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Unused Weapon Content

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This is a sub-page of Call of Duty: Black Ops (Windows, Xbox 360, PlayStation 3, Wii).

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Several weapons in Black Ops contain different unused features, ranging from hard-to-notice details to unused attachment compatibility.

Obscure Weapon Content#

To do:

  • The AUG with Red Dot Sight appears to have slightly slower ADS movement compared to the normal AUG, based off differences in two variables: adsSwayHorizScale and adsSwayVertScale. If these differences compared to the normal AUG are not noticeable in-game, this should probably be listed below.
  • Upload Knife surface slash sound files.
  • The Karambit Knife used on Executive Order has some obscure and unused qualities:
    • Mason is able to slash with the knife, which normally goes unseen as it is only used during a stealth segment that gives free use of the weapon for 3 seconds. A video of this can be seen here.
    • If used outside of this segment by spawning it from the developer console, the knife is also able to kill enemies and has a sprint animation. A video of this can be seen here.
  • Mason can slash with the SOG Knife on Victor Charlie, although this cannot usually be encountered as there is never any reason to do this.
  • On "Project Nova", the Tokarev with Flashlight has an empty reload animation that usually is never encountered as the sequence where it is used has no content to shoot nor is the player ever required to fire the weapon. This reload animation can be seen in this video at 6:00.
  • The Camera Spike has a unique melee animation where the player character melees with the equipment.
  • The Knife in multiplayer has unique sounds for knifing different surfaces, virtually all of which would never be encountered as there are almost no situations where the player would ever end up knifing a surface.
  • Unseen Weapon Content#

    To do:

    • During the AUG reload, off screen it looks like the hand actually grabs a magazine as if off the player character's uniform. Verify and add.
    • Does the M14 strap shake off screen in any other instances, e.g. sprinting?
    • Check if the M14 strap can be fully seen in the Steam version at highest FOV that does not distort the screen, which is something like 110.
    • The left hand knife used for the Ballistic Knife appear to be the SOG Knife used in Victor Charlie. Rip the model for it used for the Ballistic Knife and add it, as you can't normally tell it is the SOG Knife.
  • On "U.S.D.D.", when Mason draws the M1911 on John Kennedy, the pistol has a peculiar detail that cannot normally be noticed where the markings and ejection slot are on the wrong side. This effect might have been due to Mason hallucinating.
  • The Dual Wield M1911 empty reload has some aspects that cannot be seen due to the speed of the reload animation. These can be seen in this video where the reload is slowed down.
    • When the pistols are initially taken off-screen, it appears the the slides move all the way back but they actually move back then slide back into their normal position.
    • While it appears that both pistols are spun around the player character's index finger after the new magazines have been inserted, this is not actually the case and instead the pistols are simply held downward then pulled up while the slides are manipulated by the player character's hands.
  • The SOG Knife has a hilt that cannot be seen as Mason is always holding it. It has a grip design.
  • The M14's strap shakes when hip firing the gun, which cannot normally be seen. A small part of the strap does appear on screen at max multiplayer FOV in the Steam version, but due to its placement it cannot be noticed. When switching weapons the strap also shakes, but this cannot be seen as it occurs off screen.
  • Knife:
    • The third-person model of the knife has a black hilt, but it cannot be seen as the player's hand is always holding it.
    • At the end of the third-person knifing animation, the player character will put their knife back in their pocket, which cannot normally be seen. This can be seen in this video.
  • Unused Weapon Qualities#

    To do:

    • Are the tags on the Galil "J_Bipod_Left" and "J_Bipod_Right" under hideTags used at any point? These relate to the bipod, which is collapsed near the front of the weapon.
    • The weapon file for the Stoner63 lists some tags under hideTags that may not be used.
    • The Python has the tag "tag_scope_hunter_scope" under hideTags that is removed on the ACOG weapon file. Is it used in-game?
  • The Bowie Knife has an unused 25% chance to gib enemies that is commented out in a related weapon functionality file.
  • The model for the TOW Missile from "S.O.G." in the Mod Tools has a stand that is never used. This can be seen when the model is viewed in Tom Xmodel Utils 1.041.
  • (Source: Denkirson)

    Dual Wield Multiple Attachments#

    While all Dual Wield weapons are not compatible with any other attachments save for the Dual Wield CZ75 with Full Auto Upgrade in the campaign, several appear to be configured to accept them, as their weapon files have the necessary tags listed and the model viewer bundled with the Mod Tools display the attachments properly.

    The following weapons are compatible with other attachments:

    • Skorpion - Grip
    • PM63 - Grip

    Unused Attachment Combinations#

    The following weapons have unused compatibility with certain attachments. For the Dual Wield SMGs, the Create-a-Class description originates from a period of development where Dual Wield versions of weapons had a unique description. The rest of these Dual Wield descriptions can be seen here.

    • M1911 with flashlight - Presumably intended for "Victor Charlie" before being replaced by the Python with flashlight. Has a model for both the pistol and flashlight in the Mod Tools with misapplied textures.
    • Sten with Suppressor - The model of the Sten in the Mod Tools contains a Suppressor as a compatible attachment.
    • MP5K Dual Wield - Has a model in the Mod Tools, a weapon name string and a Create-a-Class description: "Fully automatic dual wielded MP5K guns. Effective at close range." The Dual Wield model is compatible with all the weapon's normal attachments.
    • MPL Dual Wield - Has a model in the Mod Tools with misapplied textures. Has a weapon name string and a Create-a-Class description: "Fully automatic dual wielded MPL guns. Effective at close range." The Dual Wield model is compatible with the Grip.
    • Spectre Dual Wield - Has a model in the Mod Tools with misapplied textures.
    • Uzi Dual Wield - Has a weapon name string and a Create-a-Class description: "Fully automatic dual wielded Uzi guns. Effective at close range."
    • AK74u Masterkey - The hideTags parameter of the AK74u's weapon file, which lists content pertaining to a weapon's attachments, lists tags pertaining to compatibility with the Masterkey.
    • PM63 Suppressor - Has a string.
    • The following Grip attachment combinations have a string in en_code_post_gfx_mp.ff.
      • AK47 Grip
      • Enfield Grip
      • FAMAS Grip
    • Crossbow with ACOG Scope - The model of the multiplayer Crossbow in the Mod Tools contains an ACOG Scope as a compatible attachment.
    • STG-44 Rifle Grenade - The hideTags section of the STG-44's weapon file, which lists content pertaining to a weapon's attachments, contains tags pertaining to the Rifle Grenade attachment. This content is unusual because in World at War the STG-44 was not compatible with this attachment nor do these tags appear in its weapon file. In-game, the STG-44 in the campaign and Zombies is not compatible with any attachments.

    Discrepancies#

    While the unused Dual Wield SMG models are largely the same as their final models, there are some unusual discrepancies.

    • On the Dual Wield MP5K models, the Red Dot Sight, Reflex Sight, and ACOG Sight are placed higher up than on the final model.
    • The Dual Wield MPL models have a tag called "j_switch1" that is placed over the fire selector and is not present on the final MPL model.

    Unused Parameters#

    To do:
    Test the completely unused parameters in-game.

    Each weapon in Black Ops has a weapon file that is made up of many parameters that control various aspects of the weapon. While most parameters across all weapons are used, several weapons have parameters defined that are not used on any weapon.

    • cancelAutoHolsterWhenEmpty - Prevents switching to the player's other weapon when all ammo in the weapon's magazine has been exhausted and there is no reserve ammo. Always set to off and can be found on most weapons.
    • locHelmet - Damage multiplier presumably for a helmet worn by the player character. Can be found on most weapons.
    • dieOnRespawn - Unknown. Always turned off and is present in the weapon file for the Frag Grenade.
    • lastFireTime - The Asset Manager in the Mod Tools explains that this parameter determines the rate of fire of the last bullet in a magazine, although it is turned off on all weapons. Oddly, the normal M1911 has this parameter on the weapon set to 0.24, although the game ignores the parameter on this weapon.

    Unused Parameter Functionality#

    To do:

    • Check to see where on the player model these multipliers actually correspond to.
    • The weapon files for the actual Grenade Launcher attachments (gl_) list range for hip fire aim assist. If they do not have aim assist, this should be mentioned.
  • The game supports custom damage multipliers for the upper arm, lower arm, hand, upper leg, lower leg, and feet on both sides of the body, although in the final game all arm and leg segments use the same multiplier.
  • While the reload cancel time is the same regardless of whether a reload is a partial or empty reload, the game supports unique times for either of these reloads. This is also true for the Dual Mags fast reload.
  • The Mod Tools allow the weapon's fire type to be set to a 4-round burst, which is not used anywhere in the game.
  • Unused Weapon Stats#

    To do:

    • The China Lake has playerAnimType set to "m203". Is this actually used or does the game ignore it?
    • The SOG Knife weapon file has firstRaise, dropTime, raiseTime, quickDropTime, and quickRaiseTime defined. Are any of these used?

    The weapon files for several weapons in Black Ops contain data for unique functionality that is never used.

    Zombies#

    To do:

    • The Thundergun has the following stat. Is it unused?
      • altRaiseTime: 0.66 seconds
    • The M60 (default weapon) in Dead Ops Arcade has a 2x damage multiplier for shooting an enemy in the head wearing a helmet (locHelmet = 2), which is different from the headshot multiplier. Is this used?
  • The M1911 has damage drop off ranges defined despite its damage not varying with range. From its weapon file, damage would start to drop off at 500 units and stop at 1300 units.
  • The Bowie Knife's weapon file contains an unused parameter called playerDamage that is set to 200 damage. This parameter is used in the campaign to determine how much damage a weapon's bullets inflict when used by enemy players against the player.
  • The Thundergun has the following unused stats:
    • The Thundergun has unused ADS parameters. According to these parameters, the weapon would have taken 0.4 seconds to enter ADS and 0.45 seconds to exit. The time for entering ADS is the same as the time for entering ADS with the Dragunov and L96A1. Entering ADS would have not have given the weapon any extra zoom, like ADSing the M1911.
    • The parameter adsZoomFov3 is set to 50, which normally is used to determine the extra zoom a weapon receives when it uses an ACOG Scope, such as the AUG. It is uncertain why this specific parameter is set for this weapon.
  • Campaign#

    To do:
    The Python Speed Reloader has playerDamage set to 90, which is probably unused. Verify that no enemies use this weapon.

    • The following campaign weapons that are only used by the player have playerDamage defined, which determines damage against the player when used by enemies.
      • Melee knife: 30
      • M1911: 50
      • Ballistic Knife (unused): 135
      • M60: 50
      • Spectre: 50
      • PPSh: 60
      • Mosin-Nagant: 100
    • The following weapons which can only be used by the player contain data in their weapon file for being used by enemy characters.
      • China Lake
    • The Model 1887, which is used during the motorcycle segment of "Vorkuta", has some unused stats.
      • This weapon has its bullet penetration set to "high", which never comes into play as the motorcycle segment of Vorkuta has no surfaces that can be shot through. In Black Ops, weapons can either have low, medium, or high penetration, which affect what surfaces bullets can penetrate and how much damage is lost when penetrating a surface.
      • The Model 1887 has no damage drop off because it inflicts a constant amount of damage. Despite this, the distances for when damage would start to drop off and when it stops dropping off and the weapon inflicts a constant low amount of damage are filled in and are both set to 2000 units.
    • While the Mosin-Nagant has no damage drop off unlike in World at War, damage drop off ranges are still defined and are the same as in World at War.
    • The Dragon Breath SPAS-12 in "The Defector" has damage drop off ranges defined despite the weapon's damage not varying with range.
    • The SOG Knife used on "Victor Charlie" has some parameters in its weapon file set that are used by normal bullet firing weapons but not by knives.

    Parameter

    Function

    Value

    locHelmet, locHead, locNeck

    Damage multiplier for bullets that strike the head/neck.

    2.7x

    reloadTime

    Time for a partial reload.

    2.5 seconds

    reloadEmptyTime

    Time for a reload when all bullets in a magazine have been exhausted.

    3.25 seconds

    reloadAddTime

    Time when a partial reload can be reload cancelled.

    1.5 seconds

    Multiplayer#

    To do:

    • The Tomahawk's weapon file (hatchet_mp) lists an animation called "viewmodel_hatchet_idle" throughout several animation parameters that do not apply to the Tomahawk. Check if this animation exists. If not, determine whether it is worth mentioning or if it is just dummy data.
    • The Ballistic Knife has an unused ADS parameter called "adsReloadTransTime" set to 0.6 seconds. Add this after determining what it does.

    General

    • The displayName parameter specifies the string for the name of the weapon, which is displayed in the HUD at the bottom right-hand side of the screen. The following equipment have this parameter filled in despite not displaying a name in the HUD:
      • Knife: Combat Knife - Does not use a string.
      • Grenade: WEAPON_M2FRAGGRENADE
      • Flashbang: WEAPON_FLASH_GRENADE
      • Concussion Grenade: WEAPON_CONCUSSION_GRENADE
    • The following weapons have damage drop off values defined despite having no damage drop off. "Max" refers to the maximum range before damage begins to drop off and "Min" is the range where the damage drop off stops. For comparison, normal damage drop off for all Assault Rifles (except M16) begins at 1500 units and reaches its minimum damage value at 2000 units.

    Weapon

    Max

    Min

    All Sniper Rifles

    4000

    5000

    RPK, HK21, Stoner63

    1500

    2000

    • The game internally differentiates between medium and high penetration despite both types of penetration being the same, which possibly suggests at some point that both penetration types were different at one point. It is possible that the differentiation is a holdover from the campaign. The following weapons are classified as having medium and high penetration:
      • Medium: All Assault Rifles (except M14), Python (without Dual Wield), Kiparis (without Dual Wield), Stoner63.
      • High: All LMGs (except Stoner63), all Sniper Rifles, M14, Death Machine.
    • The following weapons which kill enemy players in non-Hardcore game modes on contact inflict significantly more damage than what is required to kill an enemy player. In non-Hardcore game modes player health is 100.
      • Ballistic Knife - 250 direct impact damage. 300 melee damage.
      • Tomahawk - 340 direct impact damage.
    • The following weapons have unused Aim Assist range values. Aim Assist is only used on the console version of Black Ops.

    Weapon

    Range

    Type

    Notes

    Tomahawk

    1000 units

    N/A

    Masterkey

    1000

    ADS, although the weapon cannot be ADSed.

    Ballistic Knife

    600

    Hip fire.

    Same max range as shotgun hip fire aim assist.

    Weapons

    • The main multiplayer weapon file for the Dual Wield M1911 (m1911dw_mp) changes some stats (compared to the base M1911) that are unused on this weapon.

    Parameter

    Def.

    Normal

    Dual

    aimAssistRangeAds

    Max distance where ADS Aim Assist functions.

    600 (same as hip fire)

    1000

    adsTransInTime/adsTransOutTime

    Time it takes to transition from hip fire into ADS.

    0.1

    0.2

    adsReloadTransTime

    0.15

    0.3

    adsZoomInFrac

    0.42

    0.7

    adsZoomOutFrac

    0.08

    0.4

    adsViewBobMult

    0.2

    0.25

    adsZoomFov1

    FOV when in ADS.

    65 (same as hip fire)

    55

    • The M60 in the final game takes 9.7 seconds to fully reload, regardless of whether it is a partial or empty reload, and can be reload cancelled at 7.5 seconds. This reload cancel time appears to have originally been 7.13 seconds, as the unused Zombies weapon file for the M60 specifies this reload cancel time as well as the weapon file for the Death Machine, which appears to be based on the M60's weapon file.
    • The M72 LAW, RPG, Strela-3, Grim Reaper, and Valkyrie Rockets all share some unused stats:
      • They all have hip fire parameters set even though they cannot be hip fired. These stats are all largely the same as assault rifle hip fire spreads.
      • They have adsSpread set to 1.7. This parameter is only used on shotguns and determines how much the pellets spread in ADS, however, it is ignored on these launchers.
    • Ballistic Knife:
      • The Ballistic Knife has an unused ADS time of 0.25 seconds, despite the weapon not being able to be ADSed. The adsZoomFov parameter seems to also indicate it would have had an FOV of 55, the same amount of zoom as the PM63, MAC-11, Stakeout, and most launchers.
      • The Ballistic Knife has an unused normal raise time of 0.35 seconds, which does not occur in-game as the weapon always uses quick raise when switching to it.
    • The Death Machine has several parameters set that are unused as a result of some of the weapon's unique qualities. Oddly, some of these are changed for the Wager Match version of the weapon even though they are not used.

    Parameter

    Def.

    Normal

    W. Match

    reloadTime

    Reload time (seconds) when all ammo in a magazine has not been exhausted

    9.7

    0.05

    reloadEmptyTime

    Reload time when all ammo in a magazine has been exhausted

    9.7

    0.05

    reloadAddTime

    Time the weapon can be reload cancelled.

    7.13

    0.05

    emptyRaiseTime

    The amount of time (seconds) it takes to switch to the weapon after the drop animation for the previously held weapon ends. Not used for the Death Machine since it is automatically dropped when depleted.

    1.25

    1.25

    sprintOutTime

    Seconds after ending a sprint that the weapon can be fired. Normally 0.3 for most weapons.

    0.3

    0.3

    Other

    • The Masterkey has the following unused stats:
      • The weapon has an unused ADS pellet spread of 5.5, the same ADS pellet spread as the Olympia and SPAS-12.
      • The weapon has an unused ADS time of 0.2 seconds, the same ADS time of all shotguns and most SMGs.
    • The multiplayer Frag Grenade has several parameters set that are not used by the weapon at all and have unique values.
      • Values for weapon drop and weapon raise time parameters are included but none of them are used. Oddly, while normal drop, normal raise, and alternate drop times are set to 0, the rest are all set to 0.5 seconds, except emptyDropTime (drop time when dropping a weapon with no ammo at all), which is set to 0.6 seconds.
      • Sprint in, sprint loop time, and sprint out are set to 0.5 seconds. These values for sprint in and sprint out are very long compared to most multiplayer weapons, which have sprint in and sprint out values of 0.3 seconds.
    • The Motion Sensor strangely has empty drop and empty raise times of 0.1 seconds, even though it does not use these parameters.

    altRaiseTime#

    The altRaiseTime parameter is present in weapon files and appears to be used for functionality pertaining to switching from the weapon to an underbarrel attachment (Grenade Launcher, Masterkey, Flamethrower). While it is present and set for weapons that are compatible with underbarrel attachments, this parameter is also set for weapons which are not compatible with any underbarrel attachments. For comparison, switching from a weapon to an underbarrel attachment generally ranges from 0.6 to 0.75 seconds, which is also the general range for normal weapon raise times.

    Weapon

    altRaiseTime

    MP5K, Kiparis

    0.33

    G11

    0.66

    HK21, RPK, M60, Stoner63, WA2000

    0.35

    SPAS-12

    0.6

    Cut Attachment Modifications#

    To do:
    The file "ak74u_grip_dualclip_mp" (AK74u Dual Mags + Grip) appears to be like this as well.

    For some weapons in multiplayer, certain combinations of two attachment will not include the normal effects of both standalone attachments but instead alter the effects of one or both attachments for balancing purposes. The following attachment combinations on specific weapons have files for this specific purpose, but they are no different from applying the standalone attachments, which appears to indicate unique stat alterations for these specific attachments were planned at some point but scrapped. The following combinations have these files:

    • AK74u: Extended Mags + Grip
    • Kiparis: Extended Mags + Grip

    Internal Ammunition Names#

    To do:
    Add the rest of the cartridge types.

    Each weapon in Black Ops has an internal name for the type of ammunition it uses, which is given by the ammoName parameter. This parameter appears to be used by the game so that weapons the player possesses can resupply ammo from dropped weapons of the same type by walking over them, e.g. resupplying Famas ammo by walking over a dropped Famas. Despite this functionality being restricted to weapons of the same type, the internal names go into great detail of what cartridge type of ammunition is used.

    Internal ammunition names are listed in the form of " ", e.g. "5.45x39mm ak74u". For simplicity, weapons of the same cartridge type are grouped together even though technically their internal ammunition name is different. Cartridge names are listed based on how they are written internally.

    Cartridge/Name

    Weapons

    7x43mm

    Enfield

    5.56mm

    AUG

    4.7mm

    G11

    7.92x33mm

    STG-44

    9x19mm

    MP5K, ASP, CZ75, Sten

    9x18mm

    PM63, Kiparis

    .32 ACP

    Skorpion

    5.45x39mm

    AK74u

    7.62x25mm

    PPSh

    7.62x51mm

    M60, L96A1, Death Machine

    7.62x54mm

    Mosin-Nagant

    7.92x33mm

    STG-44

    12 gauge

    SPAS-12, KS23, Model 1887

    7.62x54R

    Dragunov

    .357 Magnum

    Python

    knife

    Ballistic Knife

    m203

    FAMAS Grenade Launcher, AUG Grenade Launcher

    VOG-25

    AK-47 Grenade Launcher, AK74u Grenade Launcher