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Messages - dsaf

#16
Can we import skins from lego star wars complete sega? And if so, where do i find them?
#17
Modding question, is it possible to mod the game to have like 2 Darth vaders and 2 Luke sky walkers. I know instant action Jedi you can turn on, and there is one of each. But is it possible to make like 2 of each or more?
#18
Neither of the links work. Can you share this with me. I would love to play this.
#19
I was wondering which of the 6 jedi order units is your favorite? You can pick up to 5.

I hope I specified which one is which. Let me know if there is any questions
#20
SWBF1 Modding / Droideka Skins?
May 14, 2021, 12:50:42 PM
Is there any droideka skins? That I can use to mod?
#21
I was wondering Where i can get the grapple hook weapon. Or it's weapon asset for SWBF1.

Can someone help me find it. I am not sure where it is.

Hope someone can help.
#22
I am looking to skin units, again.

I was wondering what is the best program to skin a unit.

What are some skinning programs i could use to skin units?
#23
Are there are assets for the Temple Guards for star wars battlefront 1,

I know there are for swbf2, but is there any Temple Guard Assets for SWBF1?
#24
There are six cool command post to this map, Bespin Cloud City.

They all are very cool looking, which one is your favorite?

Vote for your favorite?

Or vote for the one that is the easiest to capture

The choice is yours.

Feel free to comment to.

PS, if you don't know the names, of where they are on the map, let me know.

Happy Voting!
#25
I launched up SWBF2, and i feel like i have a resolution sort of problem

The screen is like small.

Because it is small when i got to instant action, the launch button isn't there.

i tried to reinstall it but it didn't work.

This means i can't play star wars battlefront 2, Help!

I have no idea how to fix this. 

Can someone please help me!
#26
I played on Kashyyyk Islands on the Empire on normal mode.

I can't seem to win this map on the empire.

I tried several different ways to win it (Even on Galactic Conquest, with Darth Vader assisting me)

I tried many ways, like go capture the north village, defending the landing zone command post, capturing rebels house command post. None of this seems to work.

How do i win on this map?

Any Advice on this?
#27
Is there a way to change a shocktrooper skin to a stormtrooper skin? Without the Backpack

Here is the odf for a shock trooper, i tried changing the geometry name and it didn't work

[GameObjectClass]
ClassLabel             = "soldier"
GeometryName          = "imp_inf_storm_trooper.msh"

[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

UnitType         = "assault"
IconTexture       = "imp_gunner_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "imp_inf_storm_trooper"
GeometryLowRes         = "imp_inf_shocktrooper_low1"
AnimationName       = "all_inf_snowtrooper"
FirstPerson         = "IMP\impstrp;imp_1st_stormtrooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"

HealthType         = "person"
MaxHealth          = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.0
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WeaponName1       = "imp_weap_inf_torpedo_launcher"
WeaponAmmo1       = 7
WeaponName2       = "imp_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "imp_weap_inf_thermaldetonator"
WeaponAmmo3       = 3
WeaponChannel3      = 1
WeaponName4       = "imp_weap_inf_mine_dispenser"
WeaponAmmo4       = 4
WeaponChannel4      = 1

AimFactorPostureSpecial    = 50
AimFactorPostureStand       = 100
AimFactorPostureCrouch       = 140
AimFactorPostureProne       = 160
AimFactorStrafe          = 60
AimFactorMove             = 70

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"


AimValue             = "1.0"

HurtSound            = "imp_inf_com_chatter_wound"
DeathSound              = "imp_inf_com_chatter_death"
AcquiredTargetSound     = "imp_inf_com_chatter_acquired"
HidingSound             = "imp_inf_com_chatter_hide"
ApproachingTargetSound  = "imp_inf_com_chatter_approach"
FleeSound               = "imp_inf_com_chatter_flee"
PreparingForDamageSound = "imp_inf_com_chatter_predamage"
HeardEnemySound         = "imp_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
LowHealthThreshold      = ".25"
FoleyFXClass            = "imp_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "imp_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "imp_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "imp_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "imp_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "imp_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "imp_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "imp_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "imp_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "imp_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "imp_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "imp_inf_com_chatter_tac_no"


// AI squad command VO
AISCFieldMoveOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_imp_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_imp_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_imp_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_imp_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_imp_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_imp_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_imp_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_imp_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_imp_inf_com_chatter_tac_no"

AISizeType            = "SOLDIER"

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.05
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health25"
DropItemProbability    = 0.10
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.10

Here is the odf for a Storm Trooper for reference

[GameObjectClass]

ClassLabel       = "soldier"
GeometryName       = "imp_inf_stormtrooper.msh"

[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

Label          = "Stormtrooper"
UnitType      = "trooper"
IconTexture       = "imp_soldier_icon"
MapTexture       = "troop_icon"
MapScale       = 1.4

GeometryName       = "imp_inf_stormtrooper"
GeometryLowRes      = "imp_inf_stormtrooper_low1"
FirstPerson             = "IMP\impstrp;imp_1st_stormtrooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName       = "all_inf_snowtrooper"

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

AimValue       = "1.0"

HealthType      = "person"
MaxHealth       = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.5
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WeaponName1       = "imp_weap_inf_rifle"
WeaponAmmo1       = 5
WeaponName2       = "imp_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "imp_weap_inf_thermaldetonator"
WeaponAmmo3       = 4
WeaponChannel3      = 1
WeaponName4       = "imp_weap_inf_crackgrenade"
WeaponAmmo4       = 2
WeaponChannel4      = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand    = 100
AimFactorPostureCrouch    = 140
AimFactorPostureProne    = 160
AimFactorStrafe       = 60
AimFactorMove          = 70

HurtSound            = "imp_inf_com_chatter_wound"
DeathSound              = "imp_inf_com_chatter_death"
AcquiredTargetSound     = "imp_inf_com_chatter_acquired"
HidingSound             = "imp_inf_com_chatter_hide"
ApproachingTargetSound  = "imp_inf_com_chatter_approach"
FleeSound               = "imp_inf_com_chatter_flee"
PreparingForDamageSound = "imp_inf_com_chatter_predamage"
HeardEnemySound         = "imp_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
LowHealthThreshold      = ".25"
FoleyFXClass            = "imp_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "imp_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "imp_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "imp_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "imp_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "imp_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "imp_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "imp_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "imp_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "imp_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "imp_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "imp_inf_com_chatter_tac_no"

// AI squad command VO
AISCFieldMoveOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_imp_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_imp_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_imp_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_imp_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_imp_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_imp_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_imp_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_imp_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_imp_inf_com_chatter_tac_no"

AISizeType      = "SOLDIER"

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.05
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health25"
DropItemProbability    = 0.10
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.10

What can i do to make a shock trooper look like a storm trooper but have a rocket launcher?

I'm open to advice on this.


#28
For the first class i have (the wokkiee warrior, the native forces wokkiee), His weapons include:
Rebel Rifle (Fires Green Bullets), Primary
Thermal Detonators, Primary (Have to switch from rebel rifle to use thermal detonators)
Concussion Grenades. Secondary
4th Weapon Spot (unknown)
There is a 4th weapon spot left, how should i handle this?

Let me know please

Vote for more than one
#29
I'm using the side builder. I can't figure out how to do this.

Do we edit the tga file? or do we edit the odf, & what do we edit?

Please let me know?
#30
How can you turn a wokkiee smugglars bowcaster into a rifle from a rebel soldier? Or make it shoot like one? with the full auto machine gun

Here is the all.wokkiee bowcaster lua and the rifle lua.

Bowcster lua

[WeaponClass]

ClassLabel       = "cannon"

[Properties]

IconTexture      = "IMP_blasterrifle_icon"

ChargeUpEffect      = "chargeup"
MuzzleFlash      = "small_muzzle_flash"
FlashColor       = "100 255 100 255"
FlashLength       = 0.025
FlashLightColor    = "192 255 192 175"
FlashLightRadius    = "2.0"
FlashLightDuration    = "0.25"
Discharge      = "small_smoke_effect"
GeometryName       = "all_weap_inf_bowcaster"
HighResGeometry            = "all_1st_weap_inf_bowcaster"

RoundsPerClip       = "50"
ReloadTime       = "1.5"
ShotDelay       = "0.2"
TriggerSingle      = "0"

ZoomMin         = "2.5"
ZoomMax         = "2.5"
ZoomRate      = "0.0"

AnimationBank      = "rifle"
FirePointName      = "hp_fire_ALL_INF_BlasterRifle"

ModeTexture      = "HUD_weap_charge"
//ModeTextureColor   = "42 235 42 100"
ReticuleTexture      = "reticule_bowcaster"
ScopeTexture   = "weapon_scope2"

OrdnanceName       = "all_weap_inf_bowcaster_ord"

ShotDelay       = "0.35"
TriggerSingle      = "1"
//HeatPerShot      = "0.15"
MaxPressedTime      = "1.75"

YawSpread      = "0.0"
PitchSpread      = "0.0"

KickSpread      = "0.25"
SpreadRecover      = "5.0"

SpreadPerShot      = "1.1"//1.2
SpreadRecoverRate   = "4.8"//0.08
SpreadThreshold      = "1.6"//0.03
SpreadLimit      = "6.0"

StandStillSpread   = "0.0"//0.4
StandMoveSpread      = "0.0"//0.9
CrouchStillSpread   = "0.0"//0.1
CrouchMoveSpread   = "0.0"//0.6
ProneStillSpread   = "0.0"
ProneMoveSpread      = "0.0"

KickStrength      = "0.25"
KickBuildup      = "100.0"

MinRange      = "0"
OptimalRange      = "16"
MaxRange      = "32"

LockOnRange             = "64.0"
LockTime       = "0.0"
AutoAimSize      = "1.0"
LockOnAngle             = "3.0"

SalvoCount      = "1"
SalvoDelay      = "0.0"
InitialSalvoDelay   = "0.0"
SalvoTime      = "0.0"

TargetEnemy      = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

TargetPerson      = "1"
TargetAnimal      = "1"
TargetDroid      = "1"
TargetVehicle      = "1"
TargetBuilding      = "0"

ChargeRateLight         = "1.0"
MaxChargeStrengthLight  = "1.0"
ChargeDelayLight        = "0.15"
ChargeRateHeavy         = "1.0"
MaxChargeStrengthHeavy  = "0.5"
ChargeDelayHeavy        = "2.0"

RecoilLengthLight       = "0.1"
RecoilLengthHeavy       = "0.1"
RecoilStrengthLight     = "1"
RecoilStrengthHeavy     = "0"

FireSound          = "all_weap_inf_bowcaster_fire"
FireEmptySound      = "com_weap_inf_ammo_empty"
//FireLoopSound        = ""
ReloadSound        = "all_weap_inf_reload_med"
ChargeSound          = "all_weap_inf_bowcaster_charge"
ChargeSoundPitch     = "0.05"
ChangeModeSound    = "all_weap_inf_equip_med"
WeaponChangeSound    = "all_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "all_weap_inf_rifle_mvt_jump"
LandSound           = "all_weap_inf_rifle_mvt_land"
RollSound           = "all_weap_inf_rifle_mvt_roll"
ProneSound          = "all_weap_inf_rifle_mvt_squat"
SquatSound          = "all_weap_inf_rifle_mvt_lie"
StandSound          = "all_weap_inf_rifle_mvt_getup"

NextCharge         = 0.15

OrdnanceName       = "all_weap_inf_bowcaster_ord_high"

NextCharge         = 0.35

ShotsPerSalvo      = 3
ShotPatternCount    = 3
ShotPatternPitchYaw    = "0.0 0.0"
ShotPatternPitchYaw    = "0.0 -0.7"
ShotPatternPitchYaw    = "0.0 0.7"

OrdnanceName       = "all_weap_inf_bowcaster_ord_high"

NextCharge         = 0.65

ShotsPerSalvo      = 5
ShotPatternCount    = 5
ShotPatternPitchYaw    = "0.0 0.0"
ShotPatternPitchYaw    = "0.0 -0.7"
ShotPatternPitchYaw    = "0.0 0.7"
ShotPatternPitchYaw    = "0.0 -1.4"
ShotPatternPitchYaw    = "0.0 1.4"

OrdnanceName       = "all_weap_inf_bowcaster_ord_high"

NextCharge         = 0.95

ShotsPerSalvo      = 7
ShotPatternCount    = 7
ShotPatternPitchYaw    = "0.0 0.0"
ShotPatternPitchYaw    = "0.0 -0.7"
ShotPatternPitchYaw    = "0.0 0.7"
ShotPatternPitchYaw    = "0.0 -1.4"
ShotPatternPitchYaw    = "0.0 1.4"
ShotPatternPitchYaw    = "0.0 -2.1"
ShotPatternPitchYaw    = "0.0 2.1"

OrdnanceName       = "all_weap_inf_bowcaster_ord_high"

Rifle lua


[WeaponClass]
ClassLabel       = "cannon"

[Properties]
AnimationBank      = "rifle"
GeometryName       = "all_weap_inf_rifle"
HighResGeometry         = "all_1st_weap_inf_rifle"

//***********************************************
//*************   TARGET & RANGE VALUES  **********
//***********************************************

TargetEnemy      = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

TargetPerson      = "1"
TargetAnimal      = "1"
TargetDroid      = "1"
TargetVehicle      = "0"
TargetBuilding      = "0"

MinRange      = "0"
OptimalRange      = "16"
MaxRange      = "48"

LockOnRange      = "64.0"
LockTime       = "0.4"
lockOnAngle      = "1.0"

ZoomMin         = "2.5"
ZoomMax         = "2.5"
ZoomRate      = "0.0"

YawSpread      = "0.25"
PitchSpread      = "0.25"

SpreadPerShot      = "1.1"
SpreadRecoverRate   = "4.8"
SpreadThreshold      = "1.6"
SpreadLimit      = "6.0"

StandStillSpread   = "0.0"
StandMoveSpread      = "0.0"
CrouchStillSpread   = "0.0"
CrouchMoveSpread   = "0.0"
ProneStillSpread   = "0.0"
ProneMoveSpread      = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip       = "50"
ReloadTime       = "1.5"
ShotDelay       = "0.2"
TriggerSingle      = "0"

SalvoCount      = "1"
SalvoDelay      = "0.0"
InitialSalvoDelay   = "0.0"
SalvoTime      = "0.0"

OrdnanceName       = "all_weap_inf_rifle_ord"
FirePointName      = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

IconTexture      = "IMP_blasterrifle_icon"
ModeTexture      = "HUD_weap_fullauto"
ReticuleTexture      = "reticule_rifle"
ScopeTexture   = "weapon_scope2"

MuzzleFlash      = "small_muzzle_flash"
FlashColor       = "255 80 80 255"
FlashLength       = 0.025
FlashColor       = "255 100 100 255"
FlashLength       = 0.025
FlashLightColor    = "255 220 220 175"
FlashLightRadius    = "2.0"
FlashLightDuration    = "0.25"
Discharge      = "small_smoke_effect"

RecoilLengthLight       = "0.1"
RecoilLengthHeavy       = "0.1"
RecoilStrengthLight     = "1.0"
RecoilStrengthHeavy     = "0.2"
RecoilDecayLight   = "0.0"
RecoilDecayHeavy   = "0.0"

//******************************************************
//***************   SOUND      ****************
//******************************************************

FireSound          = "all_weap_inf_rifle_fire"
ReloadSound        = "all_weap_inf_reload_med"
ChangeModeSound    = "all_weap_inf_equip_med"
FireEmptySound          = "com_weap_inf_ammo_empty"
WeaponChangeSound    = "all_weap_inf_equip_med"
ClankLeftWalkSound     = ""
ClankRightWalkSound    = ""
ClankLeftRunSound      = ""
ClankRightRunSound     = ""
JumpSound              = "all_weap_inf_rifle_mvt_jump"
LandSound              = "all_weap_inf_rifle_mvt_land"
RollSound              = "all_weap_inf_rifle_mvt_roll"
ProneSound             = "all_weap_inf_rifle_mvt_squat"
SquatSound             = "all_weap_inf_rifle_mvt_lie"
StandSound            = "all_weap_inf_rifle_mvt_getup"

Please let me know.