| The Gun Editor is
used to create new and modify existing .gun files. It stores all of
the data needed to simulate guns used in Ghost Recon. For more
information on creating your own guns and their parameters, visit
Para's tutorial
at Ghost Recon.net
Here is a picture of the M16 in the Gun Editor in IGOR:
Note: For a full size
picture click on the picture

And here is a
picture of the M16 gun file in Notepad:
Note: For a full size
picture click on the picture

List box on the left side of
window:
Contains a list of all the weapons in the currently active mods.
Click on a gun file on the left to view it's properties in the
fields on the right.
New button:
Click here to load a new gun file into the editor.
Version:
The current version of the gun file.
Model:
The current model used by the gun file. Click on the ellipses button
to load a model from the default model folder.
Name Token:
This is the internal identifier that GR uses.
IMPORTANT: This name has to be added by hand to the strings.txt file
that is located in the Data\Shell folder. You will have to make your
own (including the folders "Data\Shell") when creating a mod with
custom weapons in it. Without it in the strings.txt file you will
get the !findkey error displayed in the kit.
Projectile:
If the current gun file has a projectile model associated with it,
it will be displayed here. Usually reserved for grenade and rocket
launcher type weapons. Click on the ellipses button to load a
projectile model into the editor.
Weight:
Base weight of the weapon in kilograms.
Magazine:
Number of rounds in a magazine for this gun file. The base weight of
a full magazine is stored in the field just to the right of this
one. Weight is measured in kilograms.
Max Range:
The maximum Range of the weapon in meters.
Velocity:
This is a mathematical formula used by the engine to determine the
speed of the round when it impacts the target. The first field is
the speed of the round as it exits the gun in meters/sec. The second
field and third fields are variables in the formula: [(x)*Range] +
[(y)*Range^2]. The first number (x) should be negative to reflect
the decrease in speed created by air resistance.
KillEnergy:
This is a mathematical formula used by the engine to determine the
Kill Energy (Penetration) when the round impacts the target. There
are only two fields here and here is the mathematical formula:
[(x)*Range] + [(y)*Range^2]. Notice how the formulas are the same.
The variables are the key to both of these formulas.
Recoil:
This value expands the pips (measured in pixels) every time a round
leaves the gun.
Stabilization Time:
The amount of time it takes for the weapon to stabilize after firing
a round measured in seconds.
Zoom 1 & 2:
Zoom 1 is how close the weapon zooms in when you use the Zoom button
in game. Zoom 2 is used with sniper rifles to get even closer to the
target. These values are measured in the amount of magnification.
Projectile Count and Spread:
The projectile count is the number of rounds that are discharged
from a squeeze of the trigger. Everything should be one with the
exception of shotguns which discharge multiple rounds. The spread is
the variance in distance that the multiple rounds are in relation to
each other at 1 meter from discharge.
Type:
This displays or allows you to choose the type of weapon that is
displayed in the Gun Editor.
Underbarreled Weapon:
This checkbox is used for grenade launchers that are attached to the
bottom of a gun. Click on the ellipses button to load the model.
Muzzle Flash Scale:
This tells the engine how big to display the muzzle flash of the
weapon during runtime.
Tracer Frequency:
This value is the frequency at which a tracer round is discharged
when the weapon is fired.
Silenced:
Check this box in the weapon has a silencer.
Reticule:
This area shows the reticule texture that is associated with this
gun file and its parameters. There are two columns of fields. One
for Base and the other for Pip. There are four rows of fields for
top, left, right, and bottom and two fields on the bottom that
control the minimum and maximum distance that the pips can bounce
away from the center of the reticule. They are named Pip Offset Min
and Pip Offset Max.
Turn Bands:
This area is divided into ten fields consisting of two columns
labeled velocity and multiplier. It is further separated by five
rows numbered 1 through 5. These fields affect the reticule in
relation to the speed at which the actor is turning or spinning.
Accuracy:
This area is divided into twelve fields consisting of four columns
labeled stationary, shuffling, walking, and running. It is further
divided by three rows labeled prone, crouch, & stand. The values in
here affect the reticule (measured in pixels) depending on the above
actions during runtime.
Selector Settings:
This area has a field that displays the different selector settings
for the weapon. Weapons generally can have up to three different
settings: Single shot, Burst (3 rounds), & Fully automatic. There
are four buttons contained within this section: New, Edit, Delete, &
Item up. When you select an item in the field, you can click on the
Edit button to edit it's properties. To add another selector
setting, click on New. To delete an existing selector setting, click
on Delete. To move an item up, click on Item up. Typically they are
listed in the following order: Single shot, Burst, followed by Fully
Automatic.
Here is a picture of
the Selector Settings Properties Window:

Rate of Fire:
Enter the Rate of Fire for the weapon in the top field. It is
displayed in rounds/minute.
Full Auto:
Check this box if it is the Full Auto selector setting of the
weapon.
Rounds per Trigger Pull:
Enter the number of rounds that are discharged per trigger pull.
Single shot is 1, Burst varies depending on the weapon, and Full
Auto is 0.
Start and End Sound:
Click on the browse button to go to your sound folder to associate
the desired sound with this weapon for this selector setting.
Okay and Cancel:
Click Okay to save your selector setting and Cancel to return to the
Gun Editor.
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