Magazine Assets

Magazine attachments are inventory items that can be attached to ranged weapons.

This inherits the CaliberAsset class.

Game Data File

Magazine attachments inherit properties from the CaliberAsset class, which in turn inherits properties from the ItemAsset class. Properties that are required to be included are listed in the table below.

Class

Property Name

Required Value

ItemAsset

GUID

ItemAsset

ID

ItemAsset

Type

Magazine

Properties

Property Name

Type

Default Value

Animal_Damage

float32

0

Barricade_Damage

float32

0

Delete_Empty

flag

Explosion

GUID or uint16

0

Explosion_Launch_Speed

float32

See description

Explosive

flag

Impact

GUID or uint16

0

Object_Damage

float32

See description

Pellets

uint8

1

Player_Damage

float32

0

Projectile_Blast_Radius_Multiplier

float32

1

Projectile_Damage_Multiplier

float32

1

Projectile_Launch_Force_Multiplier

float32

1

Range

float32

0

Resource_Damage

float32

0

Should_Fill_After_Detach

bool

false

Spawn_Explosion_On_Dedicated_Server

flag

Speed

float32

1

Structure_Damage

float32

0

Stuck

uint8

0

Tracer

GUID or uint16

0

Vehicle_Damage

float32

0

Zombie_Damage

float32

0

Property Descriptions

Animal_Damage float32 0

Damage dealt to animals caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.


Barricade_Damage float32 0

Damage dealt to barricades caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.


Delete_Empty flag

The magazine attachment should be deleted when it is fully depleted.


Explosion GUID or uint16 0

GUID or legacy ID of the effect that should be used for explosions caused by magazine attachment using the Explosive flag.


Explosion_Launch_Speed float32

Players caught within the area-of-effect explosion caused by projectiles when using the Explosive property are launched at this speed, in meters per second. Defaults to the resulting value of Player_Damage * 0.1.


Explosive flag

When this flag is included, the projectile fired from a ballistics projectile weapon will cause an area-of-effect explosion. This is typically used alongside the Range property.


Impact GUID or uint16 0

GUID or legacy ID of the effect that should be play on impact.


Object_Damage float32

Damage dealt to players caught within the area-of-effect explosion of a magazine attachment using the Explosive flag. Defaults to the value of the Resource_Damage property.


Pellets uint8 1

Number of bullet rays shot.


Player_Damage float32 0

Damage dealt to players caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.


Projectile_Blast_Radius_Multiplier float32 1

Multiplier on the blast radius of the explosive projectiles fired from physics projectile weapons.


Projectile_Damage_Multiplier float32 1

Multiplier on the damage dealt by the explosive projectiles fired from physics projectile weapons.


Projectile_Launch_Force_Multiplier float32 1

Multiplier on the launch force applied to the explosive projectiles fired from physics projectile weapons.


Range float32 0

In meters, the radius of the area-of-effect explosion caused by a projectile when a magazine attachment is using the Explosive flag.


Resource_Damage float32 0

Damage dealt to resources caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.


Should_Fill_After_Detach bool false

Ammunition should be fully refilled after the magazine attachment is detached from a ranged weapon.


Spawn_Explosion_On_Dedicated_Server flag

When using the Explosion property, spawn the explosion effect on the server.


Speed float32 1

Multiplier on reload speed.


Structure_Damage float32 0

Damage dealt to structures caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.


Stuck uint8 0

The amount of quality that should be lost after the projectile hits something. When this value is greater than 0, the item will have a visible quality value. This property is typically used with ranged weapons utilizing the Action String key-value pair, such as a crossbow.


Tracer GUID or uint16 0

GUID or legacy ID of the effect that should be used for bullet tracers.


Vehicle_Damage float32 0

Damage dealt to vehicles caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.


Zombie_Damage float32 0

Damage dealt to zombies caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.