Firearm_Action
Firearm_Action:
Type: <FirearmType>
Firearm_Action_Frequency: <use every x amount of shots>
Open:
Time: <ticks>
Mechanics: <Mechanics>
Close:
Time: <ticks>
Mechanics: <Mechanics>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)
For revolvers, the cylinder has to be pulled out so ammo can be loaded.
When Shooting:
Weapon Fires
When Reloading:
Weapon Opens (The rotating section pops out).
The reload-timer starts (Bullets are loaded into each slot).
Weapon Closes (The rotating section pops back in).
For pump-action weapons, a pump has to be cocked back and forth to eject and load a shell.
When Shooting:
Weapon Fires
Weapon Opens (Ejecting a shell)
Weapon Closes (Loading a shell)
When Reloading:
If empty
Weapon Reloads
Weapon Opens (If not already open, ejecting a shell)
Weapon Closes (Loading a shell)
If not empty
Weapon Reloads
For lever/bolt action weapons, a lever must be pulled then pushed to eject and load a round. Different from PUMP because the weapon MUST be opened before reloading.
When Shooting:
Weapon Fires
Weapon Opens (Ejecting a round)
Weapon Closes (Loading a round)
When Reloading:
If empty
Weapon Opens (Ejecting a round, and unlocking the mag)
Weapon Reloads
Weapon Closes (Loading a round, and blocking the mag)
If not empty
Weapon Reloads
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
TimeThe time, in ticks, it takes to open the weapon.
MechanicsDelayed sound plays will be cancelled if firearm actions are cancelled.
Use the Mechanics wiki.
Close
TimeThe time, in ticks, it takes to close the weapon.
MechanicsDelayed sound plays will be cancelled if firearm actions are cancelled
Use the Mechanics wiki.
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