Firemode
Firemodes are similar to the selective fire feature from WeaponMechanics, but instead of switching between semi/full auto/burst, this allows you to COMPLETELY SWITCH the held weapon on a trigger. Unfortunately, this means you have to set up 2 (or more) completely separate weapons. Possible use cases:
Switching between spells on a magic wand
Using multiple grenade types in 1 ammo (Gas grenade, highexplosive, etc.)
Customizing recoil/damage/whatever per full-auto, burst, and semi-auto
Note: You will have to create a "list" of weapons, where each weapon "points" towards to the next weapon in the fire_mode. for programmers, this is a circularly linked list. For non-developers, please refer to the example below before asking for support in discord.
Trigger
The Trigger to cause the firemode switch. I recommend using SWAP_HANDS
, as it is usually intuitive for players.
Mechanics
The Mechanics to play when switching to the next fire mode.
Order
This defines the:
Order of firemodes (If you are using more then 2)
Required attachment to use a specific firemode
A unique string defining which ammo that firemode uses
The format is <weapon-title> <ammo> <attachment>
.
<ammo>
, in this case, does not refer to an Ammo, this is completely separate. Instead, this is simply a unique id. This unique id decides which firemodes can share ammo. For example, for an m4a1
, m4a1_burst
, and m4a1_grenade
, you will want the m4a1
and m4a1_burst
to share the default ammo, and the m4a1_grenade
to use its own unique ammo. See Example 1
Example 1
Let's look at an example for the m4a1
. We will have the m4a1
and m4a1_burst
share the same ammo, but the m4a1_grenade
will require an attachment and use its own ammo. For simplicity, these weapons will be missing the required Info and Shoot sections.
When somebody is holding an m4a1_burst
weapon, and they switch to the next weapon, WeaponMechanicsPlus will check to see if the weapon item has a grenade_launcher
attached to it. If it does, great; we'll switch to m4a1_grenade
. Otherwise, that fire mode gets skipped and we reset back to m4a1
.
Example 2
Let's look at some example config for a magic spell. We will have 3 spells, fireball
, heal
, and laser
. Again, for simplicity, these configs will be missing the required Info and Shoot sections.
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