# Gun

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Last updated: 2024/1/22
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Here is the list of tables which are related to URL category:

<table><thead><tr><th width="80" align="center">ID</th><th width="177">Display Name</th><th width="228">Explanations</th><th align="center">Parameter A</th><th align="center">Parameter B</th></tr></thead><tbody><tr><td align="center">15</td><td>Move Gun 'A' to the Region 'B'</td><td>Move Gun named 'A' to the Region named 'B'.</td><td align="center">Gun</td><td align="center">Region</td></tr><tr><td align="center">62</td><td>Force Gun 'A' spawn 'B' projectiles per shot</td><td>How many bullets (B) do you want this gun (A) to shoot? Setting it to negative will shoot no bullets.</td><td align="center">Gun</td><td align="center">Int</td></tr><tr><td align="center">63</td><td>Change Gun 'A' accuracy to 'B' degrees</td><td>How accurate (B) do you want this gun (A) to shoot?</td><td align="center">Gun</td><td align="center">Float<br>(degree)</td></tr><tr><td align="center">64</td><td>Change Gun 'A' projectile power to 'B'</td><td>How powerful (B) do you want this gun (A) to shoot? <br>Warning: Higher power = Higher knockback.</td><td align="center">Gun</td><td align="center">Float</td></tr><tr><td align="center">65</td><td>Convert Gun 'A' projectiles into bullets</td><td>Self-explanatory.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">66</td><td>Convert Gun 'A' projectiles into rails</td><td>Self-explanatory.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">67</td><td>Convert Gun 'A' projectiles into grenades</td><td>Self-explanatory.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">68</td><td>Convert Gun 'A' projectiles into energy</td><td>Self-explanatory.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">69</td><td>Convert Gun 'A' projectiles into rockets</td><td>Self-explanatory.</td><td align="center">-</td><td align="center">-</td></tr><tr><td align="center">76</td><td>Allow Gun 'A' only for characters</td><td>Transform the gun to hold-able by characters</td><td align="center">Gun</td><td align="center">-</td></tr><tr><td align="center">77</td><td>Allow Gun 'A' only for vehicles</td><td>Transform the gun to hold-able by vehicles</td><td align="center">Gun</td><td align="center">-</td></tr><tr><td align="center">78</td><td>Set Gun 'A' slot to 'B'</td><td><p>Changing gun ‘A’ slots. </p><p><br>By putting over 9, the gun will be unable to retrieve from your inventory nor it can throw away unless character dies. </p><p></p><p>Useful for cosmetics.</p></td><td align="center">Gun</td><td align="center">Int</td></tr><tr><td align="center">81</td><td>Call Trigger 'B' when Gun 'A' fired</td><td>When player LMB the gun 'A', it executes Trigger 'B'.</td><td align="center">Gun</td><td align="center">Trigger</td></tr><tr><td align="center">128</td><td>Force Gun 'A' spawn value of variable 'B' projectiles per shot</td><td>Same as 62, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(int)</td></tr><tr><td align="center">129</td><td>Change Gun 'A' accuracy to value of variable 'B' degrees</td><td>Same as 63, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">130</td><td>Change Gun 'A' projectile power to value of variable 'B'</td><td>Same as 64, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">170</td><td>Change Gun 'A' speed multiplier to value 'B'</td><td>How fast did your gun reload?</td><td align="center">Gun</td><td align="center">Float</td></tr><tr><td align="center">171</td><td>Change Gun 'A' speed multiplier to value of variable 'B'</td><td>Same as 170, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">172</td><td>Change Gun 'A' recoil multiplier to value 'B'</td><td>How much did you gun gives knockback to you?</td><td align="center">Gun</td><td align="center">Value</td></tr><tr><td align="center">173</td><td>Change Gun 'A' recoil multiplier to value of variable 'B'</td><td>Same as 172, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">175</td><td>Change Gun 'A' projectile model to model with index 'B'</td><td>The index 'B' can be found in <a href="../projectiles-model">this table</a>.</td><td align="center">Gun</td><td align="center">Int</td></tr><tr><td align="center">176</td><td>Change Gun 'A' projectile model to model with index-value of variable 'B'</td><td>Same as 175, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(int)</td></tr><tr><td align="center">218</td><td>Change Gun 'A' target knockback multiplier to value 'B'</td><td>How far your target “flies” when being hit?</td><td align="center">Gun</td><td align="center">Float</td></tr><tr><td align="center">219</td><td>Change Gun 'A' target knockback multiplier to value of variable 'B'</td><td>Same as 178, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">237</td><td>Change Gun 'A' max spread accuracy to value 'B' (in radians)</td><td>The spread accuracy will not bigger than the value ‘B’ for gun ‘A’.</td><td align="center">Gun</td><td align="center">Float<br>(Radian)</td></tr><tr><td align="center">238</td><td>Change Gun 'A' added spread accuracy to value 'B' (in radians) per shot</td><td>The more bullet you shoot, the more unstable accuracy you have.</td><td align="center">Gun</td><td align="center">Float<br>(Radian)</td></tr><tr><td align="center">239</td><td>Change Gun 'A' subtracted spread accuracy to value 'B' (in radians) over time</td><td>Works like cool down period, which combined with above.</td><td align="center">Gun</td><td align="center">Float<br>(Radian)</td></tr><tr><td align="center">260</td><td>Assign sound 'B' as firing sound for weapon 'A'</td><td>Make weapon ‘A’ pew pew with special sound ‘B’</td><td align="center">Gun</td><td align="center">Selectors</td></tr><tr><td align="center">286</td><td>Override existing Gun 'A' with a new gun with model 'B'</td><td>Change a new skin ‘B’ for Gun ‘A’.</td><td align="center">Gun</td><td align="center">Selectors</td></tr><tr><td align="center">295</td><td>Override existing Gun 'A' with a new gun with model by string-value of variable 'B'</td><td>Same as 286, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">String</td></tr><tr><td align="center">299</td><td>Move, rotate and flip Decoration 'A' to position of Gun 'B'</td><td>Self-explanatory. Stick decor to guns.</td><td align="center">Decor</td><td align="center">Gun</td></tr><tr><td align="center">300</td><td>Set Gun 'A' projectile scale to value 'B'</td><td>How big your bullet is going to be?</td><td align="center">Gun</td><td align="center">Float</td></tr><tr><td align="center">301</td><td>Set Gun 'A' projectile scale to value of variable 'B'</td><td>Same as 300, but the value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">302</td><td>Set Gun 'A' arm 1 hold offset to 'B' (0..1)</td><td>Changing the first arm (forearm) holding scale.</td><td align="center">Gun</td><td align="center">Float<br>(0~1)</td></tr><tr><td align="center">303</td><td>Set Gun 'A' arm 2 hold offset to 'B' (0..1)</td><td>Changing the second arm (backarm) holding scale.</td><td align="center">Gun</td><td align="center">Float<br>(0~1)</td></tr><tr><td align="center">304</td><td>Set Gun 'A' holstered attachment to 'B' (0 = on leg. 1 = on back 2 = on head)</td><td>Where does your gun store at?<br><br>0 - Leg<br>1 - Back<br>2 - Head</td><td align="center">Gun</td><td align="center">Int<br>(0~2+?)</td></tr><tr><td align="center">305</td><td>Set Gun 'A' length to value 'B"</td><td>How long is your gun?</td><td align="center">Gun</td><td align="center">Float</td></tr><tr><td align="center">311</td><td>Set Character 'A' active weapon to Gun 'B'</td><td><del><em>Previously was active weapon slot</em></del><br>You can define the character ‘A’ AI to use weapon ‘B’. </td><td align="center">Character</td><td align="center">Gun</td></tr><tr><td align="center">322</td><td>Move Region 'A' to Gun 'B'</td><td>Self-explanatory. <br>Can expect unsync bugs.</td><td align="center">Region</td><td align="center">Gun</td></tr><tr><td align="center">323</td><td>Call Trigger 'B' when Gun 'A' was fully reloaded while being held by some character</td><td>Execute trigger ‘B’ when the weapon ‘A’ character holding is reloaded</td><td align="center">Gun</td><td align="center">Trigger</td></tr><tr><td align="center">331</td><td>Set variable 'A' to value 1 if Gun 'B' is <del>not</del> in owner's active slot, set to value 0 in else case</td><td><p>If someone is holding the gun 'B', var 'A' is set to 1.</p><p>NOTE: eric desc is incorrect.</p></td><td align="center">Var</td><td align="center">Gun</td></tr><tr><td align="center">332</td><td>Set variable 'A' to value 1 if Gun 'B' has owner, set to value 0 in else case</td><td>If someone has the gun 'B', var 'A' is set to 1.</td><td align="center">Var</td><td align="center">Gun</td></tr><tr><td align="center">334</td><td>Set variable 'A' to value 1 if Gun 'B' is ready to fire, set to value 0 in else case</td><td>when the gun 'B' is loaded, var 'A' becomes 1.</td><td align="center">Var</td><td align="center">Gun</td></tr><tr><td align="center">335</td><td>Set variable 'A' to X direction of Gun 'B'</td><td>based on the gun 'B' direction, to recorded into var 'A'.<br>-1 : left, 1: right</td><td align="center">Var</td><td align="center">Gun</td></tr><tr><td align="center">355</td><td>Change Gun 'A' cursor/crosshair to value 'B'</td><td>Change the crosshail type.</td><td align="center">Gun</td><td align="center">Int</td></tr><tr><td align="center">377</td><td>Set gun 'A' upgrade level to string-value/variable 'B'</td><td>Change the gun 'A' upgrade level. In custom maps this is more cosmetic purposes.</td><td align="center">Gun</td><td align="center">Int / Var(int)</td></tr><tr><td align="center">378</td><td>Change Gun 'A' color to 'B'</td><td>Change the color of gun.</td><td align="center">Gun</td><td align="center">Value<br>(Hex)</td></tr><tr><td align="center">403</td><td>Set gun 'A' color matrix to array 'B' (4 rows, 5 columns, first 4 columns are multiplicative, last column is additive)</td><td><a href="https://eaglepb2.gitbook.io/pb2-editor-manual/tables/trigger/array/matrix-coloring-system">Click me for the color matrix tutorial.</a></td><td align="center">Decor</td><td align="center">Array<br>(4x5 float)</td></tr><tr><td align="center">444</td><td>Change Gun 'A' bullet life multiplier to variable 'B'</td><td>How long does your gun 'A' bullet travel?<br>This value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">469</td><td>Set Gun 'A' rotation to variable 'B'</td><td>Set the Gun 'A' rotation with variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">470</td><td>Set Gun 'A' X scale to variable 'B'</td><td>How long is your gun?<br>This value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">473</td><td>Set Gun 'A' Y scale to variable 'B'</td><td>How tall is your gun?<br>This value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">486</td><td>Change Gun 'A' bullet speed multiplier to variable 'B'</td><td>How fast does your bullet travel?<br>This value is grab by variable 'B'.</td><td align="center">Gun</td><td align="center">Var<br>(float)</td></tr><tr><td align="center">494</td><td>Clone Gun 'A' at center of region 'B'</td><td>Copy and Paste the gun 'A' into the center of the region 'B'.</td><td align="center">Gun</td><td align="center">Region</td></tr></tbody></table>
