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Infobox-Ranged Weapon 3-ErrorSwitch1C
ID
Context Ranged Weapon
Equip : slots (x)
Fire Mode
Range
Firerate
RPS
Durability % degrade chance ( wear)
Attachments
Hook
Default N/A
Size 0x0
Player Damage
Damage
Zombie Damage
Damage
Animal Damage
Damage
Miscellaneous Damage
Size 0x0
File
Muzzle
Ballistics
Recoil and Shake
Aim ADS recoil multiplier of
Size 0x0
Audio

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The Template:Infobox/Ranged_Weapon_3 is documented below. To use it on a page, copy and paste the entirety of the data inside the Preview Box.

Function:

This template creates an Informational Box (Infobox) to help display large amounts of different information easily.

Syntax:

The appropriate syntax for Template:Infobox/Ranged_Weapon_3 is in the Preview Box below.

{{Template:Infobox/Ranged_Weapon_3
|rarity = 
|name = 
|file = 
|id = 
|size_x = 
|size_y = 
<!-- === General === -->
|override_equip = 
|action = 
|fire_mode_safety = 
|fire_mode_semi = 
|fire_mode_burst = 
|burst_rounds = 
|fire_mode_auto = 
|range = 
|firerate = 
|durability = 
|wear = 
|description = 
<!-- Attachment -->
|caliber = 
|hook_barrel = 
|hook_grip = 
|hook_sight = 
|hook_tactical = 
|default_barrel = 
|default_sight = 
|default_tactical = 
|magazine1 = 
|capacity1 = 
|pellets1 = 
|mincapacity = 
|maxcapacity = 
|magazine2 = 
|capacity2 = 
|magazine3 = 
|capacity3 = 
|magazine4 = 
|capacity4 = 
|magazine5 = 
|capacity5 = 
|magazine6 = 
|capacity6 = 
|magazine7 = 
|capacity7 = 
|magazine8 = 
|capacity8 = 
|magazine9 = 
|capacity9 = 
<!-- === Damage === -->
<!-- Player -->
|player_damage = 
|player_leg_multiplier = 
|player_arm_multiplier = 
|player_spine_multiplier = 
|player_skull_multiplier = 
<!-- Zombie -->
|zombie_damage = 
|zombie_leg_multiplier = 
|zombie_arm_multiplier = 
|zombie_spine_multiplier = 
|zombie_skull_multiplier = 
<!-- Animal -->
|animal_damage = 
|animal_leg_multiplier = 
|animal_spine_multiplier = 
|animal_skull_multiplier = 
<!-- Miscellaneous -->
|negation = 
|barricade_damage = 
|structure_damage = 
|vehicle_damage = 
|resource_damage = 
|object_damage = 
<!-- === Advanced === -->
|muzzle = 
|replace_equip = 
|unplace_equip = 
|reload_time = 
<!-- Ballistic -->
|ballistic_force = 
|ballistic_step = 
|ballistic_travel = 
|ballistic_drop = 
|spread_aim = 
|spread_hip = 
<!-- Recoil -->
|recoil_min_x = 
|recoil_max_x = 
|recovery_x = 
|recoil_min_y = 
|recoil_max_y = 
|recovery_y = 
|recoil_aim = 
|shake_min_x = 
|shake_max_x = 
|shake_min_y = 
|shake_max_y = 
|shake_min_z = 
|shake_max_z = 
}}

Documentation:

  • rarity is a restrictive case switch parameter. Only useful switches are documented below.
    • Common is used for a Common Ranged Weapon.
    • Uncommon is used for an Uncommon Ranged Weapon.
    • Rare is used for a Rare Ranged Weapon.
    • Epic is used for an Epic Ranged Weapon.
    • Legendary is used for a Legendary Ranged Weapon.
    • Mythical is used for a Mythical Ranged Weapon.
  • name is a basic parameter. The name that appears in the English.dat file should be used. If there is no English.dat file, then the filename should be used instead with no underscores.
  • file is a basic parameter. The filename should be used.
    • It is used in conjunction with id to automate all respective image filename inputs.
  • id is a basic parameter. It should be the same as the numerical value next to the "ID" text in the relevant .dat file.
    • It is used in conjunction with file to automate all respective image filename inputs.
  • size_x is a multi-purpose parser parameter. It should be the same as the numerical value next to the "Size_X" text in the relevant .dat file.
    • 1 should be defaulted to.
    • Image size is automated with this input in several expression parsers.
    • Equip slot is automated to "Primary" or "Secondary" based off an inequality expression parser.
    • The total slots taken up is calculated in an expression parser that includes size_y, for use in the "Equip" information.
    • The number of horizontal cells taken up is displayed via a raw parameter input.
    • In conjunction with size_y, the image used in the "Advanced" tab is automated via raw parameter inputs. Defaults if a parameter is missing.
  • size_y is a multi-purpose parser parameter. It should be the same as the numerical value next to the "Size_Y" text in the relevant .dat file.
    • 1 should be defaulted to.
    • The total slots taken up is calculated in an expression parser that includes size_x, for use in the "Equip" information.
    • The number of vertical cells taken up is displayed via a raw parameter input.
    • In conjunction with size_x, the image used in the "Advanced" tab is automated via raw parameter inputs. Defaults if a parameter is missing.

General:

  • override_equip is used to override the equip type automation by size_x.
    • True is used to override the equip slot to "Vehicle"
    • False is used if an override is not required.
  • action is a restrictive case switch parameter. The output is hidden until the "Fire Mode" text is hovered over.
    • Bolt is used to display "Bolt Action" text.
    • Break is used to display "Break Action" text.
    • Minigun is used to display "Minigun Action" text.
    • Pump is used to display "Pump Action" text.
    • Rail is used to display "Rail Action" text.
    • Rocket is used to display "Rocket Action" text.
    • String is used to display "String Action" text.
    • Trigger is used to display "Trigger Action" text.
  • fire_mode_safety is a simple parser. It can be set to True, or it can be set to False.
    • True is used if the "Safety" firing mode exists.
    • False is used if the "Safety" firing mode does not exist.
  • fire_mode_semi is a simple parser. It can be set to True, or it can be set to False.
    • True is used if the "Semi" firing mode exists.
    • False is used if the "Semi" firing mode does not exist.
  • fire_mode_burst is a simple parser. It must be used in conjunction with burst_rounds.
    • True is used if the "Burst" firing mode exists.
    • False is used if the "Burst" firing mode does not exist.
  • burst_rounds is a basic parameter. A numerical input representing the amount of rounds fired per "Burst" fire should be used.
    • N/A should be used if fire_mode_burst is set to False.
  • fire_mode_auto is a simple parser. It can be set to True, or it can be set to False.
    • True is used if the "Auto" firing mode exists.
    • False is used if the "Auto" firing mode does not exist.
  • range represents the maximum range projectiles can reach before disappearing entirely. It is a mostly nonrestrictive case parser.
    • A numerical input should be used in most cases.
    • Infinite should used when projectile range is limitless, and the projectile will never disappear after any certain distance.
    • An expression parser converts the range from meters to yards to accommodate those using the "Imperial" option setting in-game. It is set to round to the hundred thousandths place automatically.
  • firerate is an expression parser parameter. It should be the same as the numerical value next to the "Firerate" text in the relevant .dat file. A simple formula converts it to rounds per second (RPS).
    • The raw firerate input can be seen when hovering over the RPS formula output.
  • durability is a numerical expression parser. It should be the same as the numerical value next to the "Durability" text in the relevant .dat file. A simple formula converts it to degrade chance.
  • wear is a basic numerical parameter. It represents how much durability is lost per successful degrade chance check.
    • 0 should be used when durability is set to 0.
    • 1 should be used as a default.
  • description is a basic parameter. The descriptive text that appears in the English.dat file should be used.

Attachment:

  • caliber is a numerical parameter. It should be the same as the text next to the "Caliber" text in the relevant .dat file. The output is hidden until the "Attachments" text is hovered over.
  • hook_barrel is a simple parser. It can be set to True, or it can be set to False.
    • True is used if the "Barrel" hook exists.
    • False is used if the "Barrel" hook does not exist.
  • hook_grip is a simple parser. It can be set to True, or it can be set to False.
    • True is used if the "Grip" hook exists.
    • False is used if the "Grip" hook does not exist.
  • hook_sight is a simple parser. It must be used in conjunction with burst_rounds.
    • True is used if the "Sight" hook exists.
    • False is used if the "Sight" hook does not exist.
  • hook_tactical is a simple parser. It can be set to True, or it can be set to False.
    • True is used if the "Tactical" hook exists.
    • False is used if the "Tactical" hook does not exist.
  • default_barrel is a basic parameter.
    • If a Barrel Attachment is attached by default, then its English.dat name goes here. If there is no English.dat file, then the filename should be used instead with no underscores.
    • N/A should be used if nothing is attached by default.
  • default_sight is a basic parameter.
    • If a Sight Attachment is attached by default, then its English.dat name goes here. If there is no English.dat file, then the filename should be used instead with no underscores.
    • N/A should be used if nothing is attached by default.
  • magazine1 is a basic parameter. List the name of the default Magazine Attachment that is attached.
    • If there is no default, the ascending ordering by ID starts at magazine1 instead of magazine2.
  • capacity1 the maximum amount that can be held in magazine1 at any given time.
  • mincapacity represents the minimum possibly chambered when spawned already attached.
    • N/A should be used if magazine1 is not default.
  • maxcapacity represents the maximum possibly chambered when spawned already attached.
    • N/A should be used if magazine1 is not default.
  • magazine2 is a basic parameter. List the name of the second possible Magazine Attachment, starting in ascending order by ID from magazine2.
  • capacity2 the maximum amount that can be held in magazine2 at any given time.
  • magazine3 is a basic parameter. List the name of the third possible Magazine Attachment, continuing in ascending order by ID from magazine2.
  • capacity3 the maximum amount that can be held in magazine3 at any given time.
  • magazine4 is a basic parameter. List the name of the fourth possible Magazine Attachment, continuing in ascending order by ID from magazine3.
  • capacity4 the maximum amount that can be held in magazine4 at any given time.
  • magazine5 is a basic parameter. List the name of the fifth possible Magazine Attachment, continuing in ascending order by ID from magazine4.
  • capacity5 the maximum amount that can be held in magazine5 at any given time.
  • magazine6 is a basic parameter. List the name of the sixth possible Magazine Attachment, continuing in ascending order by ID from magazine5.
  • capacity6 the maximum amount that can be held in magazine6 at any given time.
  • magazine7 is a basic parameter. List the name of the seventh possible Magazine Attachment, continuing in ascending order by ID from magazine6.
  • capacity7 the maximum amount that can be held in magazine7 at any given time.

Damage:

Player:

  • player_damage is a basic numerical parameter that represents the base damage against Players before calculations.
  • player_leg_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through a leg hitbox of a Player.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of player_damage.
  • player_arm_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through a arm hitbox of a Player.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of player_damage.
  • player_spine_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through the spine hitbox of a Player.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of player_damage.
  • player_skull_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through the skull hitbox of a Player.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of player_damage.

Zombie:

  • zombie_damage is a basic numerical parameter that represents the base damage against Zombies before calculations.
  • zombie_leg_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through a leg hitbox of a Zombie.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of zombie_damage.
  • zombie_arm_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through a arm hitbox of a Zombie.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of zombie_damage.
  • zombie_spine_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through the spine hitbox of a Zombie.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of zombie_damage.
  • zombie_skull_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through the skull hitbox of a Zombie.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of zombie_damage.

Animal:

  • animal_damage is a basic numerical parameter that represents the base damage against Animals before calculations.
  • animal_leg_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through a leg hitbox of a Animal.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of animal_damage.
  • animal_spine_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through the spine hitbox of a Animal.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of animal_damage.
  • animal_skull_multiplier is a numerical parameter that represents a damage multiplier that occurs when dealing damage through the skull hitbox of a Animal.
    • 1 should be used as the default input if no other input is provided.
    • Hovering over the base text it generates will show the output of multiplying this value with the value of animal_damage.

Miscellaneous:

  • negation is a simple parser. It represents whether or not damage bypasses invulnerability.
    • True is used if invulnerability is bypassed. When the "True" text it generates is hovered over, it shows "Bypasses invulnerability."
    • False is used if invulnerability is not bypassed. When the "False" text it generates is hovered over, it shows "Cannot bypass invulnerability."
  • structure_damage is a basic numerical parameter that represents the damage against Structures.
  • vehicle_damage is a basic numerical parameter that represents the damage against Vehicles.
  • resource_damage is a basic numerical parameter that represents the damage against Trees and Boulders.
  • object_damage is a basic numerical parameter that represents the damage against Objects.

Advanced:

  • muzzle is a numerical parameter. It should be the same as the text next to the "Muzzle" text in the relevant .dat file.
  • replace_equip is a basic numerical parameter used to showcase modified magazine spawn speed in relation to the reload length. It is represented as a multiplier.
    • 1 should be defaulted to if there is no unique number.
  • unplace_equip is a basic numerical parameter used to showcase modified magazine despawn speed in relation to the reload length. It is represented as a multiplier.
    • 1 should be defaulted to if there is no unique number.
  • reload_time is a basic numerical parameter used to showcase modified reload time. It is represented as a multiplier.
    • 1 should be defaulted to if there is no unique number.

Ballistic:

  • ballistic_force is a simple numerical parameter that is measured in newtons.
    • N/A should be defaulted to.
  • ballistic_step is a simple numerical parameter that is measured in meters.
    • N/A should be defaulted to.
  • ballistic_travel is a simple numerical parameter.
    • N/A should be defaulted to.
  • ballistic_drop is a simple numerical parameter.
    • N/A should be defaulted to.
  • spread_aim is a simple numerical parameter.
    • 0 should be used as a default.
  • spread_hip is a simple numerical parameter.
    • 0 should be used as a default.

Recoil:

  • recoil_max_x is a simple numerical parameter.
    • 0 should be used as a default.
  • recovery_x is a simple numerical parameter.
    • 0 should be used as a default.
  • recoil_min_y is a simple numerical parameter.
    • 0 should be used as a default.
  • recoil_max_y is a simple numerical parameter.
    • 0 should be used as a default.
  • recovery_y is a simple numerical parameter.
    • 0 should be used as a default.
  • recoil_aim is a simple numerical parameter.
    • 0 should be used as a default.
  • shake_min_x is a simple numerical parameter.
    • 0 should be used as a default.
  • shake_max_x is a simple numerical parameter.
    • 0 should be used as a default.
  • shake_min_y is a simple numerical parameter.
    • 0 should be used as a default.
  • shake_max_y is a simple numerical parameter.
    • 0 should be used as a default.
  • shake_min_z is a simple numerical parameter.
    • 0 should be used as a default.
  • shake_max_z is a simple numerical parameter.
    • 0 should be used as a default.
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