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Unused Weapon Data

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This is a sub-page of Plants vs. Zombies: Garden Warfare 2.

121 Characters, and hundreds of weapons across all those variants, some were bound to slip through the cracks... over 100 of them did.

Garden Warfare 1 Leftover Weapons#

All of the promotional weapons and abilities from the first game are left over in the files, and many function similar to how they did in that game, though due to GW2 using a newer build of the frostbite engine, some have broke in some way or another.

  • Orange Burst - Citrus Cactus's primary weapon. Functions the same as it did in GW1, except for having no delay between bursts. Likely bugged.
PvZGW2-Orange_Burst_Showcase.mp4
  • Berry Blast - Berry Pea's primary weapon. Functions the same as it does in GW1. Link for its meta data has been severed, likely to make way for Peashooter's new variants.
PvZGW2-Berry_Blast_Showcase.mp4
  • Cheese Blaster - Dr. Chester's primary weapon. Another one of the few weapons that managed to survive in one piece.
PvZGW2-Cheese_Blaster_Showcase.mp4
  • Chester Heal Station - Works the same way it did in GW1. Its goo animation is broken because GW2 uses a newer build of Frostbite 3. Its body also doesn't glow.
PvZGW2-Chester_Heal_Station_Showcase.mp4
  • Sticky Cheetah Ball - Works the same way it did in GW1. The texture for the cheetah spots is missing.
PvZGW2-Sticky_Cheetah_Ball_Showcase.mp4
  • Cheesy Warp - Works the same way it did in GW1. Meta Data seems surprisingly intact.
PvZGW2-Cheesy_Warp_Showcase.mp4
  • Cheesy Chomp - Chester Chomper's primary weapon. Likely broke when the game moved to the updated build as it no longer has a delay between chomps, allowing it to be constantly spammed despite having a defined rate of fire. VFX and sound effects seem to remain intact.
PVZGW2_UNUSEDWEP_BRANDCCHOMP.mp4
  • Chesterweed - The model has one part horrifically stretched for a few frames before returning to normal, has rather broken functionality and doesn't function properly. Various components are missing which not only causes it to get stuck in the spawning animation but also cannot properly check which team is stepping on it. Can be fixed by looking at the blue prints for the other spikeweeds.
PVZGW2_UNUSEDWEP_BRANDCSPIKEWEED.mp4
  • Cheesy Goop - Works the same way it did in GW1, only thing broken is the visual shader. Works perfectly fine otherwise.
PVZGW2_UNUSEDWEP_BRANDCGOOP.mp4
  • Zombot Drone - Engineer's original secondary ability in GW1 that was replaced with Big Bolt Blaster in this game. Has a broken propeller animation and its laser VFX stretch strangely up close. Works perfectly fine otherwise. Unlike other abilities exclusive to GW1, its icon is still intact.
PVZGW2_UNUSED_ENGIEDRONE.mp4
  • Rocket Drone - An alternate ability to the Zombot Drone in GW1. Rocket Drone's model is broken, causing it to appear mostly pink, along with its laser weapon having broken VFX causing it to look invisible. Works fine otherwise.
PVZGW2_UNUSEDWEP_HARRIERDRONE.mp4
  • Airstikes - The airstrike abilities from GW1's Boss Mode. It refuses to work, so it likely had a lot of its files removed.
  • Healing Gravestone - An ability from the unused Gravedigger class in GW1. Doesn't work at all, so likely its had a lot of its data removed.

Unused Weapons#

This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: Needs some videos for those unused abilities/weapons.

  • U_GooBlaster_Charge - An alternate version of Scientist's Goo Blaster. Has no sounds and has two charges; the first charge deals 40 damage at close range, while the second deals 40 damage but then shoots a projectile that does an extra 30, for a total of 70 damage. Uses a mixture of Scientist goo blaster and sticky explody ball vfx.
PVZGW2_UNUSEDWEP_GOOBLASTERCHARGE.mp4
  • U_Teleporter - An unused ability leftover from GW1. It has an infinite cooldown and places a weird teleporter-entrance-looking object, along with it locking up the ability to use other weapons and abilities once placed. It can be destroyed and serves no purpose functionality wise. The object placed has a comically vulgar name, being "small_ass_teleporter. Might have been an early version of Engineer's ability to create teleporters on Gardens & Graveyards maps.
PVZGW2_UNUSEDWEP_SMALLASSTELEPORTER.mp4
  • U_AI_PeaMegaGatling - Unknown purpose. Has infinite ammo, and uses vfx from battlefield but no sounds.
PVZGW2_UNUSEDWEP_MEGAGATLNG.mp4
  • U_ImpFlierDeploy - An unused Imp mech that was going to let Imps fly around like drones. Has no textures or animations, but has a model and really buggy controls. Although it was briefly seen in the game's cinematic intro, it's never actually used in-game, except as a display in the Imp portal room. A similar concept was later used in Battle for Neighborville, as an enemy in Mount Steep. It's built heavily off the Engineer's Zombot Drone, so was likely scrapped early in development.
PVZGW2_UNUSEDWEP_IMPFLIER.mp4
  • U_AssaultCorn_ShuckShotgun - Likely an unused alternate ability to the Shuck Shot. It fires two bursts of 100 bullets with a wide spread that do 5-1 damage each depending on if the player is at point blank range. Reuses assets from Law Pea's primary weapon.
PVZGW2_UNUSEDWEP_ASSAULTCORNSHUCKSHOTGUN.mp4
  • U_E3_MAV_Drone - The Garlic Drone from Garden Warfare 1's E3 showcase. Crashes most of the time when used, either due to it spawning inside the player or having missing components. When it works, it only has a propeller; it has 100 health as well as a slightly different primary.
  • U_ArmorPiercingPeach - An unused alternate E.M.Peach for Citron. Does 40 direct damage and has DoT. Interestingly compared to the normal E.M.Peach, there is no explosion, only applying its effects on a direct hit, and the projectile is not affected by gravity, making it travel in a straight line. Given it has "CU5" as a part of its string ID, it was likely meant to be a part of the Frontline Fighters update before being scrapped.
PVZGW2_UNUSEDWEP_ARMOURPIERCINGPEACH.mp4
  • Zombot Turret - An unused Engineer ability from GW1. When used, the Engineer spawns a level 1 Zombot Turret.
  • U_Engineer_AutoTurret - An unused alternate Big Bolt Blaster. It's an AI controlled Big Bolt Blaster that automatically tracks and shoots at plants, doesn't have the correct special mode assigned to it so the model shows up broken as it attempts to use Engineer's animations. Would later be used as a primary attack for Engineer's Heavy Helper ability in Battle for Neighborville.
PZVGW2_UNUSEDWEP_ENGIEAUTOTURRET.mp4
  • Buff Bubble - An early version of Hover-Goat's Buff Beam. When used, it creates a damage boosting aura around Hover-Goat 3000 that buffs teammates and debuffs enemies.
  • Techno Shield - A scrapped Hover-Goat ability. It's a smaller, wider version of Citron's Peel Shield.
  • Early Heal Flower - A scrapped version of Heal Flower. It has 2 charges and spawns a Heal Flower above the user.
  • U_SprintSmash - A scrapped Torchwood ability. When used, Torchwood charges in the direction it was looking and knocks any zombie in its path into a AoE smash that deals 75 damage. Does the Smoldering Madness activation animation at the end, but does have a proper animation that is supposed to play when modded back in by extending the buff duration by about a quarter of a second.
PvZGW2-Sprint_Smash_Weapon_Showcase.mp4
  • U_DinoLongshot_Blue - A copy of Junkasaurus' Super Heavy Hornblast ability... but blue! Likely meant to replace the default ability for a Junkasaurus of said color.
  • U_DinoLongshot_Red - Same thing, but red.
  • U_DinoLongshot_Yellow - Also the same thing... except yellow!
  • U_CatLongshot_Blue - Same deal, copy of Mecha Cat's Tail Powershot ability... but blue instead! And also likely for differently colored Mecha Cats.
  • U_CatLongshot_Green - And green.
  • U_CatLongshot_Purple - And purple too!
  • U_RaceGoatJump - An ability that propels the player at an upward angle when used, similar to the Foot Soldier's Rocket Jump ability. Was likely meant for Zomburger Artist. Reuses VFX from All-Star's Imp Punt ability.
  • U_GoatSprintDelivery - Presumably an early version of the Zomburger Artist's Warper Jr. ability. Deals 30 damage as opposed to 75.
  • U_PotatoNuggetMineBling - A bling counterpart to the Potato Nugget Mines, likely scrapped in favor of Bling Potato Mines. They are not animated unlike their normal counterparts, so they likely were never finished.
  • U_RevivalSpringBling - A bling counterpart to the Zombie Heal Station, likely scrapped in favor of Bling Armored Heal Station for some ungodly reason. As you'd expect, it acts the same as the original ability, but is extra shiny!

AI#

  • U_GargantuarJump - Gargantuar's old leap ability from GW1. It's in his kit file, though he can't use it. Same is also true for Giga Gargantuar. The animation for this ability was removed.
  • U_AI_GigaLightningStrike - An unused Giga Gargantuar attack. When used, it summons a lightning airstrike that deals moderate damage to any plant in the radius. Has unfinished behavior so he summons an inconsistent number of projectiles with each use. Uses the swing attack animation.
PVZGW2_UNUSEDAIWEP_GIGAGARGLIGHTNING.mp4
  • U_GigaGargChargeAttackDummy - A copy of Gargantuar's Pole Charge weapon, except made specifically for Giga Gargantuar?
  • U_GigaGargantuarChargeSlam - The other half of the Giga Gargantuar version of Pole Charge. Maybe the two were supposed to be more similar than before.
  • U_AI_GigaImpBezerk - An unused copy of Giga Gargantuar's Giga Imp weapon. Is presumed to be a part of his unused bezerk state that was planned for him. Fires 3 ZPG projectiles that can do up to 50 damage each.
  • U_AI_GigaTelephonePoleSlamBezerk - Another attack presumably for Giga Gargantuar's bezerk state. Interestingly it operates using a spread rather than an explosion.
  • U_AIDiscoGunInferno - An unused Disco Zombie attack, presumably as a part of another unused bezerk mode. Has the exact same stats but deals additional fire damage overtime.
  • U_AIDiscoWhirlwindInferno - Ditto, but with Disco Whirlwind.
  • U_AI_Disco_BackupDancers - An unused attack in Disco Zombie's kit that he can't use that spawns three Backup Dancers. Appears to be unfinished as it has no unique VFX, instead using Baron von Bats'.
  • U_AI_Disco_DancePose - Some sort of attack related to Disco Zombie. Given its name he likely would've done some funky pose... or maybe even forced his enemies to get groovy.
  • U_SuperBean_WarpDummy - An unused dummy weapon for Super Bean. Likely used for testing given it borrows data from Sprint Tackle.
  • U_AI_WeskerDodge - Unused dodge ability presumably for Baron von Bats. Does nothing, although there is an armour buff in its directory that suggests its supposed to be attached to it.
  • U_AI_WarpDodge - Another unused dodge ability for Baron von Bats. Does nothing, has Scientist's first person Warp sounds attached to it.
  • U_AssaultCorn_Scaled - An unused copy of Kernel Corn's primary weapon. Given its name, it might have been used for an earlier version of Giant Stalk that was a normal Kernel Corn instead of a BBQ Corn.
  • BallModeGiant - Part of a behaviour file that suggests that Citron Overload was able to enter its ball form at one point. Doesn't have an unlock asset.
  • U_AssaultRifle1_ScaledUp - An unused copy of the regular Foot Soldier's primary weapon but with modified stats to have a slower rate of fire and much higher damage per bullet. Given its name, it might have been used for an earlier version of Ultra Commander that was a normal Foot Soldier instead of a Tank Commander.
  • U_RPG_ScaledUp - An unused copy of the Foot Soldier's ZPG ability... I'm starting to see a pattern here.
  • U_ImpkataAIOnlyVersion_Scaled - An unused copy of the Impkata ability but with its own sound data related. Meant for Giga Imp, given a behaviour file for it exists that tries to use it but can't. If given to him he can use it, but doesn't do the impkata animation due to a missing toggle in its behaviour.
  • U_CozmicFistBeam_Scaled - Unused secondary fire presumably for Cozmic Mayhem. Has modified stats and works perfectly fine when given to him in weapon slot 4. Has splash damage with no fall off and he can use it from up to 120 meters away... which is quite far.
PVZGW2_UNUSEDAIWEP_COSMICGIANTBEAM.mp4
  • U_ImpGun_Scaled - An unused copy of Imp's primary weapon, you know the deal. Doesn't have its own projectile, borrows from the regular one.
  • U_SmokeGrenade_ScaledUp - An unused copy of the Foot Soldier's Zombie Stink Cloud ability. Uses the same buffs as the original, so it does the same thing as the used one.
  • U_ZombieMunch_Scaled - An unused copy of Browncoat Zombie's Zombie Hurt attack, scaled up and used by the unused Giant form, does 150 damage, and has a lot more range. It also weirdly applies Power Chomper's spread damage for some reason, likely either a placeholder or this Browncoat was going to have some kind of electric powers?
  • U_AI_SauronVoidRay - An unused weapon that, according to the filename, was originally from GW1's Driftwood Shores map, as the Mega Flower was originally going to attack zombies and had placeholder assets resembling the Eye of Sauron. Has no effects or sounds and is in Laser Bean's kit, likely as a placeholder.
  • AIEnergyShield - A copy of the standard peel shield for citron, likely meant for the Citron giant in the infinity time game mode given his character blueprint references this shield. It is an identical copy in every way with the only difference being it has 100 heal instead of 75. No proper weapon exists to call this shield in, so likely it was scrapped before it could be given to him.
  • U_AI_LaserBean - Laser Bean's weapon from GW1.
  • U_AI_Repeater - Repeater's weapon from GW1.
  • U_AI_PowerLily_DamageBoost - An unused copy of Sunflower's Heal Beam meant for the unused potted plant Power Lily as a placeholder.
  • U_AI_DamageBooster - Weapon meant for the unused Booster Bot. Only an unlock asset seems to its exist, so was likely scrapped early on. When equipped it uses the uplink bots airstrike attack.
  • U_AI_ZombieShield - Weapon meant for the unused Shieldy Bot. Only an unlock asset seems to its exist, so was likely scrapped early on. Much like the Damage booster, it uses the uplink bots airstrike attack when equipped.
  • U_AI_ShieldBoost - Same deal as Power Lily's ability, but for Magnifying Grass.
  • U_AI_PulseWeapon - Unused leftover weapon from GW1. Was meant to be for another offensive sunflower turret that Sunflowers could place down but was never used. Has its own audio.
  • U_AmpedMechCannon - Primary weapon for the Wolf mech. Interestingly has Z7 imp weapon upgrades assigned to it.
  • U_ImpRobotDeployWolf - Deploys the Wolf Mech.
  • U_WolfClusterMissile - Deploys the cluster missiles on the Wolf Mech.
  • U_PupAndWolf_Teleport - Teleport weapon. Interestingly both Wolf and Pup have this in their kits.
  • U_SmokeyMotors - Stink cloud airstrike based weapon.
  • U_GravityMissile - Volley of Gravity Grenades.
  • U_DoomShroom_DummyWeapon - Unused weapon in Doom Shroom's directory. Does nothing.
  • Hypno Shroom Strike - Intended to be used by the Royal Hypno Flower. Has no weapon data.
  • U_GnomeKingWaterWheel - Intended to be used by the Gnome King. It makes them perform an unused spin attack animation, deals 150 damage and knocks back enemies hit by the attack.
  • U_GnomeKingInfinitySyphon - Either an early version of the Infinity Beam he uses or a different weapon entirely. Deals roughly 400 - 500 damage as well as knocking the player away. Likely scrapped early on given it uses Sunbeam assets.
  • U_RoboAssaultJetPackJump - Intended to be used by Robo-Zombie. Functions similarly to Rocket Jump, and has its own unique animation and effects.
  • U_RoboAssaultSelfDestruct - Another weapon intended for Robo-Zombie. Likely functions identically to Explosive Escape.
  • Missiles - A scrapped ability intended to be used by Robo-Zombies. The only leftover is an animation.
  • U_AI_SasquatchWeapon3 - A scrapped ability intended to be used by the Sasquatch. When used, it summons 3 small Sasquatch clones that run up to plants and explode. These are likely placeholders for Sasquatch Imps.
  • U_AI_SasquatchWeapon2 - Another scrapped ability meant for Sasquatch. Seems to be a close range attack that would deal light damage and slightly knock away enemies, whilst also granting him armour.
  • U_AI_SasquatchWeapon1 - Different version of Browncoat Zombie's Hard Rock Toss but remade for Sasquatch. Deals 10 damage along with a slight amount of knockback.
  • U_AI_SasquatchBurrowWarpAttack_Weapon - Unused warp related weapon for Sasquatch. Uses Baron von Bats' warp buff and VFX as a placeholder.
  • U_AIZombieSasquatchMiniGrenade - Unused weapon for the mini Sasquatch clones. Functions identical to the weapon used by the Sasquatch imps.
  • U_SasquatchMini_RockThrow - Another unused weapon for the mini Sasquatch clones. Identical to Browncoat Zombie's Hard Rock Toss except it applies knockback.
  • U_AI_ZombossLaser - An unused Laser weapon. Likely associated with some sort of Zombot given its name and its data being under the 'ZombossMech' directory, possibly for the unused boss?
  • U_HypnoSunflowerQueen_HypnoSolarCannonWeapon - An unused version of the Sunflower Queen's Solar Cannon ability, except tailored specifically for Royal Hypno Flower. Has the exact same stats as the normal version.
  • U_PotatoMelee - Primary attack for the unused Imitator boss. Has its own VFX but reuses Super Bean's sounds.
  • U_ImitatorSpawnWeapon_Baron - Imitators weapon to spawn in an imitated version of Baron Von Batz.
  • U_ImitatorSpawnWeapon_Disco - Ditto but for Disco Zombie.
  • U_ImitatorSpawnWeapon_Gargantuar - Ditto but for Gargantuar.
  • U_ImitatorSpawnWeapon_ZenSensei - Ditto but for Zen Sensei.
  • U_BurrowDummyWeapon - The burrow weapon used as the initial summoning.
  • U_SuperChiliBean_CapeTwirl - Primary weapon for the unused super chili bean boss.
  • U_ExplosiveTeleport - Teleport weapon for Super Chili Bean. Has files related to the peashooters chili bean so its likely meant to spawn it when he warps.
  • U_FutureShieldChili - Shield weapon for Super Chili Bean. Interestingly his shield has far more health compared to normal beans.
  • U_SuperChiliBean_Laser - Super Chili Beans laser attack. Oddly its being referenced by the gnome floaty.
  • U_SuperChiliBean_Overcharge - Overbean equivalent for Super Chili Bean. Deals almost as much damage as the playable infinity mechs... dear god.
  • U_SuperChiliBean_Teleport - Regular teleport weapon for Super Chili Bean.
  • U_SuperChiliBean_WarpDodge - Warp dodge equivalent for Super Chili Bean... who also has access to the normal one as well as this one.
  • U_OuthouseHeadbutt - Unused duplicate of Coffin Zombie's attack for Outhouse Zombie.
  • U_SingularityTeleport - Unused teleporting ability meant for the Singularities in Infinity time. Its in the AI's kit, though they lack the ability to use it.
  • U_AI_HUBAirStrikeTurret - Unused airstrike weapon. Likely a separate turret built off Bamboo Shoot given it borrows its projectile.
  • U_AI_HUBAirStrikeTurretZombies - Unused airstrike weapon. Likely a separate turret built off the Uplink Bot given it borrows its projectile.
  • U_EngineerJump - An unused weapon for AI Engineers that does nothing. Likely is supposed to allow them to jump during combat given it uses Rocket Jump's sounds and has an unused animation attached to it.
  • U_AI_AllStarJump - Ditto, but for AI All-Stars. Is in Blitzer's kit file but doesn't seem to get used despite its behavior being enabled. Triggers Bezserkers leftover jump animation from GW1 as well as an unused animation for the All-star.
  • U_SiegeModeTurretWeapon - Unused weapon for some sort of turret. Unclear as to which turret would've used it, nor as to what the "Siege Mode" in the filename even means. Borrows assets from Tank Commander.
  • Depricated_U_AI_EngineerTrashEliteGun - Leftover weapon from the Sanitation Expert elite mini-boss in GW1.
  • Depricated_U_AIDinoEliteGun - Leftover weapon from the Paleontologist elite mini-boss in GW1.
  • Depricated_U_AI_ElderEliteGun - Leftover weapon from the Golf Star elite mini-boss in GW1.
  • U_AI_EngineerMissileTurret - Unused weapon that was meant for the 2nd stage Zombot Turret. Goes unused since the weapon the Defender Bots are meant to have in GW2 takes its place.
  • U_AI_EngineerAirStrikeTurret - Unused weapon that was meant for the 4th stage Zombot Turret that goes unused. Was also unused in GW1.
  • U_FutureImpHighJump - Part of the Future Imp's kit, but goes unused due to being placed in the incorrect weapon slot.

AI Versions of Player Weapons#

Various versions of player-controlled weapons made specifically for the AI with modified damage to be lower. Likely leftovers from GW1 given almost all of the hero's spawned use the player controlled weapons just with a stat modifier to reduce how much damage they dealt. Likely they were gonna continue their usage for this game given how many additions there are.

  • U_AI_AssaultRifle - AI weapon for Foot Soldier.
  • U_AI_GhillieRifle - AI weapon for Camo Ranger.
  • U_AI_CenturionCrossbow - AI weapon for Centurion.
  • U_AI_AssaultRifle_Commando - AI weapon for Super Commando.
  • U_AI_SnowTrooperRifle - AI weapon for Arctic Trooper.
  • U_AIGooBlaster - AI weapon for Scientist. Deals more damage than the player used version for some reason.
  • U_AINuclearBlaster - AI weapon for Dr. Toxic.
  • u_AIMoonRockLauncher - AI weapon for Astronaut. Weirdly the U in its name is not capitalized unlike other weapon unlock assets.
  • U_AIMarineBlaster - AI weapon for Marine Biologist. Oddly it fires way faster than the player controlled one and deals more damage.
  • U_AIElectricBlaster - AI weapon for Physicist.
  • U_AI_ZoologistGun - AI weapon for Zoologist. Strangely has chemist stats and vfx attached to it.
  • u_AI_Chemicalblaster - AI weapon for Chemist. Like Astronaut, the U in its unlock asset is not capitalized for some reason. Also deals more damage and has a wider spread than the player's version.
  • U_AI_ArchaeologistGun - AI weapon for Archaeologist.
  • U_AIEngineerGrenadeLauncher - AI weapon for Engineer.
  • U_AIEngineerWelderGrenadeLauncher - AI weapon for Welder.
  • U_AIEngineerPlumberGun - AI weapon for Plumber.
  • U_AIEngineerElectricianGrenadeLauncher - AI weapon for Electrician.
  • U_AI_EngineerMechanicGun - AI weapon for Mechanic.
  • U_AI_EngineerLandscaper - AI weapon for Landscaper.
  • U_AIFootballCannon - AI weapon for regular All-Star.
  • U_AIRugbyLauncher - AI weapon for Rugby Star.
  • U_AIIcePuckLauncher - AI weapon for Goalie Star.
  • U_AI_GloveLauncher - AI weapon for Hockey Star.
  • U_AIBaseballCannon - AI weapon for Baseball Star.
  • U_AI_WrestlerCannon - AI weapon for Wrestling Star.
  • U_AI_COOP_PeaCannon - AI weapon for Peashooter. Filename specifies it's for Co-Op... for some reason?
  • U_AI_AssaultCorn_PrimaryWeapon - AI weapon for Kernel Corn. Doesn't have its own projectile, borrows from the player version.
  • U_AI_RPG - AI weapon of the ZPG ability. Oddly assigned to an unused spawn kit involving Mech Gargantuar.
  • U_AI_RPZ - AI weapon of the Rocket Jump ability.
  • U_AIRevivalSpring - AI weapon of the Zombie Heal Station ability.
  • U_AISonicGrenade - AI weapon of the Sonic Grenade ability.
  • U_AIJackhammer - AI weapon of the Jackhammer ability.
  • U_AIImpPunt - AI weapon of the Imp Punt ability.
  • U_AI_COOP_ChiliBeanBomb - AI weapon of the Chili Bean Bomb ability. Seems to have had a lot of its data missing and instead just points to the regular chili bean bomb weapon, also references being for Co-Op like the previous AI version of Pea Cannon.
  • U_AI_COOP_PeaGatling - AI version of the Pea gatling ability. References co-op like the other abilities.

Removed Weapons#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Locate and document all weapons that were removed

These weapons were in earlier builds of the game, but were removed as time passed and updates came in.

  • U_TallNut_BattlementFuture - An unused alternate Tallnut Battlement. It would have given any plant standing nearby it a damage boost. Was present in beta and Launch builds of the game. Was almost complete in Trials of Gnomus although was later removed in an unknown update. Only small portions of its data remain in the form of a few strings and an ability icon.
  • U_Rose_ArcaneTeleport - Unused alternate to Arcane Enigma that was likely meant to be for the frontline fighters DLC before being replaced by Arcane Lotus. Would teleport rose a short distance forward and has 3 charges. Likely was in early stages of development given how much data it borrows from Scientist's warp. Present in the trials of Gnomus build update.
PVZGW2_UNUSEDWEP_ROSEWARP.mp4

Unused Damage Types#

Turret#

Turret is a damage tag type that causes the damage indicators to become a faded pink. This damage type is never used by any weapons the player has access to in game. Most likely given its name it would've been used for either summon-able turrets or if the player was using a turret based ability.

Count#

Another unused damage type, though it doesn't have any proper set up, so no damage numbers are able to be seen when its assigned to a projectile.

Misc.#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can Someone check if the names are correct? Having trouble accessing the Frosty Editor atm. LDR

  • 3 of the crazy settings have their own unlock asset data that use the same weapon ID as Frozen Citrons primary, causing them to use it. They likely were never intended to be used as a primary and were given frozen citrons ID just to make them work. The unlock asset data was most likely created for them to be able to properly show their names given they could actually kill players. The unlock assets are.
  • U_CrazyKnockback - Crazy Knockback
  • U_CS_TimeBomb - Time bomb
  • U_DeathBomb - Simply Explode

Cherry Bomb#

An unused model for the Cherry Bomb can be found in the files, this model is similar to the one used in Boss Mode for Garden Warfare 1, with the only difference being that it's only one singular cherry instead of two. Given there is more cut content associated with Boss Mode aside from this, its likely they were working it on adding it to Garden Warfare 2, including the Cherry Bomb as an ability. Model was at some point removed in an unknown update.