{DOB}Weapons File Editor::Help file

 

 

Attribute Description Possible Values
weaponType Weapon ammo type.

bullet

grenade

projectile

weaponClass Weapon class.

rifle

grenade

pistol

turret

smg

rocketlauncher

displayName Weapon name as seen on HUD.

WEAPON_BAR

WEAPON_BREN

WEAPON_LEEENFIELD

WEAPON_FG42

WEAPON_M2FRAGGRENADE

WEAPON_KAR98K

WEAPON_SCOPEDKAR98K

WEAPON_LUGER

WEAPON_M1A1CARBINE

WEAPON_M1GARAND

WEAPON_MK2FRAGGRENADE

WEAPON_MOSINNAGANT

WEAPON_SCOPEDMOSINNAGANT

WEAPON_MP40

WEAPON_MP44

WEAPON_PANZERFAUST

WEAPON_PPSH

WEAPON_RUSSIANGRENADE

WEAPON_SPRINGFIELD

WEAPON_STEN

WEAPON_GERMANGRENADE

WEAPON_THOMPSON

AIOverlayDescription AI class as seen in single player when friendly AI is highlighted.

WEAPON_SUPPORTGUNNER

WEAPON_RIFLEMAN

WEAPON_SNIPER

WEAPON_SUBMACHINEGUNNER

modeName Weapon firing mode as seen on HUD.

WEAPON_FASTAUTO

WEAPON_SLOWAUTO

WEAPON_FULLAUTO

WEAPON_SEMIAUTO

weaponSlot Slot filled by weapon.

primary

grenade

pistol

none

moveSpeedScale

Player movement speed for weapon.

('average' speed = 1.0)

(the smaller the number, the heavier the weapon)

Machine Guns = 0.9

Pistols, Sub-machine guns, Grenades = 1.2

Thompson = 1.17

Bolt-action rifles = 1.15

Mosin Nagant Sniper = 1.1

FG42 = 0.98

MP44 = 0.96

M1 Carbine = 1.18

M1 Garand = 1.09

Panzerfaust = 0.88

Springfield Sniper = 1.1

damage

Max damage inflicted on a player contacted by a bullet, grenade, or projectile.

(a value of 100 doesn't always kill)

(remember: CONTACT damage.. not necessarily explosive damage in a projectile's/grenade's case)

Pistols, M1A1 Carbine, MP40, Sten = 45

Bolt-action rifles = 120

PPSH = 38

Thompson = 50

Machine guns, FG42, M1 Garand = 68-75

MG42 = 60

Grenades = 0

Panzerfaust = 1000

PTRS anti-tank cannon = 300

meleeDamage

Max damage inflicted on a player contacted by a melee attack.

(a value of 100 doesn't always kill)

Stock values range from 50 to 200
fireDelay Seconds taken after the fire button is pressed for the weapon to respond. Grenades = 0.1
meleeDelay Seconds taken after the melee button is pressed for the weapon to respond.

BAR = 0.1

Bren = 0.3

Rifles, SMGs, MP44, FG42 = 0.15

Grenades = 0.1

Panzerfaust = 0.42

reloadTime Seconds taken to play the weapon reload animation.(does not affect reload sound; only animation playback speed)  
reloadEmptyTime

Seconds taken to play the weapon reload-when-empty animation.

(does not affect reload-when-empty sound; only animation playback speed)

 
reloadAddTime Definition Unknown! Stock values range from 0.5 to 3.0
reloadStartTime Definition Unknown! Segmented reload weapon values range from 0.75 to 1.8
reloadStartAddTime Definition Unknown! Segmented reload weapon values range from 1.3 to 1.4
reloadEndTime Definition Unknown! Segmented reload weapon values range from 0.7 to 1.1
fireTime Seconds taken for the weapon's action to cycle.  
rechamberTime Definition Unknown!

Bolt-action rifles = 1.0

All other guns = 0.1

rechamberBoltTime Definition Unknown! Bolt-action rifles = 0.4
meleeTime Seconds taken to play the melee animation.

Most stock weapons = 0.8

Other few = 1.2

dropTime Seconds taken to play the animation when weapon is put away. Stock values range from 0.33 to 0.7
raiseTime Seconds taken to play the animation when weapon is drawn. Stock values range from 0.2 to 0.6
adsTransInTime

Seconds taken to play the hip-to-ADS animation.

(often the same as "adsTransOutTime")

Stock values range from 0.2 to 0.6
adsTransOutTime

Seconds taken to play the ADS-to-hip animation.

(often the same as "adsTransInTime")

Stock values range from 0.2 to 0.6
adsZoomFov

How much your field of view decreases when zoomed in on the sights.

(represents a percentage of the original fire-from-hip view)

Pistols, Panzerfaust = 80

Bolt-action rifles, M1 Garand = 50

Sniper rifles = 16

FG42 = 20

PPSH, Thompson = 70

Sten, MP40, M1A1 Carbine = 65

BAR, Bren, MP44 = 55

adsZoomInFrac How much your field of view gets skewed when zooming in.

Bren = 0.82

Bolt-action rifles, M1 Garand, MP44, Panzerfaust = 0.5

FG42 = 0.05

Sniper rifles = 0.1

Pistols, M1A1 Carbine, BAR, Sten = 0.42

MP40 = 0.6

PPSH, Thompson = 0.7

adsZoomOutFrac How much your field of view gets skewed when zooming out. (usually set a few tenths under the "adsZoomOutFrac")
adsOverlayShader Overlay used for ADS (mainly scopes). Stock normal circle scope = ui/assets/reticle_circle_quarter
adsOverlayReticle Special reticle to be used when ADS. (generally only used with scopes) Springfield FG42 none
adsOverlayWidth The width of the special reticle. (often the same as "adsOverlayHeight") Stock values set at 140 or 220
adsOverlayHeight The height of the special reticle. (often the same as "adsOverlayWidth") Stock values set at 140 or 220
adsBobFactor

Effects weapon bob when ADS.

(all stock weapons NOT mentioned below have a value of 2)

Lee-Enfield = 0.1

Kar98k, MP44, Panzerfaust, PPSH = 1

Sniper rifles, FG42, MP40, Sten, Thompson = 0

Luger, M1 Garand = 0.5

Mosin Nagant = 0.05

adsViewBobMult Effects weapon bob when ADS. Stock values range from 0.1 to 1.0
hipSpreadStandMin

Best accuracy of the weapon when fired from the hip while standing.

(should be higher than "hipSpreadDuckedMin" and "hipSpreadProneMin")

Stock values are generally above 1.0
hipSpreadDuckedMin

Best accuracy of the weapon when fired from the hip while crouching.

(should be higher than "hipSpreadProneMin" and lower than "hipSpreadStandMin")

Usually 0.4 to 0.6 lower than "hipSpreadStandMin"
hipSpreadProneMin

Best accuracy of the weapon when fired from the hip while prone.

(should be lower than "hipSpreadStandMin" and "hipSpreadDuckedMin")

Stock values range from 0.1 to 0.4
hipSpreadMax

Worst possible accuracy of the weapon when fired from the hip.

(the higher this value is, the more inaccurate the weapon gets when fired from the hip while moving)

Stock values range from 3 to 7
hipSpreadDecayRate

How quickly the crosshairs return to their tightest position after the player has decreased accuracy by turning-firing-or moving.

(lighter weapons should have higher values)

Stock values range from 2 to 4
hipSpreadFireAdd

How much your accuracy decreases when firing the weapon from the hip.

(should be only a small fraction of "hipSpreadMax")

Stock values range from 0.3 to 0.6
hipSpreadTurnAdd How much your accuracy decreases when turning rapidly. All stock weapons have this set at 0
hipSpreadMoveAdd How much your accuracy decreases when moving. (should be at least 1.0 above "hipSpreadMax")
hipSpreadDuckedDecay

How much more accurate your weapon becomes when firing from the hip while ducked.

(basically, "hipSpreadMax" minus "hipSpreadDuckedDecay" = crosshair size when crouched)

Stock values range from 1 to 1.5
hipSpreadProneDecay

How much more accurate your weapon becomes when firing from the hip while prone.

(basically, "hipSpreadMax" minus "hipSpreadDuckedDecay" minus "hipSpreadProneDecay" = crosshair size when prone)

Stock values range from 1 to 1.5
adsSpread

Accuracy of the weapon when fired while ADS.

(note that moving or turning while aiming down the sights doesn't affect accuracy, so no extra "adsSpread" values are needed)

(the smaller the value is, the more accurate the weapon is when ADS)

BAR = 0.3

Bren = 0.15

Bolt-action rifles = 0.1

M1 Garand = 0.2

Sniper rifles = 0

Pistols = 2

M1 Carbine, MP44 = 0.4

MP40 = 1.25

PPSH, Sten = 1.2

Panzerfaust = 3.5

Thompson = 1.38

radiantName

The name of the weapon in CoD Radiant-the Call of Duty map editor.!

(should be easily recognizable, contain no spaces, and start with "mpweapon_")

 
worldModel

The weapon model as seen when you're not personally holding the weapon.

(for a massive list of all possible values, consult the file in your CoD WFE "Resource Files" directory called "xmodel_list.txt")

(all default weapon xmodels are prefixed by "weapon_")

 
hudIcon Icon shown on the HUD when switching weapon.!

gfx/icons/hud@bar_fullauto.dds

gfx/icons/hud@bar.tga

gfx/icons/hud@bren.tga

gfx/icons/hud@enfield.tga

gfx/icons/hud@fg42.tga

gfx/icons/hud@us_grenade.tga

gfx/icons/hud@kar98.tga

gfx/icons/hud@scoped_kar98.tga

gfx/icons/hud@luger.tga

gfx/icons/hud@m1carbine.tga

gfx/icons/hud@m1garand.tga

gfx/icons/hud@british_grenade.tga

gfx/icons/hud@nagant.tga

gfx/icons/hud@scoped_nagant.tga

gfx/icons/hud@gfx/icons/hud@mp40.tga

gfx/icons/hud@mp44_fullauto.dds

gfx/icons/hud@mp44.tga

gfx/icons/hud@panzerfaust.tga

gfx/icons/hud@ppsh_fullauto.dds

gfx/icons/hud@ppsh.tga

gfx/icons/hud@russian_grenade.tga

gfx/icons/hud@scoped_springfield.tga

gfx/icons/hud@sten.tga

gfx/icons/hud@steilhandgrenate.tga

gfx/icons/hud@thompson_fullauto.dds

gfx/icons/hud@thompson.tga

modeIcon Icon shown on the HUD as current firing mode.!

gfx/hud/hud@weaponmode_full.tga

gfx/hud/hud@weaponmode_semi.tga

ammoIcon

Icon shown on the HUD when asked to pick up more ammo for the weapon.!

(all three listed below are the exact same image)(I have no clue why; just insert one, and if something goes wrong, try another)

gfx/icons/hud@ammo2.tga

gfx/icons/hud@ammo5.tga

gfx/icons/hud@ammo9.tga

maxAmmo

Maximum ammo allowed for the weapon.

(includes the clip already in the weapon)

 
startAmmo

How much ammo you start a round with.

(usually less than the "maxAmmo" allowed for the weapon)

 
clipSize How many rounds in a clip.  
dropAmmoMin

Minimum amount of ammo included with a weapon when the weapon is dropped by a player.

(if a player drops a gun with an amount of ammo that is less than the "dropAmmoMin",

the ammo amount of the weapon is automatically increased to match the "dropAmmoMin")

 
dropAmmoMax

Maximum amount of ammo included with a weapon when the weapon is dropped by a player.

(if a player drops a gun with an amount of ammo that is more than the "dropAmmoMax",

the ammo amount of the weapon is automatically decreased to match the "dropAmmoMax")

 
viewFlashEffect Flash effect of the weapon as seen by you when you fire it.

Standard muzzle flash effects listed below:

fx/muzzleflashes/heavy_viewmp.efx

fx/muzzleflashes/standardflashviewmp.efx

fx/muzzleflashes/mg42hv_view.efx

fx/muzzleflashes/german_mg_viewmp.efx

fx/muzzleflashes/panzerfaust.efx

fx/muzzleflashes/russian_mg_viewmp.efx

fx/muzzleflashes/thompson_viewmp.efx

worldFlashEffect Flash effect of the weapon as seen by those around you when you fire it.

Standard muzzle flash effects listed below:

fx/muzzleflashes/heavy_viewmp.efx

fx/muzzleflashes/standardflashviewmp.efx

fx/muzzleflashes/mg42hv_view.efx

fx/muzzleflashes/german_mg_viewmp.efx

fx/muzzleflashes/panzerfaust.efx

fx/muzzleflashes/russian_mg_viewmp.efx

fx/muzzleflashes/thompson_viewmp.efx

pickupSound Sound played when the weapon is picked up.! (apparently, only the BAR gets a unique one)

weap_bar_pickup

weap_pickup

ammoPickupSound

Sound played when ammo for the weapon is picked up.!

IMPORTANT NOTE: This field is probably superfluous! No weapons other than the BAR have it filled in!

Leave this blank, and everything should be ok. (the BAR has this set to "weap_bar_ammopickup")
fireSound

Sound played when the weapon is fired.!

(should be left blank if a looping fire sound, like the MG42, will be used)

weap_bar_fire

weap_bren_fire

weap_enfield_fire

weap_fg42_fire

weap_fraggrenade_fire

weap_kar98k_fire

weap_kar98k_sniper_fire

weap_luger_fire

weap_m1carbine_fire

weap_m1garand_fire

weap_fraggrenade_fire

weap_nagant_fire

weap_nagant_sniper

weap_mp40_fire

weap_mp44_fire

weap_panzerfaust_fire

weap_ppsh_fire

weap_rusgrenade_fire

weap_springfield_fire

weap_sten_fire

weap_germgrenade_fire

weap_thompson_fire

antitank_rifle_fire

lastShotSound

Sound played when the last shot in the clip of a weapon is fired.!

(should only be used if the weapon has a unique last shot sound like the M1 Garand)

weap_m1garand_lastshot
rechamberSound

Sound played when the bolt mechanism is worked.!

(should be left blank if the weapon is not a bolt-action rifle)

weap_enfield_rechamber

weap_kar98k_rechamber

weap_kar98k_sniper_rechamber

weap_nagant_rechamber

weap_springfield_rechamber

reloadSound Sound played when the weapon is reloaded.!

weap_bar_reload_not_empty

weap_bren_reload_not_empty

weap_enfield_reload_loop

weap_fg42_reload_not_empty

weap_fraggrenade_reload

weap_kar98k_reload

weap_kar98k_sniper_reload_loop

weap_luger_reload_not_empty

weap_m1carbine_reload_not_empty

weap_m1garand_reload

weap_fraggrenade_reload

weap_nagant_reload

weap_nagant_reload

weap_mp40_reload_not_empty

weap_mp44_reload_not_empty

weap_panzerfaust_reload

weap_ppsh_reload_not_empty

weap_fraggrenade_reload

weap_springfield_reload_loop

weap_sten_reload_not_empty

weap_fraggrenade_reload

weap_thompson_reload_not_empty

reloadEmptySound Sound played when the weapon is reloaded while the clip is empty.!

weap_bar_reload

weap_bren_reload

weap_fg42_reload

weap_luger_reload

weap_m1carbine_reload

weap_mp40_reload

weap_mp44_reload

weap_ppsh_reload

weap_sten_reload

weap_thompson_reload

reloadStartSound

Sound played when the bolt of a bolt-action rifle gets pulled back for reloading.!

(only used for bolt-action rifles with segmented reloading)

weap_enfield_reload_start

weap_kar98k_sniper_reload_start

weap_nagant_altswitch

weap_springfield_reload_start

reloadEndSound

Sound played when the bolt of a bolt-action rifle is pushed back after reloading.!

(only used for bolt-action rifles with segmented reloading)

weap_enfield_reload_end

weap_kar98k_sniper_reload_end

weap_nagant_altswitch

weap_springfield_reload_end

altSwitchSound

Sound played when the weapon firing mode is switched.!

(it is unknown to me as to why some of the weapons below have this specified)

weap_bar_altswitch

weap_bren_altswitch

weap_fg42_altswitch

weap_nagant_altswitch

weap_mp44_altswitch

weap_ppsh_altswitch

weap_sten_altswitch

weap_thompson_altswitch

raiseSound

Sound played when the weapon is drawn.!

IMPORTANT NOTE: This field is probably superfluous! No weapons other than the BAR have it filled in!

Leave this blank, and everything should be ok.

(the BAR has this set to "weap_bar_raise")

putawaySound

Sound played when the weapon is put away.!

IMPORTANT NOTE: This field is probably superfluous! No weapons other than the BAR have it filled in!

Leave this blank, and everything should be ok.

(the BAR has this set to "weap_bar_putaway")

shellEjectEffect Shell eject effect of the weapon as seen by you when you fire it.

fx/shellejects/rifle.efx

fx/shellejects/pistol.efx

lastShotEjectEffect

Shell eject effect of the weapon as seen by you when you fire the last shot in the clip.

(this is considered unconfirmed because no weapon in the game has the value defined)

(you should leave this blank to be safe)
reticleCenter A graphic replacement for the default reticle.!

gfx/reticle/mg42_cross.tga

gfx/reticle/center_cross.tga

reticleSide Style of reticle used by the weapon.!

Panzerfaust = gfx/reticle/hud@side_small_arc.tga

All other weapons = gfx/reticle/side_skinny.tga

altWeapon Weapon file to switch to when the firing mode of the current weapon is switched.! (example: in the file "mp44_mp", "altWeapon" is set at "mp44_semi_mp"; in "mp44_semi_mp", "altWeapon" is set at "mp44_mp")
twoHanded Whether the weapon is or isn't held in two hands. 1 or 0
rifleBullet Whether the weapon fires a rifle bullet or not. 1 or 0
semiAuto Whether the weapon is or isn't semi-automatic. (all semi-automatic weapons AND bolt-action rifles should have this set at 1)
boltAction Whether the weapon is or isn't bolt-action.  
aimDownSight Whether the weapon can or can't go ADS. (haha.. grenades can't go ADS)
rechamberWhileAds Whether the weapon can or can't rechamber while ADS.

(example: sniper rifles in CoD v1.3 were made to not be able to "rechamberWhileAds")

(set all non-bolt-action rifles to 1)

killIcon

Icon seen in the lower left of the HUD-which indicates the kill weapon.!

(image should only be one of two sizes, width-by-height: 64x64 or 128x64)

gfx/hud/hud@death_bar.tga

gfx/hud/hud@death_bren.tga

gfx/hud/hud@death_enfield.tga

gfx/hud/hud@death_fg42.tga

gfx/hud/hud@death_us_grenade.tga

gfx/hud/hud@death_kar98.tga

gfx/hud/hud@death_scoped_kar98.tga

gfx/hud/hud@death_luger.tga

gfx/hud/hud@death_m1carbine.tga

gfx/hud/hud@death_m1garand.tga

gfx/hud/hud@death_mg42.tga

gfx/hud/hud@death_british_grenade.tga

gfx/hud/hud@death_nagant.tga

gfx/hud/hud@death_scoped_nagant.tga

gfx/hud/hud@death_mp40.tga

gfx/hud/hud@death_mp44.tga

gfx/hud/hud@death_panzerfaust.tga

gfx/hud/hud@death_ppsh.tga

gfx/hud/hud@death_russian_grenade.tga

gfx/hud/hud@death_scoped_springfield.tga

gfx/hud/hud@death_sten.tga

gfx/hud/hud@death_steilhandgrenate.tga

gfx/hud/hud@death_thompson.tga

wideKillIcon Whether the "killIcon" uses extra space or not.

(if your "killIcon" is 64x64 pixels, set this to 0)

(if your "killIcon" is 128x64 pixels, set this to 1)

noPartialReload Whether or not the weapon can be reloaded in the middle of a clip. (example: in realism mods, bolt-action rifles aren't reloadable in the middle of a clip)
segmentedReload Whether the weapon uses segmented reloading or not.

(examples: Lee-Enfield; sniper rifles that reload 1 round at a time)

(if set to 1, the game will continue the reload animation/sound loop until the clip is filled or the player presses fire)

reloadAmmoAdd How much ammo is added to the clip when the segmented reload animation is cycled.

(examples: Lee-Enfield is set to 5; segmented reload sniper rifles are set to 1)

(if the weapon is not a segmented reloading weapon, set this to 0)

reloadStartAdd How much ammo is added to the clip when the segmented reloading begins.

(stock weapons always had this set the same as "reloadAmmoAdd")

(it doesn't seem to affect anything)

holdFireTime Seconds taken to pull the pin of a grenade and bring it back to throw. Stock grenades have this set at 0.5 or 0.6
fuseTime Seconds taken after a grenade is tossed until it explodes. Stock grenades have this set at 4
clipOnly Definition Unknown! Stock grenades and the panzerfaust have this set at 1
pullbackSound Sound played when grenade is brought back before throwing.! weap_fraggrenade_pin
cookOffHold Whether the grenade can be cooked off or not. (it's a shame they didn't set this to 1 in the stock CoD grenades)
explosionRadius Blast radius in which the player can be harmed.

Grenades = 350

Panzerfaust = 256

PTRS Anti-Tank Rifle = 64

explosionInnerDamage Maximum damage inflicted by an explosion.

Grenades = 120

Panzerfaust = 200

PTRS Anti-Tank Rifle = 300

explosionOuterDamage Minimum damage inflicted by an explosion.

Grenades = 5

Panzerfaust = 10

PTRS Anti-Tank Rifle = 25

projectileSpeed

Speed of the grenade or projectile.

(directly affects trajectory and throw-distance of grenades)

Grenades = 960

Panzerfaust = 2800

PTRS Anti-Tank Rifle = 10000

projectileSpeedUp Definition Unknown! Grenades = 120
projectileModel

World model used for the projectile or grenade.

(really fun to set this as something crazy like a dead cow)

xmodel/projectile_USGrenade

xmodel/projectile_BritishGrenade

xmodel/weapon_panzerfaust_rocket

xmodel/projectile_RussianGrenade

xmodel/projectile_GermanGrenade

projExplosionType Explosion type.

grenade

rocket

projExplosionEffect Additional effect to be played when the projectile explodes. (for a massive list of all effects, consult the file in your CoD WFE "Resource Files" directory called "fx_list.txt")
projExplosionSound Sound played on explosion.! (seems to be built-in to "projExplosionType")
projectileTrail

Trail of effects to play as the projectile or grenade flies through the air.

(may be set to "none" if no trail is to be used)

(for a massive list of all possible values, check in the "fx_list down this page ")
projectileTrailTime Seconds taken while the projectile is mid-flight until the "projectileTrail" effect plays again.  
projectileTrailRadius Definition Unknown! Stock weapons have this set at 32
projImpactExplode Whether the projectile should explode on impact or not.  
stance

Stance to be used when firing the turret.

(you must use one of the three values below)

stand

duck

prone

script Definition Unknown!

mg42/stand

mg42/prone

accuracy Accuracy of a turret.

MG42 = 0.5

PTRS Anti-Tank Rifle = 1

horizViewJitter How much a turret shakes horizontally when firing. MG42 = 0.15
vertViewJitter How much a turret shakes vertically when firing. MG42 = 0.15
loopFireSound Specifies a looping fire sound.!(The difference between a looped fire sound and a normal fire sound is this:A looped fire sound will continuously loop for as longas the player has the fire button pressed. When the player releasesthe fire button, the "stopFireSound" is then played as a sort of 'fade out'.) (should only be used if no "fireSound" is specified) weap_mg42_loop
stopFireSound Specifies what sound to play when the looping fire sound stops.! (should only be specified if the weapon uses a "loopFireSound") weap_mg42_cooldown
useHintString Displayed when you are able to press 'use' and mount a turret.

CGAME_USEMG42

CGAME_USEPTRS41

projectileSound Sound played while the projectile flies through the air.! weap_panzerfaust_projectile
shellEject DefinitionUnknown! (the only weapon with this defined is the Panzerfaust, and it's set at "none")
projTrailEffect Trail of effects to play as the projectile or grenade flies through the air. (for a massive list of all possible values, check in the "fx_list down this page ")
projectileDLight Intensity of the light created by a projectile. Panzerfaust = 200
projectileRed

How much red is used in the color of the light created by a projectile.

(decimal value should be from 0.0-1.0)

Panzerfaust = 0.75
projectileGreen

How much green is used in the color of the light created by a projectile.

(decimal value should be from 0.0-1.0)

Panzerfaust = 0.3
projectileBlue

How much blue is used in the color of the light created by a projectile.

(decimal value should be from 0.0-1.0)

Panzerfaust = 1.0

 

FX-listing

FX-Listing Possbile Values
 

// To use these as a value for one of your parameters, simply copy and paste the entire path. You should delete any trailing spaces.

 

fx/atmosphere/antiair_single_tracer.efx
fx/atmosphere/antiair_tracers.efx
fx/atmosphere/antiair_tracers2.efx
fx/atmosphere/antiair_tracerscloseup.efx
fx/atmosphere/antiair_tracersmedium.efx
fx/atmosphere/c47flyover_long.efx
fx/atmosphere/c47flyover2d.efx
fx/atmosphere/c47flyover2d_new.efx
fx/atmosphere/c47squadron.efx
fx/atmosphere/c47squadron_huge.efx
fx/atmosphere/chateau_rain.efx
fx/atmosphere/cloudflash1.efx
fx/atmosphere/cloudflash1distant.efx
fx/atmosphere/distant88s.efx
fx/atmosphere/drop1.efx
fx/atmosphere/flash2flak.efx
fx/atmosphere/flash2flak_slow.efx
fx/atmosphere/flash2flak2.efx
fx/atmosphere/flash2flak3.efx
fx/atmosphere/longrangeflash_altocloud.efx
fx/atmosphere/lowlevelburst.efx
fx/atmosphere/missile_skyflash.efx
fx/atmosphere/overhead_dusting.efx
fx/atmosphere/overhill_flash.efx
fx/atmosphere/rainrings.efx
fx/atmosphere/rainsplash.efx
fx/atmosphere/rainstorm.efx
fx/atmosphere/rockets_altocloud.efx
fx/atmosphere/shootdrop1.efx
fx/atmosphere/stalin_skyflash.efx
fx/atmosphere/thunderhead.efx
fx/atmosphere/verlingpop.efx
fx/atmosphere/waterfall.efx

fx/cannon/brick.efx
fx/cannon/buildingpop.efx
fx/cannon/demolition_1.efx
fx/cannon/demolition_1sml.efx
fx/cannon/demolition_2sml.efx
fx/cannon/demolition_2sml_tame.efx
fx/cannon/dirt.efx
fx/cannon/dirt2.efx
fx/cannon/dust.efx
fx/cannon/fire_emready.efx
fx/cannon/glass.efx
fx/cannon/glass_nolight.efx
fx/cannon/glass_tame.efx
fx/cannon/missile_flash.efx
fx/cannon/missile_launch.efx
fx/cannon/missile_launcha.efx
fx/cannon/missile_launchrunner.efx
fx/cannon/missile_launchtst.efx
fx/cannon/stone.efx
fx/cannon/stone_rocket1.efx
fx/cannon/wood.efx
fx/cannon/wood_close.efx
fx/cannon/woodcrate.efx
fx/cannon/woodplank.efx

fx/explosions/aircraft_down.efx
fx/explosions/berlin_explosion.efx
fx/explosions/boom_dirt.efx
fx/explosions/darksmoke_rnr.efx
fx/explosions/darksmoke_rnr2.efx
fx/explosions/darksmoke_rnr3.efx
fx/explosions/dirt_column1.efx
fx/explosions/dirt_column2.efx
fx/explosions/dirt_em.efx
fx/explosions/em_exsmoke.efx
fx/explosions/em_exsmoke2.efx
fx/explosions/em_fire2.efx
fx/explosions/em_gravel.efx
fx/explosions/emsmoke_fill.efx
fx/explosions/exp_fill1.efx
fx/explosions/exp_fill1_tame.efx
fx/explosions/exp_fill1lite.efx
fx/explosions/exp_fill1nl.efx
fx/explosions/exp_fill2.efx
fx/explosions/exp_fill2lite.efx
fx/explosions/exploder_brick.efx
fx/explosions/exploder1.efx
fx/explosions/explosion1.efx
fx/explosions/explosion1_beach.efx
fx/explosions/explosion1_heavy.efx
fx/explosions/explosion1_nl.efx
fx/explosions/explosion1_nolight.efx
fx/explosions/explosionstart.efx
fx/explosions/explosionstart2.efx
fx/explosions/explosive_fire1.efx
fx/explosions/fire_hit.efx
fx/explosions/fireball1_em.efx
fx/explosions/fireball2_em.efx
fx/explosions/fireball2_gren.efx
fx/explosions/fireball3_em.efx
fx/explosions/fireball4_em.efx
fx/explosions/firestraight1.efx
fx/explosions/firethrow_fu.efx
fx/explosions/firethrow1.efx
fx/explosions/flakkcannon_exploder.efx
fx/explosions/flameles.efx
fx/explosions/flameout_part1.efx
fx/explosions/flameout_part2.efx
fx/explosions/fueltank_ned.efx
fx/explosions/glass_shatter.efx
fx/explosions/grenade_molotov.efx
fx/explosions/grenade_snow.efx
fx/explosions/grenade_water.efx
fx/explosions/grenade1.efx
fx/explosions/grenade2.efx
fx/explosions/grenade3.efx
fx/explosions/ground.efx
fx/explosions/metal_b.efx
fx/explosions/metal_bbackup.efx
fx/explosions/moltov_hit.efx
fx/explosions/mp_bomb.efx
fx/explosions/mutha1.efx
fx/explosions/mutha1_nl.efx
fx/explosions/mutha2.efx
fx/explosions/new_emsmokerunner.efx
fx/explosions/new_explosions1.efx
fx/explosions/new_explosions2.efx
fx/explosions/newmetal_b.efx
fx/explosions/newmetal_c.efx
fx/explosions/pathfinder_explosion.efx
fx/explosions/shit.efx
fx/explosions/shit2.efx
fx/explosions/shock.efx
fx/explosions/smokerunner1.efx
fx/explosions/tank_explosion.efx
fx/explosions/test1_emit1.efx
fx/explosions/v2_exlosion.efx
fx/explosions/waterhit_barge.efx
fx/explosions/whitesmoke_rnr.efx

fx/explosions/newstages/heavy.efx
fx/explosions/newstages/heavy_stream.efx

fx/fire/animatetest.efx
fx/fire/barrelfire.efx
fx/fire/distantfire.efx
fx/fire/ebcfire_lite1.efx
fx/fire/em_fire1.efx
fx/fire/em_fire1extended.efx
fx/fire/em_fire1stalin.efx
fx/fire/em_fire2.efx
fx/fire/em_stage1.efx
fx/fire/extreme_butcool.efx
fx/fire/extreme_butcool1.efx
fx/fire/extreme_butwide1.efx
fx/fire/extreme_butwide2.efx
fx/fire/extreme_butwide3.efx
fx/fire/extreme_stalingrad.efx
fx/fire/fire_emitter1.efx
fx/fire/fire_streak1.efx
fx/fire/fireheavysmoke.efx
fx/fire/firesmall.efx
fx/fire/firewallfacade.efx
fx/fire/firewallfacade_1.efx
fx/fire/firewallfacade_2.efx
fx/fire/firewallfacade_x.efx
fx/fire/heavysmoke.efx
fx/fire/inferno_medium.efx
fx/fire/inferno_small.efx
fx/fire/jh_animfire4.efx
fx/fire/jh_animfire5.efx
fx/fire/jh_animfire6.efx
fx/fire/medfire.efx
fx/fire/medFireLightSmoke.efx
fx/fire/medFireTop.efx
fx/fire/moltov1.efx
fx/fire/pathfinder_extreme.efx
fx/fire/pathfinder_flames.efx
fx/fire/pathfinder_tinybon.efx
fx/fire/secondstage.efx
fx/fire/smallbon.efx
fx/fire/smallbon_1.efx
fx/fire/smallbon_1stalin.efx
fx/fire/smallFireWindow.efx
fx/fire/stage1.efx
fx/fire/stage1-deadusb.efx
fx/fire/tank_burn.efx
fx/fire/tank_burn2.efx
fx/fire/test.efx
fx/fire/test_butcool1.efx
fx/fire/testj1.efx
fx/fire/testj2.efx
fx/fire/tinybon.efx
fx/fire/version2_dust1.efx
fx/fire/version2_explosion1.efx
fx/fire/version2_firestream.efx
fx/fire/wild1.efx
fx/fire/wild1_coop1.efx
fx/fire/wild2.efx

fx/impacts/bark.efx
fx/impacts/beach_mortar.efx
fx/impacts/blast_flash.efx
fx/impacts/blast_flash2.efx
fx/impacts/coolaidmanbrick.efx
fx/impacts/coolaidmanconcrete.efx
fx/impacts/default_hit.efx
fx/impacts/dirthit_mega.efx
fx/impacts/dirthit_mortar.efx
fx/impacts/dirthit_mortarnolight.efx
fx/impacts/dirthit_mortem.efx
fx/impacts/dirthit_morternolight.efx
fx/impacts/dusty_em.efx
fx/impacts/dusty_emlite.efx
fx/impacts/dusty_emlite2.efx
fx/impacts/em_darkground.efx
fx/impacts/flesh_hit.efx
fx/impacts/flesh_hit_noblood.efx
fx/impacts/flesh_hit5g.efx
fx/impacts/fluff1.efx
fx/impacts/glass_shatter.efx
fx/impacts/glass_shatter2.efx
fx/impacts/grass.efx
fx/impacts/ground.efx
fx/impacts/large_brick.efx
fx/impacts/large_glass.efx
fx/impacts/large_gravel.efx
fx/impacts/large_gravel2.efx
fx/impacts/large_plaster.efx
fx/impacts/large_rock.efx
fx/impacts/largemortar_dirt.efx
fx/impacts/largemortar_dirt2.efx
fx/impacts/largemortar_dirt3.efx
fx/impacts/largemortar_dirt4.efx
fx/impacts/leafs.efx
fx/impacts/metalhit_dramatic.efx
fx/impacts/metalhit_large.efx
fx/impacts/metalhit_small.efx
fx/impacts/mortar_dirt.efx
fx/impacts/mortar1.efx
fx/impacts/mortar1nolight.efx
fx/impacts/n_waterimpact.efx
fx/impacts/n_wlarge.efx
fx/impacts/pathfinder_special.efx
fx/impacts/small_brick.efx
fx/impacts/small_concrete.efx
fx/impacts/small_foliage.efx
fx/impacts/small_glass.efx
fx/impacts/small_grass.efx
fx/impacts/small_gravel.efx
fx/impacts/small_gravel2.efx
fx/impacts/small_plaster.efx
fx/impacts/small_rock.efx
fx/impacts/snow_mortar.efx
fx/impacts/snow_mortarlite.efx
fx/impacts/snowhit_large.efx
fx/impacts/snowhit_small.efx
fx/impacts/snowjet.efx
fx/impacts/snowjet1.efx
fx/impacts/snowjet1_large.efx
fx/impacts/snowjet1_mega.efx
fx/impacts/stick.efx
fx/impacts/stukastrafe_dirt.efx
fx/impacts/waterhit_after_effect.efx
fx/impacts/waterhit_large.efx
fx/impacts/waterhit_small.efx
fx/impacts/woodhit_small.efx

fx/impacts/newimps/blast_dusty.efx
fx/impacts/newimps/blast_gen.efx
fx/impacts/newimps/blast_gen2.efx
fx/impacts/newimps/blast_gen2night.efx
fx/impacts/newimps/blast_gen3.efx
fx/impacts/newimps/blast_gen3nomark.efx
fx/impacts/newimps/dirthit_mortar2.efx
fx/impacts/newimps/dirthit_mortar2day.efx
fx/impacts/newimps/dirthit_mortar2daymarked.efx
fx/impacts/newimps/dirthit_mortar2night.efx
fx/impacts/newimps/minefield.efx
fx/impacts/newimps/minefield_dark.efx
fx/impacts/newimps/v_blast1.efx
fx/impacts/newimps/v_blast1dirt.efx
fx/impacts/newimps/v_blast1wood.efx

fx/misc/dynamic_light.efx
fx/misc/morsecode_dash_boat.efx
fx/misc/morsecode_dash_ship.efx
fx/misc/morsecode_dot_boat.efx
fx/misc/morsecode_dot_ship.efx
fx/misc/pricelight.efx
fx/misc/radio_smoke.efx
fx/misc/radio_spark.efx
fx/misc/sparker.efx

fx/muzzleflashes/dlightflash.efx
fx/muzzleflashes/flak_pview.efx
fx/muzzleflashes/flak88.efx
fx/muzzleflashes/flakkflash.efx
fx/muzzleflashes/flaktemp.efx
fx/muzzleflashes/flaktemp_nolight.efx
fx/muzzleflashes/german_mg.efx
fx/muzzleflashes/german_mg_view.efx
fx/muzzleflashes/german_mg_viewmp.efx
fx/muzzleflashes/heavy.efx
fx/muzzleflashes/heavy_view.efx
fx/muzzleflashes/heavy_viewmp.efx
fx/muzzleflashes/mg42flash.efx
fx/muzzleflashes/mg42hv.efx
fx/muzzleflashes/mg42hv_nosmoke.efx
fx/muzzleflashes/mg42hv_view.efx
fx/muzzleflashes/mg42hv_view2.efx
fx/muzzleflashes/mortarflash.efx
fx/muzzleflashes/motarsmoke_em.efx
fx/muzzleflashes/panzerfaust.efx
fx/muzzleflashes/rosette.efx
fx/muzzleflashes/rosette2.efx
fx/muzzleflashes/russian_mg.efx
fx/muzzleflashes/russian_mg_view.efx
fx/muzzleflashes/russian_mg_viewmp.efx
fx/muzzleflashes/russian_rocket.efx
fx/muzzleflashes/standardflashview.efx
fx/muzzleflashes/standardflashviewmp.efx
fx/muzzleflashes/standardflashworld.efx
fx/muzzleflashes/standardflashworld_sniper.efx
fx/muzzleflashes/thompson.efx
fx/muzzleflashes/thompson_view.efx
fx/muzzleflashes/thompson_viewmp.efx
fx/muzzleflashes/turretfire.efx

fx/shellejects/pistol.efx
fx/shellejects/rifle.efx
fx/shellejects/shelleject_pistolsound.efx
fx/shellejects/shelleject_riflesound.efx

fx/smoke/aftermath1.efx
fx/smoke/ash_smoke.efx
fx/smoke/ash_smokelite.efx
fx/smoke/blacksmoke2.efx
fx/smoke/blacksmokelinger.efx
fx/smoke/brickimpact_em.efx
fx/smoke/brickimpact_em2.efx
fx/smoke/bridgelinger.efx
fx/smoke/bridgelinger_small.efx
fx/smoke/chimneysmoke.efx
fx/smoke/cratersmoke.efx
fx/smoke/cratersmoke_em.efx
fx/smoke/cratersmoke_tame.efx
fx/smoke/dawn_small_c1.efx
fx/smoke/dawnsmoke2.efx
fx/smoke/dawnville_smoke.efx
fx/smoke/dawnville_smoke1.efx
fx/smoke/dawnville_smoke2.efx
fx/smoke/dawnville_smoke3.efx
fx/smoke/em_crsmoke.efx
fx/smoke/em_darksmoke.efx
fx/smoke/em_darksmoke1.efx
fx/smoke/em_darksmoke2.efx
fx/smoke/em_stukkasmoke.efx
fx/smoke/emitter_panzerfaust.efx
fx/smoke/esmokeflame.efx
fx/smoke/facade_big.efx
fx/smoke/firesmoke.efx
fx/smoke/firesmoke_col.efx
fx/smoke/firesmoke_col1.efx
fx/smoke/firesmoke_col2.efx
fx/smoke/firesmoke_l.efx
fx/smoke/gigantor.efx
fx/smoke/gigantor_lite.efx
fx/smoke/gravelimpact_em.efx
fx/smoke/gravelimpact_em2.efx
fx/smoke/impact_em.efx
fx/smoke/largethick.efx
fx/smoke/largethick2.efx
fx/smoke/lightsmoke.efx
fx/smoke/linger_smoke.efx
fx/smoke/linger_smoke_smaller.efx
fx/smoke/linger_smokedawn.efx
fx/smoke/low_drifting1.efx
fx/smoke/low_drifting1tan.efx
fx/smoke/low_drifting2.efx
fx/smoke/low_drifting2a.efx
fx/smoke/neuville_smoke1.efx
fx/smoke/oneshotblacksmokelinger.efx
fx/smoke/pathfinder_smoke.efx
fx/smoke/pathfinder_smoke_far.efx
fx/smoke/pathfinder_special_smoke.efx
fx/smoke/residual1.efx
fx/smoke/rocketsmoke.efx
fx/smoke/scuttled_smoke.efx
fx/smoke/slow_steam.efx
fx/smoke/smoke_fill2lite.efx
fx/smoke/smoke_missile.efx
fx/smoke/smoke_panzerfaust.efx
fx/smoke/smokecurtain.efx
fx/smoke/snowimpact_em.efx
fx/smoke/snowimpact2_em.efx
fx/smoke/underlitsmoke.efx
fx/smoke/whitesmoke.efx
fx/smoke/whitesmoke_em.efx
fx/smoke/whitesmoke_em2.efx
fx/smoke/whitesmoke_em2drk.efx
fx/smoke/whitesmoke_straight.efx
fx/smoke/whitesmoke_tame.efx
fx/smoke/whitesmoke2.efx
fx/smoke/windowsmoke_col1.efx

fx/surfacehits/aftereffec1.efx
fx/surfacehits/dawnville_mortar.efx
fx/surfacehits/dirthit_large.efx
fx/surfacehits/dirthit_mega.efx
fx/surfacehits/mortarhit_water.efx
fx/surfacehits/mortarimpact.efx
fx/surfacehits/mortarimpact_snow.efx
fx/surfacehits/mortarimpact_snow_nolight.efx
fx/surfacehits/mortarimpact_snow_nolight2.efx
fx/surfacehits/radstones1.efx
fx/surfacehits/radstones1sml.efx
fx/surfacehits/radstones2sml.efx
fx/surfacehits/snowgib1.efx
fx/surfacehits/waterhit_large.efx
fx/surfacehits/waterhit_large2.efx
fx/surfacehits/waterhit_seed.efx

fx/tagged/dust4truckdrive.efx
fx/tagged/flameout.efx
fx/tagged/metal_scrape.efx
fx/tagged/metalonmetal.efx
fx/tagged/muzzleflash_verling.efx
fx/tagged/pathfinder_flameout.efx
fx/tagged/rising_subfroth.efx
fx/tagged/sngsmoke1.efx
fx/tagged/snow_em.efx
fx/tagged/snow4tanktread.efx
fx/tagged/snowchunk_em.efx
fx/tagged/stukka_boom1.efx
fx/tagged/stukka_firestream.efx
fx/tagged/stukkasmoke.efx
fx/tagged/tag_bow_left.efx
fx/tagged/tag_bow_right.efx
fx/tagged/tail_smoke.efx
fx/tagged/tail_smoke2.efx
fx/tagged/tail_smoke3.efx
fx/tagged/tailsmoke_flameout.efx
fx/tagged/tailsmoke_flameout2.efx
fx/tagged/tracers.efx
fx/tagged/train_smoke.efx
fx/tagged/train_smoke2.efx
fx/tagged/tread_dust_brown.efx
fx/tagged/tread_dust_dark.efx
fx/tagged/tug_smoke.efx
fx/tagged/tug_smoke1.efx
fx/tagged/verlingflash.efx
fx/tagged/verlingtracer.efx

fx/test/barrelblast.efx
fx/test/modeltest.efx
fx/test/morsecode_dash.efx
fx/test/morsecode_dot.efx
fx/test/pj_smoke.efx
fx/test/trail1.efx

fx/water/dam_froth.efx
fx/water/damripple.efx
fx/water/em_froth.efx
fx/water/em_plume.efx
fx/water/froth.efx
fx/water/grenade_base.efx
fx/water/mist_wall.efx
fx/water/nice_one.efx
fx/water/nice_onesmall.efx
fx/water/rocksplashes.efx
fx/water/rocksplashes_large.efx
fx/water/splash.efx
fx/water/tanksplash.efx
fx/water/tug_froth.efx
fx/water/waterfall_mist1.efx
fx/water/waterplume.efx
fx/water/waterplume2.efx
fx/water/watesplash_after_effect.efx

 

Xmodel-list Possible Values
 

// To use these as a value for one of your parameters, simply copy and paste the entire path. You should delete any trailing spaces.

xmodel/105
xmodel/30cal
xmodel/Airborne
xmodel/Airborne_medic
xmodel/Airborne_sleevesup
xmodel/ammo_panzerfaust_box1
xmodel/ammo_panzerfaust_box1_objective
xmodel/ammo_panzerfaust_box2
xmodel/ammo_panzerfaust_box2_objective
xmodel/ammo_panzerfaust_box3
xmodel/ammo_panzerfaust_box3_objective
xmodel/ammo_stielhandgranate1
xmodel/ammo_stielhandgranate2
xmodel/armoir
xmodel/armoir_d
xmodel/armorsuit
xmodel/artillery_flakvierling
xmodel/artillery_flakvierling_d
xmodel/artillery_flakvierling_static
xmodel/artillery_german_granatwerfer
xmodel/artillery_german_granatwerfer_shell
xmodel/artillerymap_objective
xmodel/artillerymap2
xmodel/austriapic3
xmodel/austriapic4
xmodel/austriapicbg1
xmodel/austriapicbg2
xmodel/austriapicbg5
xmodel/austriapicbg6
xmodel/austriapicbg7
xmodel/austriapicbg8
xmodel/austriapicbg9
xmodel/barrel_benzin
xmodel/barrel_black1
xmodel/barrel_black1_stalingrad
xmodel/barrel_black2
xmodel/barrel_black2snowy
xmodel/barrel_green1
xmodel/barrel_green2
xmodel/barrel_green2snowy
xmodel/barrel_grey
xmodel/barrel_grey_snowy
xmodel/barrel_tan
xmodel/barrel_tan_snowy
xmodel/barrels
xmodel/basehead
xmodel/basehead_01
xmodel/basehead_02
xmodel/basehead_03
xmodel/basehead_04
xmodel/basehead_05
xmodel/basehead_06
xmodel/basehead_07
xmodel/basehead_08
xmodel/basehead_09
xmodel/basehead_10
xmodel/basehead_a_01
xmodel/basehead_a_02
xmodel/basehead_a_03
xmodel/basehead_a_04
xmodel/basehead_a_05
xmodel/basehead_a_06
xmodel/basehead_a_07
xmodel/basehead_a_08
xmodel/basehead_a_09
xmodel/basehead_a_10
xmodel/basehead_a_11
xmodel/basehead_axis_a_01
xmodel/basehead_axis_a_02
xmodel/basehead_axis_a_03
xmodel/basehead_axis_a_04
xmodel/basehead_axis_a_05
xmodel/basehead_axis_a_06
xmodel/basehead_axis_a_07
xmodel/basehead_axis_a_08
xmodel/basehead_axis_a_09
xmodel/basehead_axis_a_10
xmodel/basehead_axis_b_01
xmodel/basehead_axis_b_02
xmodel/basehead_axis_b_03
xmodel/basehead_axis_b_04
xmodel/basehead_axis_b_05
xmodel/basehead_axis_b_06
xmodel/basehead_axis_b_07
xmodel/basehead_axis_b_08
xmodel/basehead_axis_b_09
xmodel/basehead_axis_b_10
xmodel/basehead_stalingradsniper
xmodel/basehead2
xmodel/basehead2_01
xmodel/basehead2_02
xmodel/basehead2_03
xmodel/basehead2_04
xmodel/basehead2_05
xmodel/basehead2_06
xmodel/basehead2_07
xmodel/basehead2_08
xmodel/basehead2_09
xmodel/basehead2_10
xmodel/basehead2_a_01
xmodel/basehead2_a_02
xmodel/basehead2_a_03
xmodel/basehead2_a_04
xmodel/basehead2_a_05
xmodel/basehead2_a_06
xmodel/basehead2_a_07
xmodel/basehead2_a_08
xmodel/basehead2_a_09
xmodel/basehead2_a_10
xmodel/basehead2_a_11
xmodel/basehead2_brooks
xmodel/basehead3
xmodel/basehead3_01
xmodel/basehead3_02
xmodel/basehead3_03
xmodel/basehead3_04
xmodel/basehead3_05
xmodel/basehead3_06
xmodel/basehead3_07
xmodel/basehead3_08
xmodel/basehead3_09
xmodel/basehead3_10
xmodel/basehead3_a_01
xmodel/basehead3_a_02
xmodel/basehead3_a_03
xmodel/basehead3_a_04
xmodel/basehead3_a_05
xmodel/basehead3_a_06
xmodel/basehead3_a_07
xmodel/basehead3_a_08
xmodel/basehead3_a_09
xmodel/basehead3_a_10
xmodel/basehead3_a_11
xmodel/basehead3_harding
xmodel/basehead4
xmodel/basehead4_01
xmodel/basehead4_02
xmodel/basehead4_03
xmodel/basehead4_04
xmodel/basehead4_05
xmodel/basehead4_06
xmodel/basehead4_07
xmodel/basehead4_08
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xmodel/turret_30cal
xmodel/turret_flak88
xmodel/turret_flak88_d
xmodel/turret_flak88_static_antiair
xmodel/turret_flak88_static_antiair_d
xmodel/turret_flak88_static_antiairlow
xmodel/turret_flak88_static_antiairlow_d
xmodel/turret_flak88_static_antitank
xmodel/turret_flak88_static_antitank_d
xmodel/USAirborneHelmet
xmodel/USAirborneHelmet_medic
xmodel/USAirborneHelmet_netting
xmodel/USEquipment_Compass
xmodel/USEquipment_Dagger
xmodel/USEquipment_Pouch1
xmodel/USEquipment_Rope
xmodel/USEquipment_Tank_Charge
xmodel/UShelmet
xmodel/v2rocket
xmodel/v2stand
xmodel/v2stand_destroyed
xmodel/VaseFlowers
xmodel/vehicle_british_horsacrash1
xmodel/vehicle_british_horsacrash2
xmodel/vehicle_british_horsainterior
xmodel/vehicle_car
xmodel/vehicle_civilian_car_d
xmodel/vehicle_civilian_car_d_blue
xmodel/vehicle_civilian_car_d_red
xmodel/vehicle_civilian_car_d_red_stalingrad
xmodel/vehicle_civilian_car_d_stalingrad
xmodel/vehicle_german_bmw
xmodel/vehicle_german_bmw_bike
xmodel/vehicle_german_bmw_bike_d
xmodel/vehicle_german_condor
xmodel/vehicle_german_condor_destroyed
xmodel/vehicle_german_condor_lowpoly
xmodel/vehicle_german_condor_lowpoly_nofog
xmodel/vehicle_german_kubelwagen
xmodel/vehicle_german_kubelwagen_carride
xmodel/vehicle_german_kubelwagen_d
xmodel/vehicle_german_truck
xmodel/vehicle_german_truck_d
xmodel/vehicle_german_truck_gatedown
xmodel/vehicle_german_truck_truckride
xmodel/vehicle_german_yacht
xmodel/vehicle_german_yacht_openingsequence
xmodel/vehicle_german_yacht_openingsequence_animrig
xmodel/vehicle_german_yacht_static
xmodel/vehicle_halftrack
xmodel/vehicle_halftrack_camo
xmodel/vehicle_halftrack_camo_d
xmodel/vehicle_halftrack_d
xmodel/vehicle_halftrack_non_static
xmodel/vehicle_halftrack_shield
xmodel/vehicle_peugeot
xmodel/vehicle_peugeot_carride
xmodel/vehicle_peugeot_glass_front
xmodel/vehicle_peugeot_glass_rear
xmodel/vehicle_peugeot_shatteredglass_front
xmodel/vehicle_peugeot_shatteredglass_rear
xmodel/vehicle_peugeot_shatteredwindows
xmodel/vehicle_peugeot_static
xmodel/vehicle_plane_stuka
xmodel/vehicle_plane_stuka_d
xmodel/vehicle_plane_stuka_gun
xmodel/vehicle_plane_stuka_lowdetail
xmodel/vehicle_plane_stuka_shot
xmodel/vehicle_russian_barge
xmodel/vehicle_russian_barge_d
xmodel/vehicle_russian_barge_demolished
xmodel/vehicle_russian_barge_lowdetail
xmodel/vehicle_russian_trainengine
xmodel/vehicle_russian_tugboat
xmodel/vehicle_russian_tugboat_d
xmodel/vehicle_russian_tugboat_lowdetail
xmodel/vehicle_tank_flakpanzer
xmodel/vehicle_tank_flakpanzer_d
xmodel/vehicle_tank_PanzerIV
xmodel/vehicle_tank_PanzerIV_camo
xmodel/vehicle_tank_PanzerIV_camo_d
xmodel/vehicle_tank_PanzerIV_d
xmodel/vehicle_tank_PanzerIV_machinegun
xmodel/vehicle_tank_t34
xmodel/vehicle_tank_t34_camo
xmodel/vehicle_tank_t34_camo_destroyed
xmodel/vehicle_tank_t34_destroyed
xmodel/vehicle_tank_t34_viewmodel
xmodel/vehicle_tank_tiger
xmodel/vehicle_tank_tiger_camo
xmodel/vehicle_tank_tiger_camo_d
xmodel/vehicle_tank_tiger_d
xmodel/vehicle_tank_tiger_snow
xmodel/vehicle_tank_tiger_static
xmodel/vehicle_truck_soviet
xmodel/vehicle_truck_soviet_stalingrad
xmodel/vehicle_truck_soviet_static
xmodel/viewmodel_ammo
xmodel/viewmodel_BAR
xmodel/viewmodel_bren
xmodel/viewmodel_colt
xmodel/viewmodel_enfield
xmodel/viewmodel_fg42
xmodel/viewmodel_hands
xmodel/viewmodel_hands_british
xmodel/viewmodel_hands_british_air
xmodel/viewmodel_hands_fallschirmjager
xmodel/viewmodel_hands_fallschirmjager_grey
xmodel/viewmodel_hands_kriegsmarine
xmodel/viewmodel_hands_new
xmodel/viewmodel_hands_russian
xmodel/viewmodel_hands_russian_vetrn
xmodel/viewmodel_hands_sten
xmodel/viewmodel_hands_us
xmodel/viewmodel_hands_uswinter
xmodel/viewmodel_hands_waffen
xmodel/viewmodel_hands_waffen_winter
xmodel/viewmodel_hands_whermact
xmodel/viewmodel_hands_whermact_winter
xmodel/viewmodel_kar98k
xmodel/viewmodel_kar98kmp
xmodel/viewmodel_kar98kscoped
xmodel/viewmodel_luger
xmodel/viewmodel_m1carbine
xmodel/viewmodel_m1garand
xmodel/viewmodel_MK1
xmodel/viewmodel_MK2FragGrenade
xmodel/viewmodel_mp40
xmodel/viewmodel_mp44
xmodel/viewmodel_nagant
xmodel/viewmodel_nagantscoped
xmodel/viewmodel_nebelhandgrenate
xmodel/viewmodel_panzerfaust
xmodel/viewmodel_ppsh
xmodel/viewmodel_rgd33
xmodel/viewmodel_russiansniper
xmodel/viewmodel_springfield
xmodel/viewmodel_sten
xmodel/viewmodel_thompson
xmodel/waffenSS_nco
xmodel/waffenSS_officer
xmodel/waffenSS_soldier
xmodel/wallfire
xmodel/WallLightCrystal
xmodel/walllightcrystal_off
xmodel/WallLightOrnate
xmodel/WallLightOrnate_off
xmodel/WallTable1
xmodel/WallTable2
xmodel/WallTable2_d
xmodel/weapon_antitankrifle
xmodel/weapon_bar
xmodel/weapon_bren
xmodel/weapon_british_handgrenade
xmodel/weapon_browning30cal
xmodel/weapon_colt45
xmodel/weapon_enfield
xmodel/weapon_FG42
xmodel/weapon_HiStandard
xmodel/weapon_kAr98
xmodel/weapon_kar98scoped
xmodel/weapon_luger
xmodel/weapon_M1Carbine
xmodel/weapon_M1Garand
xmodel/weapon_MK2FragGrenade
xmodel/weapon_mosinnagant
xmodel/weapon_mosinnagantscoped
xmodel/weapon_MP40
xmodel/weapon_mp44
xmodel/weapon_nebelhandgrenate
xmodel/weapon_panzerfaust
xmodel/weapon_panzerfaust_ammo
xmodel/weapon_panzerfaust_empty
xmodel/weapon_panzerfaust_objective
xmodel/weapon_panzerfaust_rocket
xmodel/weapon_ppsh
xmodel/weapon_russian_antitank
xmodel/weapon_russian_handgrenade
xmodel/weapon_russian_maxim
xmodel/weapon_springfield
xmodel/weapon_sten
xmodel/weapon_thompson
xmodel/weapon_viewmodel_ammo
xmodel/Wehrmacht
xmodel/wehrmacht_nco
xmodel/wehrmacht_officer
xmodel/wehrmacht_soldier
xmodel/wood_largebeam
xmodel/wood_largebeam_burned
xmodel/wood_plank2
xmodel/woodgib_big
xmodel/woodgib_big_nocol
xmodel/woodgib_medium
xmodel/woodgib_medium_nocol
xmodel/woodgib_small1
xmodel/woodgib_small1_nocol
xmodel/woodgib_small2
xmodel/woodgib_small2_nocol

 

Originaly made by:

 

COD WFE v.6

 

Zeke Victor
xXezekielXx

E-mail, MSN: ezekielvictor@hotmail.com
AIM: zekecoasterfreak

 

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