trap17.com/index.php/Call-Duty-2-Weapons-Guide_t39865.html Sources] ...6 KB (1,009 words) - 23:47, 17 July 2009
- ==Module: Weapons== *[[Call of Duty 4: Scripting Reference - Weapons::BulletSpread|BulletSpread]] ...2 KB (267 words) - 03:21, 1 August 2009
- [[Category:Weapons]] *Use WinRar to extract the "Weapons" folder from iw_11.iwd in CoD4/main into ...5 KB (815 words) - 03:25, 10 January 2011
- |Module=Weapons ...351 bytes (48 words) - 03:15, 1 August 2009
- |Module=Weapons ...318 bytes (47 words) - 03:15, 1 August 2009
- |Module=Weapons ...284 bytes (39 words) - 03:15, 1 August 2009
- |Module=Weapons ...308 bytes (46 words) - 03:15, 1 August 2009
- |Module=Weapons ...266 bytes (36 words) - 03:15, 1 August 2009
- |Module=Weapons ...270 bytes (37 words) - 03:15, 1 August 2009
- |Module=Weapons ...337 bytes (45 words) - 03:16, 1 August 2009
- |Module=Weapons ...275 bytes (39 words) - 03:16, 1 August 2009
- |Module=Weapons ...294 bytes (40 words) - 03:16, 1 August 2009
- |Module=Weapons ...275 bytes (39 words) - 03:16, 1 August 2009
- |Module=Weapons ...332 bytes (47 words) - 03:16, 1 August 2009
- |Module=Weapons ...ternate mode. Returns "none" if there is no alt fire. Subsequent alternate weapons can be retrieved by calling the function again with the new weapon names un ...507 bytes (74 words) - 03:16, 1 August 2009
- |Module=Weapons ...504 bytes (77 words) - 03:16, 1 August 2009
- |Module=Weapons ...492 bytes (78 words) - 03:17, 1 August 2009
- |Module=Weapons ...454 bytes (68 words) - 03:17, 1 August 2009
- |Module=Weapons ...572 bytes (95 words) - 03:17, 1 August 2009
- |Module=Weapons ...331 bytes (45 words) - 03:17, 1 August 2009
- |Module=Weapons ...282 bytes (40 words) - 03:17, 1 August 2009
- |Module=Weapons ...401 bytes (59 words) - 03:17, 1 August 2009
- |Module=Weapons ...325 bytes (47 words) - 03:17, 1 August 2009
- |Module=Weapons ...296 bytes (41 words) - 03:18, 1 August 2009
- |Module=Weapons ...263 bytes (37 words) - 03:19, 1 August 2009
- |Module=Weapons ...222 bytes (25 words) - 03:19, 1 August 2009
- |Module=Weapons ...214 bytes (27 words) - 03:19, 1 August 2009
- |Module=Weapons ...225 bytes (25 words) - 03:19, 1 August 2009
- |Module=Weapons ...218 bytes (26 words) - 03:20, 1 August 2009
- |Module=Weapons ...481 bytes (76 words) - 03:20, 1 August 2009
- |Module=Weapons ...390 bytes (60 words) - 03:20, 1 August 2009
- 0 bytes (0 words) - 00:42, 7 September 2009
- [[File:nutshell.png]] This article contains information on all Black Ops Weapons. List of avaliable weapons within Black Ops. ...3 KB (384 words) - 23:20, 15 November 2010
- {{note|Page containing list of filename for Weapons after a full convert on Modtools 1.0}} [[Category:Weapons]] ...18 KB (3,506 words) - 14:26, 29 June 2011
- [[Category:Weapons]] ...376 bytes (56 words) - 14:59, 23 June 2010
- |Module=Weapons ...473 bytes (71 words) - 03:16, 1 August 2009
- MAR 25 - Nope, patch 1.07 didn't change any weapons. Just the RC-XD was weakened a bit. [[Category:Weapons]] ...2 KB (413 words) - 16:06, 27 March 2011
Page text matches
- ==Module: Weapons== *[[Call of Duty 4: Scripting Reference - Weapons::BulletSpread|BulletSpread]] ...2 KB (267 words) - 03:21, 1 August 2009
- ...y=Gets an array of all weapons that the player has. Includes any alt-mode weapons (ex: m203_m4) ...267 bytes (38 words) - 03:45, 1 August 2009
- |Module=Weapons ...ternate mode. Returns "none" if there is no alt fire. Subsequent alternate weapons can be retrieved by calling the function again with the new weapon names un ...507 bytes (74 words) - 03:16, 1 August 2009
- CoD5 - Reskinning Weapons | Source: Treyarch's Wiki ...(514 × 513 (35 KB)) - 17:23, 14 July 2009
- CoD5 - Reskinning Weapons | Source: Treyarch's Wiki ...(514 × 514 (35 KB)) - 17:23, 14 July 2009
- CoD5 - Reskinning Weapons | Source: Treyarch's Wiki ...(512 × 383 (36 KB)) - 17:24, 14 July 2009
- [[Category:Weapons]] ...376 bytes (56 words) - 14:59, 23 June 2010
- |Module=Weapons ...214 bytes (27 words) - 03:19, 1 August 2009
- Stances can improve the Idle Amount, but not all weapons benefit from lower stances. ...two numbers means that the weapon will ALWAYS kick in that direction. All weapons in ...1 KB (185 words) - 14:35, 18 August 2009
- |Module=Weapons ...218 bytes (26 words) - 03:20, 1 August 2009
- [[Category:Weapons]] ...402 bytes (63 words) - 23:02, 4 November 2008
- * [[Call_of_Duty_1:_Damage_Charts|Call of Duty 1 Multiplayer Weapons Damage Chart]] * [[Call_of_Duty_UO:_Damage_Charts|Call of Duty 1: UO Multiplayer Weapons Damage Chart]] ...599 bytes (86 words) - 19:11, 6 October 2011
- *[[Call of Duty 7: MP Weapons|Multiplayer Weapons *WIP*]] *[[Call of Duty 7: Multiplayer Weapons Chart|Multiplayer Weapons Chart]] ...2 KB (245 words) - 12:29, 10 August 2012
- |Module=Weapons ...263 bytes (37 words) - 03:19, 1 August 2009
- |Module=Weapons ...222 bytes (25 words) - 03:19, 1 August 2009
- |Module=Weapons ...225 bytes (25 words) - 03:19, 1 August 2009
- |Module=Weapons ...296 bytes (41 words) - 03:18, 1 August 2009
- |Module=Weapons ...284 bytes (39 words) - 03:15, 1 August 2009
- |Module=Weapons ...294 bytes (40 words) - 03:16, 1 August 2009
- |Module=Weapons ...266 bytes (36 words) - 03:15, 1 August 2009
- |Module=Weapons ...270 bytes (37 words) - 03:15, 1 August 2009
- |Summary=Gets an array of all primary weapons that the player has. ...248 bytes (32 words) - 03:45, 1 August 2009
- |Module=Weapons ...318 bytes (47 words) - 03:15, 1 August 2009
- |Module=Weapons ...308 bytes (46 words) - 03:15, 1 August 2009
- |Summary=Enable the player's weapons ...177 bytes (22 words) - 09:58, 31 July 2009
- [[Category:Weapons]] ...288 bytes (43 words) - 19:31, 10 November 2008
- |Summary=Remove all the weapons from the player. ...194 bytes (25 words) - 03:26, 1 August 2009
- |Module=Weapons ...325 bytes (47 words) - 03:17, 1 August 2009
- |Module=Weapons ...282 bytes (40 words) - 03:17, 1 August 2009
- |Module=Weapons ...275 bytes (39 words) - 03:16, 1 August 2009
- |Module=Weapons ...275 bytes (39 words) - 03:16, 1 August 2009
- |Module=Weapons ...331 bytes (45 words) - 03:17, 1 August 2009
- *[[Call of Duty 5: MP Weapons|Multiplayer Weapons]] *[[Call of Duty 5: Multiplayer Weapons Chart|Multiplayer Weapons Chart]] ...2 KB (316 words) - 12:26, 10 August 2012
- |Module=Weapons ...337 bytes (45 words) - 03:16, 1 August 2009
- |Module=Weapons ...351 bytes (48 words) - 03:15, 1 August 2009
- |Module=Weapons ...332 bytes (47 words) - 03:16, 1 August 2009
- |Module=Weapons ...454 bytes (68 words) - 03:17, 1 August 2009
- |Module=Weapons ...390 bytes (60 words) - 03:20, 1 August 2009
- |Module=Weapons ...401 bytes (59 words) - 03:17, 1 August 2009
- *[[Call of Duty 2: Damage Charts|Multiplayer Weapons Damage Chart]] *[[Call of Duty 2: Weapons Guide|Weapons Guide]] ...2 KB (245 words) - 12:28, 10 August 2012
- |Module=Weapons ...481 bytes (76 words) - 03:20, 1 August 2009
- |Module=Weapons ...504 bytes (77 words) - 03:16, 1 August 2009
- '''Weapons''' Deployable turrets start their life as normal weapons that the player can pick-up and use. ...5 KB (880 words) - 17:26, 20 May 2009
- |Module=Weapons ...473 bytes (71 words) - 03:16, 1 August 2009
- [[File:nutshell.png]] This article contains information on all Black Ops Weapons. List of avaliable weapons within Black Ops. ...3 KB (384 words) - 23:20, 15 November 2010
- [[Call of Duty 5: Scripting Reference - Weapons|Weapons]] ...2 KB (311 words) - 04:16, 31 July 2009
- [[Category:Weapons]] ...y 3 and therefore decreases recoil. A considerable benefit for high-recoil weapons if you don't mind losing the Tier One perk; not really necessary for the re ...3 KB (517 words) - 16:16, 8 November 2008
- *[[Call of Duty 5: MP Weapons|Multiplayer Weapons]] *[[Call of Duty 5: Multiplayer Weapons Chart|Multiplayer Weapons Chart]] ...4 KB (595 words) - 12:27, 10 August 2012
- |Module=Weapons ...492 bytes (78 words) - 03:17, 1 August 2009
- |Module=Weapons ...572 bytes (95 words) - 03:17, 1 August 2009
- [[Call of Duty 4: Scripting Reference - Weapons|Weapons]] ...2 KB (319 words) - 02:59, 16 August 2014
- * [[Call of Duty 4: MP Weapons|Multiplayer Weapons Details]] * [[Call of Duty 4: Damage Charts|Multiplayer Weapons]] ...2 KB (356 words) - 12:28, 10 August 2012
- * [[Call of Duty 4: Weapons Modding|Weapons Modding]] ...2 KB (234 words) - 12:14, 10 August 2012
- [[Category:Weapons]] *Use WinRar to extract the "Weapons" folder from iw_11.iwd in CoD4/main into ...5 KB (815 words) - 03:25, 10 January 2011
- ...ager: the utility to create new assets or alter stock ones; assets such as weapons, materials, models, animations... *1154 weapons (after full convert, SP + MP mixed) ...2 KB (278 words) - 22:30, 23 June 2011
- [[Category:Weapons]] ...leight of Hand, it still takes longer to reload these guns than most other weapons in the game. If you accidentally reload too early, switch to your other wea ...4 KB (611 words) - 02:09, 23 October 2008
- *Dual Wield - Hip fire two weapons. ...792 bytes (118 words) - 10:10, 15 November 2010
- [[Category:Weapons]] ...700 bytes (98 words) - 16:18, 16 April 2009
- *Dual Wield - Hip fire two weapons. ...886 bytes (131 words) - 10:05, 15 November 2010
- [[Category:Weapons]] ...e with desert and woodlands camo. The following camos are unlocked for all weapons by completing their respective Expert Challenges (headshot quotas): ...5 KB (807 words) - 17:10, 8 November 2008
- [[Category:Weapons]] Along with the shotguns, these weapons are the most mobile, so you'll want to consider these for any ninja class y ...6 KB (894 words) - 02:09, 23 October 2008
- MAR 25 - Nope, patch 1.07 didn't change any weapons. Just the RC-XD was weakened a bit. [[Category:Weapons]] ...2 KB (413 words) - 16:06, 27 March 2011
- *Dual Wield - Hip fire two weapons. ...1 KB (157 words) - 10:06, 15 November 2010
- [[Category:Weapons]] ...1 KB (158 words) - 18:54, 15 November 2010
- *Dual Wield - Hip fire two weapons. ...1 KB (164 words) - 10:18, 15 November 2010
- // Number of dropped weapons before recycling == Extra Config File, Weapons & Vehicles == ...13 KB (1,690 words) - 16:14, 10 December 2008
- *Dual Wield - Hip fire two weapons. ...1 KB (186 words) - 10:08, 15 November 2010
- |Functions to player load outs; weapons players start with and the view model arms. ...2 KB (311 words) - 16:55, 18 April 2009
- Tokarev (semi-automatic) - Not a very good gun next to all the other russian weapons. It will get the job done but most prefer the Mosin.<br><br> [http://www.trap17.com/index.php/Call-Duty-2-Weapons-Guide_t39865.html Sources] ...6 KB (1,009 words) - 23:47, 17 July 2009
- ...nk about combined images. I go to MW2 and found again 2 spc files for some weapons and again it include colour map parts, another specular - black&white (stan ..., but one more darken (for what is that?)). It works with originally black weapons in game (SPAS-12, MP5k, FN2000). ...5 KB (904 words) - 19:18, 26 July 2011
- * DLC3 weapons, vision, ui, maps, collmaps, and animtrees files. *DLC2 weapons, vision, ui_mp, maps, collmaps, and animtrees files. ...6 KB (882 words) - 02:39, 18 February 2014
- Payload starts off by assigning players classes and specific weapons per those classes. In the level script there are Co-op Callback functions d ...he best suitable spawner based on their class weapon since we are changing weapons on the fly and do not want AI using flamethrower animations for firing a MG ...6 KB (956 words) - 11:36, 22 November 2008
- // Number of dropped weapons before recycling ...2 KB (356 words) - 14:44, 23 February 2009
- *Firing Mode on some weapons • drop weapons on hit handling ...4 KB (644 words) - 19:41, 21 September 2016
- ...and 1024 was a good distance for a rifle. These can be adjusted if the new weapons get changed drastically. You can drop the model in your level to make sure ...3 KB (456 words) - 20:32, 16 November 2011
- [F] Fix Claymore + Weapons Pool sounds (could be heard all over the map) [A] Added Weapon Damage Modifier for all weapons/items/hardpoints (see updated weapon_control.cfg) ...11 KB (1,656 words) - 15:01, 2 March 2010
- *Riot shields, movable turrets and customized weapons for single-player enemies were mentioned. ...3 KB (428 words) - 19:02, 1 September 2009
- ==Buyable Weapons== Buyable weapons are like blockers in that they are unique, so they are no set prefabs for t ...21 KB (3,355 words) - 19:36, 31 December 2008
- ...routine to another number, at the moment it takes about 3 shots from most weapons. ...2 KB (343 words) - 23:20, 22 February 2012
- ...hey also control a whole host of other, less art-specific things, like how weapons behave and what gun each AI uses. Asset Manager is in <code>cod3-pc\cod3-mo ...the weapon file for the viewmodel. Keep in mind that the world models for weapons are completely separate from viewmodels. ...15 KB (2,670 words) - 15:31, 4 May 2009
- // If you want to modify/add to the weapons table, // Include the weapons that are only inr your level so that the cost/hints are accurate ...17 KB (2,742 words) - 15:02, 27 December 2023
- ...may want to use in another mod. For example, it gives users access to all weapons, and makes the settings more easily customizable. This will create the weapon file in a folder called <CoD4>\raw\weapons\mp\ ...16 KB (2,861 words) - 17:36, 7 February 2012
- Stances can improve the Idle Amount, but not all weapons benefit from lower stances. ...2 KB (283 words) - 23:04, 14 December 2009
- [[Category:Weapons]] ...2 KB (337 words) - 23:53, 12 November 2010
- [[Category:Weapons]] ...3 KB (450 words) - 02:09, 23 October 2008
- * [[Call of Duty 7: Weapons List|Weapon Name List]] ...3 KB (402 words) - 19:47, 9 February 2012
- ==Buyable Weapons== Adding weapons onto the wall is now conveniently as easy as dropping in a prefab: ...15 KB (2,529 words) - 01:58, 23 August 2013
- * [[Call of Duty 4: MP Weapons|MP Weapons]] ...7 KB (1,047 words) - 14:57, 27 December 2023
- *[[Call of Duty bo3: ZM Loaded Xanim| Loaded Xanim for Weapons]] ...2 KB (380 words) - 00:33, 8 April 2020
- .../callofduty.wikia.com/wiki/Category:Call_of_Duty:_Modern_Warfare_2_Weapons Weapons] ...6 KB (759 words) - 01:57, 28 December 2023
- If your characters weapons and vehicles have red outlines you don’t have any reflection probes compile ...out another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about ...12 KB (2,224 words) - 19:13, 24 November 2008
- [[Category:Weapons]] ...5 KB (786 words) - 02:09, 23 October 2008
- : This is a comparative measure of accuracies between the weapons wielded by the entity and the enemy. The entity first adds an amount of thr ...6 KB (1,032 words) - 16:34, 29 July 2009
- *The campaign mission featuring the Blackbird SR-71 is called 'Weapons of Mass Destruction. It sees you controlling troops on the ground while you == Weapons == ...18 KB (2,735 words) - 19:47, 9 February 2012
- ===Weapons=== ...user to determine price cost. Although, there are a few prefabs of buyable weapons that can be included in your map or used to learn from in '''\map_source\_p ...19 KB (3,196 words) - 02:01, 23 August 2013