code:
Spoiler
entity{
_template:t="tutorial_placed_medic_box_item+placeable_item_in_world+base_ri_building+paid_medkit_box_use+undestroyable_ri_extra"
transform:m=[[-0.310965, 0, 0.950421] [0, 1, 0] [-0.950421, 0, -0.310965] [52.3266, 4.93185, 782.337]]
ri_extra__name:t="dummy_wooden_box_a"
team:i=1
medic_box__isOpen:b=yes
useful_box__maxUseCount:i=99999
builder_info__team:i=1
placeable_item__ownerTeam:i=1
paid_box__ressuplyCost:i=35
useful_box__uiPrice:i=35
useful_box__giveItem:t="ger_tnt_block"
hud_icon__image:t="tnt_charge_icon"
animchar__res:t="satchel_charge_char"
useful_box__hintFull:t="items/tnt_block"
}
entity{
_template:t="tutorial_placed_medic_box_item+placeable_item_in_world+base_ri_building+paid_medkit_box_use+undestroyable_ri_extra"
transform:m=[[-0.310965, 0, 0.950421] [0, 1, 0] [-0.950421, 0, -0.310965] [53.1602, 5.03099, 779.697]]
ri_extra__name:t="dummy_wooden_box_a"
team:i=1
medic_box__isOpen:b=yes
useful_box__maxUseCount:i=99999
builder_info__team:i=1
placeable_item__ownerTeam:i=1
paid_box__ressuplyCost:i=10
useful_box__uiPrice:i=35
useful_box__giveItem:t="tnt_block_exploder"
hud_icon__image:t="tnt_charge_icon"
animchar__res:t="sov_pm_2_char"
useful_box__hintFull:t="items/tnt_block_exploder"
}
The last thing I want to ask is how can I add a fully automatic mode to a semi-automatic weapon? I can have both, I only need to add a fully automatic mode.
I have to do this without changing the animchar
1 Like
Config about it in gun__firingModes property and gun__firingModeNames contains names for each modes. Probably code for you weapon entity will looks like:
"gun__firingModes:array"{
"mode:object"{
modeType:t="automatic"
}
"mode:object"{
modeType:t="burst"
burstSize:i=1
}
}
"gun__firingModeNames:array"{
mode:t="full_auto"
mode:t="semi_auto"
}
1 Like
I did it like this but it didn’t work
I will try the code you gave now.
Spoiler
entity{
_template:t="blaster_germany_gun_item+item_in_world+visibility_traceable_item"
transform:m=[[0.258819, -0.965925, 0] [0.965926, 0.258819, 0] [-0, 0, 1] [52.8383, 5.10904, 780.411]]
useful_box__hintFull:t="Valken-38E"
item__name:t="Valken-38E"
gun__locName:t="Valken-38E"
animchar__res:t="fg_42_with_grenade_launcher_char"
gun__firingModeName:t="semi_auto_4_shots"
gun__overheatPerShot:r=0.01
gun__overheatReduce:r=0.012
gun__overheatReduceOnOverheat:r=0.15
"customProps:object"{
"initialComponents:object"{
gun__overheatReduceOnOverheat:r=0.15
gun__shotFreq:r=9.6
item__name:t="Valken-38E"
gun__kineticDamageMult:r=10.8
gun__altReloadTime:r=3.25
gun__reloadTime:r=3.8
animchar__res:t="fg_42_with_grenade_launcher_char"
item__userstats__pickupName:t="Valken-38E"
gun__overheatReduce:r=0.012
gun__overheatPerShot:r=0.01
}
}
"gun__firingModes:array"{
"gun__firingModes:object"{
burstSize:i=4
modeType:t="burst"
}
"gun__firingModes:object"{
modeType:t="automatic"
}
}
"gun__firingModeNames:array"{
gun__firingModeNames:t="semi_auto_4_shots"
gun__firingModeNames:t="automatic"
}
}
You add it in scene, but not in entities. IIRC it works only in entities else will crash. Also you need all changes inside customProps (except gun__locName and item__name).
Probably it will be muuuch better if you create seperate entity instead do changes in scene, because these changes make scene a bit more heavier.
1 Like
I didn’t know this, so how do I do it?
Should I make it like I did the zombie guns?
thank you man, i will try to do this
I can give you my M16A4 code that is a modified M4A1 gun
1 Like
If you want use blaster weapon then probably code will be looks like:
valken_38e_gun{
_use:t="blaster_germany_gun"
animchar__res:t="fg_42_with_grenade_launcher_char"
gun__shotFreq:r=9.6
gun__reloadTime:r=3.8
gun__altReloadTime:r=3.25
gun__kineticDamageMult:r=10.8
gun__overheatPerShot:r=0.01
gun__overheatReduce:r=0.012
gun__overheatReduceOnOverheat:r=0.15
gun__firingModeName:t="semi_auto_4_shots"
gun__locName:t="Valken-38E"
item__name:t="Valken-38E"
item__template:t="valken_38e_gun_item"
"gun__firingModes:array"{
"gun__firingModes:object"{
burstSize:i=4
modeType:t="burst"
}
"gun__firingModes:object"{
modeType:t="automatic"
}
}
"gun__firingModeNames:array"{
gun__firingModeNames:t="semi_auto_4_shots"
gun__firingModeNames:t="automatic"
}
}
valken_38e_gun_item{
_use:t="blaster_germany_gun_item"
animchar__res:t="fg_42_with_grenade_launcher_char"
item__weapTemplate:t="valken_38e_gun"
item__name:t="Valken-38E"
}
Probably. All weapons changes inside new entities.
1 Like
dude, you are incredible, thank you very much.
I will try now
Dude, publish your code as preformatted text if you want, otherwise it looks confusing.
by the way thank you for the code
1 Like
Sorry, my mobile device just doesn’t type the normal ‘’’
So it doesn’t work.
1 Like
No problem buddy, you can share the code whenever you want.
You are welcome, all the codes on my 3 maps are open-sourced and you can download, modify, and reuse freely. You can find the link to my google drive at one of my post of my maps at forum and sandbox
1 Like
I added an automatic fire mode option to the m16a4 code you made. If you want, you can add this weapon to your own mod, it will be much better.
code:
Spoiler
m16a4_zombie_gun{
_use:t="m4_gun"
_use:t="gun_with_initial_ammo"
_use:t="paid_loot_ressuply"
item__template:t="m16a4_zombie_gun_item"
item__weapTemplate:t="m16a4_zombie_gun"
gun__kineticDamageMult:r=1.25
gun__reloadTime:r=2.57
paid_loot__ressuplyCost:i=270
"gun__firingModes:array"{
"mode:object"{
modeType:t="burst"
burstSize:i=3
}
"mode:object"{
modeType:t="burst"
burstSize:i=1
}
"mode:object"{
modeType:t="automatic"
}
}
"gun__firingModeNames:array"{
mode:t="semi_auto_3_shots"
mode:t="semi_auto"
mode:t="automatic"
}
gun__locName:t="M16A4"
item__name:t="M16A4"
}
m16a4_zombie_gun_item{
_use:t="item_gun"
_use:t="m16a4_zombie_gun"
collres__res:t="m4_collision"
_group{
_tags:t="server"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=10
}
}
}
I know how to do that but i thought m16A4 only has 3 round burst in real life?
Or just another call of duty inaccuracy
1 Like
The m16a2 actually has 3 different modes. The code I made looks similar to the m16a2 weapon, but I have no information about the m16a4 weapon, I have never held it in my hand and examined it.
I looked at the m16a4 gun on the internet and it does not have a full automatic mode.
Some of the weapons I made for Random Box can be used by modders.
Spoiler
random box and wall guns.txt (51.6 KB)
1 Like