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:

  1. Switching between spells on a magic wand

  2. Using multiple grenade types in 1 ammo (Gas grenade, highexplosive, etc.)

  3. 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:

  1. Order of firemodes (If you are using more then 2)

  2. Required attachment to use a specific firemode

  3. 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 section

Last updated