Firearm_Action
Type
Defines how weapon's firearm actions will behave. There are 4 different firearm types. These firearm actions can add a layer of depth, especially if you have custom sounds for the firearm actions.
For most magazine-fed weapons, if a magazine is not empty, the magazine can simply be replaced without additional firearm actions.
When Shooting:
Weapon Fires
When Reloading
If empty
Weapon Opens (Pull the slide back, specifically for H&K weapons, AUG and others)
Weapon Reloads (Take out the magazine, insert new magazine)
Weapon Closes (Slide returns, a bullet is chambered)
If not empty
Weapon Reloads (Take out the magazine, insert new magazine)
When using firearm actions with different fire types
SINGLE
-> After shot firearm actions are triggeredBURST
-> After the burst is finished, firearm actions are triggeredAUTO
-> After cancelling full-auto firearm actions are triggered
Firearm_Action_Frequency
: <Integer>
Defines how often firearm actions are used.
If the current ammo amount after shooting is divisible by Firearm_Action_Frequency
then firearm actions are triggered. For example, when Firearm_Action_Frequency: 2
, firearm actions will be triggered if the weapon is shot and ammo left in its magazine is 18. If ammo left were 9
, firearm actions wouldn't be triggered.
Open
Time
The time, in ticks, it takes to open the weapon.
Mechanics
Delayed sound plays will be cancelled if firearm actions are cancelled.
Use the Mechanics wiki.
Close
Time
The time, in ticks, it takes to close the weapon.
Mechanics
Delayed sound plays will be cancelled if firearm actions are cancelled
Use the Mechanics wiki.
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