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.
Fire_Mode:
Trigger: <Trigger>
Mechanics: <Mechanics>
Order:
- "<weapon-title> <uses different ammo> <attachment>" 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.
m4a1:
# Make sure to add missing Info and Shoot sections
Fire_Mode:
Trigger:
Main_Hand: SWAP_HANDS
Off_Hand: SWAP_HANDS
Order:
- "m4a1" # This always has to come first!!
- "m4a1_burst"
- "m4a1_grenade any_unique_name grenade_launcher" # Uses a different ammo then the rest, and requires the grenade launcher attachment
m4a1_burst:
# Make sure to add missing Info and Shoot sections
# Do _NOT_ add another Fire_Mode section here. Each weapon can only be a part of 1.
m4a1_grenade:
# Make sure to add missing Info and Shoot (and Explosion) sections 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.
fireball:
Fire_Mode:
Trigger:
Main_Hand: SWAP_HANDS
Off_Hand: SWAP_HANDS
Order:
- "fireball" # This always has to come first!!
- "heal"
- "laser"
heal:
Info: # Add an info section
Shoot: # Add a shoot section
laser:
Info: # Add an info section
Shoot: # Add a shoot sectionLast updated