Shoot
How the weapon should launch projectiles
The Shoot:
module is required for all weapons
Shoot:
can be misleading; Weapons are not required to shoot projectiles. Instead, you can create consumables. Check out the consumable example below:
Trigger
The Trigger to use when shooting the weapon.
Due to Minecraft limitation, using left_click
to shoot does not work. Use right_click
instead.
Projectile_Speed
The speed, in , to launch the projectile at. A realistic number would be about 1000
, but we recommend around 100
.
Due to a Minecaft limitation, projectile speeds over 80.0
will appear to "drift" away from the center. For speeds above 80.0
, you should use invisible projectiles and WeaponMechanicsCosmetics to display the projectile using Trails instead.
Projectiles_Per_Shot
The number of projectiles to shoot for every shot. This is mainly used for shotguns.
Selective_Fire
Selective fire lets players switch between single, burst, and full auto.
Trigger
-> The Trigger used to switch fire modes.Default
-> EitherSINGLE
,BURST
, orAUTO
.Mechanics
-> The mechanics triggered when switching firemodes.@Source{}
-> The entity holding the weapon.
Delay_Between_Shots
The time, in ticks, between weapon shots (for SINGLE
).
Fully_Automatic_Shots_Per_Second
This makes your weapon a fully automatic weapon. It is recommended to use values [1, 20]
. Numbers >20
will cause the gun to launch multiple projectiles during the same tick. Not every fire rate is perfect since there are only 20 server ticks every second. You shouldn't be able to hear the <50
millisecond fluctuations, but here is our grading:
Perfect
: No fluctuations of any kind.
Good
: Even distribution of fluctuations.
Fire Rate | RPM | Rating |
---|---|---|
1 | 60 | Perfect |
2 | 120 | Perfect |
3 | 180 | |
4 | 240 | Perfect |
5 | 300 | Perfect |
6 | 360 | |
7 | 420 | |
8 | 480 | |
9 | 540 | |
10 | 600 | Perfect |
11 | 660 | |
12 | 720 | |
13 | 780 | |
14 | 840 | |
15 | 900 | Good |
16 | 960 | Good |
17 | 1020 | |
18 | 1080 | Good |
19 | 1140 | Good |
20 | 1200 | Good |
Burst
Shots_Per_Burst
-> How many shots to fire per shot.Ticks_Between_Each_Shot
-> The time, in ticks, between shots.
Consume_Item_On_Shoot
Use true
to delete the weapon after a shot. This is used for consumables and grenades.
Destroy_When_Empty
Use true
to delete the weapon when the magazine reaches 0. This is used for special 1-time-use guns.
Ammo_Per_Shot
How much ammo to consume per shot.
Reset_Fall_Distance
Resets the fall distance after shooting so the entity doesn't take fall damage (unless they continue to fall). Great for jet-packs or rocket boosts.
Spread
Check out the Spread wiki page.
Recoil
Check out the Recoil wiki page.
Mechanics
Mechanics triggered when shooting. Use the Mechanics wiki.
@Source{}
-> The entity shooting the gun.
Custom_Durability
Check out the Custom_Durability wiki page.
Attract_Mobs
This is a WeaponMechanicsPlus feature. You need to purchase it before you can use the Attract_Mobs
feature.
Allows you to attract creatures to your location. This is great for zombie survival servers, since you can alert all zombies in a radius to attack the shooter.
Skip_Chance
-> If this is75%
, then there is a 75% chance that we will skip all attract mob calculations, and no mobs will be attracted. This is primarily done for performance. Defaults to0%
.Default_Mode
-> UseATTRACT
to attract ALL mobs by default.Default_Distance
-> The default distance to attract all mobs from. Distance is measured in blocks. Defaults to40.0
.Default_Chance
-> The chance to attract that specific mob. This is mainly useful to "stagger" the number of mobs that are attracted at once. Defaults to100%
.Default_Override_Current_Target
-> Usetrue
to override the current mob's target. Defaults tofalse
.Mobs
-> The mob list for specific entity configurations.Mechanics
-> The mechanics to play whenever a mob targets you.
Example:
Offsets
Offsets let you adjust the exact position that projectiles are spawned at. For example, you might want bullets to travel out of the tip of the barrel instead of shooting out of the player's face.
By default,
Left_Hand
andRight_Hand
will be used.If the player is scoping, the
Scope
section will be used.If the player is in VR, the
Vive
section will be used.
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