--AirMod--
User Manual
--Version 0.6--

What's new:
•	Added 16 new script actions
•	Added 4 new script conditions
•	Added "noscorch" field to gunspec
•	Added "simplezoom" fields to gunspec (8 settings)
•	Added "alternate fire" fields to gunspec (12 settings)
•	Added "recoil" fields to gunspec (12 settings)
•	Added "forcezoomout" field to gunspec
•	Added "run" fields to gunspec (3 settings)
•	Added "noautoreload" field to gunspec
•	Added "nofullreload" field to gunspec
•	Added "chamberedround" field to gunspec
•	Added "zoomgunlag" fields to gunspec (3 settings)
•	Added "zoomwalkspeed" and "zoomturnspeed" fields to gunspec
•	Added "alternate" and "zoom" animation sets to gunspec
•	Added "block" animation to gunspec
•	Added "start fire 2/end fire 2" and "start fire 3/end fire 3" random fire animations
•	Gunspec sound maximum extended to 15
•	Picking up objects now requires directly looking at the object (may be modified in future)
•	New Blood Feature - Blood can spurt out and even splash on walls!
•	Timer System (exlcuded from 0.6 BETA) re-added, improved!
Stock-FPSC Bug Fixes:
•	Weapon switching bug fixes
•	Flak scorch bug fixed
•	Minor bug fixes
AirMod Bug Fixes:
•	N/A

Scripting Reference

Actions

setifused = X – Sets the entity’s “ifused” field to X
setusekey = X – Sets the entity’s “usekey” field to X
resetplrweapons – Removes all player weapons and ammo
backdropvideo = X – Sets the backdrop to video file X
bloodspurt = X – Spurts blood using one of the following conditions defined by X
		1 – Last Damaged Position (ie: hit by player)
		2 – Head Position
		3 – Center of Model, Falls Straight Down
		Any other number – Center of Model
Note: The blood will spurt out AND collide with the level. This is not just a decal!
nobulletcol = X – Set to 1 to remove from bullet collision, 0 to restore
isaltammo – Sets ammo entity to provide alternate fire ammo
bloodsplash = X – Splashes a blood scorch in 6 directions within distance X
camshake = X – Shakes camera by amount X (max: 20)
camfov = X – Moves camera FOV to default FOV plus X
Note: The FOV will slowly restore itself if this command is not called again.
camfovinc = X – Increases the camera FOV by X
Note: The FOV will slowly restore itself if this command is not called again.
hideplrweapon – Puts the current weapon away.
plrfreeze = X – If X is 1 freezes player movement, looking, and weapon select.
		X equal 0 to unfreeze.
showplrweapon – Takes out the weapon the player was holding when 
“hideplrweapon” was called.
plrpointatobject = X – Points the player at the entity. X defines a Y offset.
allowpickupweapon = X – If X is 1 then player can take weapon from 
character’s hands/body.

Conditions

plrblocking = X – Returns true of the player’s blocking state equals X
inview = X – Returns true if the object is in screen and X = 1.
		Returns true if object is NOT in screen and X = 0.
pickobject = X – Returns true if the player is looking at the object and X = 1.
		Returns true if player isn’t looking at object and X = 0.
velocitygreater = X – Returns true if object’s velocity is greater than X.

Weapon Reference

Gunspec Settings

shotgun = X – If X = 1 then performs shotgun style reloading. Uses reload start, reload loop, and reload end animations.
burst = X – Only works on automatic weapons. If X is larger than 0, then the weapon will burst fire X number of shots.
firerate = X – Sets the number of loops between shots on automatic weapons to X divided by 2. Default is 12.
disablemovespeedmod = X – If set to 1, will disable the animation speed change applied to the move animation while walking/running/crouching.
altflak = X – Name of flak to use for alternate fire. Note: This currently is the same as “flak = X” and is only provided for compatibility with Stock FPSC at this time.
chamberedround = X – If set to 1, the player will be able to reload the weapon if it is full in order to receive one extra round.
noautoreload = X – If set to 1, will not automatically reload the weapon when the clip runs dry.
nofullreload = X – If set to 1, the player will not be able to reload when the weapon is full. NOTE: If chambered round = 1, they will still be able to reload with full ammo to obtain 1 extra round. They will not be able to reload if they already have the additional round.
runx = X – An X offset to use while running (holding shift and moving). NOTE: The weapon is smoothly transitioned to this position using SIMPLEZOOMSPEED.
runy = X – A Y offset to use while running (holding shift and moving). NOTE: The weapon is smoothly transitioned to this position using SIMPLEZOOMSPEED.
runacc = X – Accuracy of the weapon while running.
noscorch = X – If set to 1, the weapon will not place a bullet hole on walls. Useful for melee weapons.
simplezoom = X – Used for ironsights. X is the amount that the player should zoom in when pressing right click.
simplezoommode = X – Used for ironsights. High values for X mean the weapon does not move backwards as much when the player zooms in. Negative values mean it moves forward. A value of zero means it does not move.
simplezoomacc = X – Used for ironsights. Accuracy when in simple zoom.
simplezoomx = X – An X offset to use when in simple zoom. NOTE: The weapon is smoothly transitioned to this position using SIMPLEZOOMSPEED.
simplezoomy = X – A Y offset to use when in simple zoom. NOTE: The weapon is smoothly transitioned to this position using SIMPLEZOOMSPEED.
simplezoomspeed = X – The speed at which the weapon is smoothed to the X/Y values. Higher values mean it goes slower.
simplezoomanim = X – If set to 1 the weapon will use the zoom animation set when in simple zoom.
simplezoomflash  = X – If set to 1 the muzzleflash will use the zoom alignment coordinates. 
gunlagspeed = X – The speed at which the gun should lag behind the camera movement. Higher values mean it moves slower and further.
gunlagxmax = X – The maximum amount the gun can lag behind on the X axis.
gunlagymax = X – The maximum amount the gun can lag behind on the Y axis.
zoomgunlagspeed = X- Same as gunlagspeed but used while in simple zoom.
zoomgunlagxmax = X – Same as gunlagxmax but used while in simple zoom.
zoomgunlagymax = X – Same as gunlagymax but used while in simple zoom.
zoomwalkspeed = X – The modifier for the player’s walk speed while zoomed. Higher values mean the player will move slower.
zoomturnspeed = X – The modifier for the player’s looking speed while zoomed. Higher values mean the player will look around slower.
soundstrength = X – The percentage of sound the player’s weapon will make in the AI system. A value of 0 means it will make no sound, while 100 would be normal.
alternateisflak = X – If X is 1, the weapon’s alternate fire is the defined flak.
alternateisray = X – If X is 1, the weapon’s alternate fire uses raycasting (bullets).
altreloadqty = X – The number of rounds per clip for alternate fire.
altiterate = X – The number of bullets that should be shot if alternateisray = 1.
altrange = X – The range of the bullets if alternateisray = 1.
altaccuracy = X – The accuracy of the bullets if alternateisray = 1.
altdamage = X – The damage of the bullets if alternateisray = 1.
altmuzzleflash = X – The muzzleflash ID for alternate fire (like muzzeflash = X )
recoily = X – The amount of recoil on the Y axis.
recoilx = X – The amount of recoil on the X axis (randomly selects left or right).
recoilyreturn = X – The percentage of the recoil that should be compensated for on the y axis (0 – 100).
recoilxreturn = X – The percentage of the recoil that should be compensated for on the x axis (0 – 100).
zoomrecoily = X – Same as recoily but while zoomed in (works with simplezoom).
zoomrecoilx = X – Same as recoilx but while zoomed in (works with simplezoom).
zoomrecoilyreturn = X – Same as recoilyreturn but while zoomed in (works with simplezoom).
zoomrecoilxreturn = X – Same as recoilxreturn but while zoomed in (works with simplezoom).
altrecoily = X – Same as recoily but while in alternate fire.
altrecoilx = X – Same as recoilx but while in alternate fire.
altrecoilyreturn = X – Same as recoilyreturn but while in alternate fire.
altrecoilxreturn = X – Same as recoilxreturn but while in alternate fire.
forcezoomout = X – If X is 1 then forces zoom out on reload for scoped weapons. Automatic on simplezoom.

Gunspec Muzzleflash Alignments

zoomalignx = X – Alignment of muzzleflash while in simplezoom.
zoomaligny = X – Alignment of muzzleflash while in simplezoom.
zoomalignz = X – Alignment of muzzleflash while in simplezoom.
altalignx = X – Alignment of muzzleflash while in alternatefire.
altaligny = X – Alignment of muzzleflash while in alternatefire.
altalignz = X – Alignment of muzzleflash while in alternatefire.

Gunspec Animation Ranges

block = X,X – Sets right click to block and plays animation. Affects plrblocking state.
start fire 2 = X,X || end fire 2 = X,X – Randomly selected alternate fire animation.
start fire 3 = X,X || end fire 3 = X,X – Randomly selected alternate fire animation.
zoomto = X,X – Animation played when entering simplezoom.
zoomfrom = X,X – Animation played when leaving simplezoom.
zoom start fire = X,X – Animation played when starting to shoot in simple zoom.
zoom automatic fire = X,X – Animation looped in auto fire in simple zoom.
zoom end fire = X,X – Animation played when stopping shooting in simple zoom.
zoom idle = X,X – Idle animation for simple zoom.
zoom move = X,X – Move animation for simple zoom.
altto = X,X – Animation played when entering alternate fire.
altfrom = X,X – Animation played when leaving alternate fire.
alt start fire = X,X – Beginning of shooting in alternate fire.
alt end fire = X,X – End of shooting in alternate fire.
alt idle = X,X – Alternate fire idle animation.
alt move = X,X – Alternate fire move animation.
alt reload = X,X – Alternate fire reload animation.

Gunspec Sound Frames

You can now define up to 15 sounds and play any of them on specified sound frames, as opposed to the previous limit of 4.