Gun
Every trigger action related to guns.
Last updated: 2024/1/22
Here is the list of tables which are related to URL category:
ID | Display Name | Explanations | Parameter A | Parameter B |
---|---|---|---|---|
15 | Move Gun 'A' to the Region 'B' | Move Gun named 'A' to the Region named 'B'. | Gun | Region |
62 | Force Gun 'A' spawn 'B' projectiles per shot | How many bullets (B) do you want this gun (A) to shoot? Setting it to negative will shoot no bullets. | Gun | Int |
63 | Change Gun 'A' accuracy to 'B' degrees | How accurate (B) do you want this gun (A) to shoot? | Gun | Float (degree) |
64 | Change Gun 'A' projectile power to 'B' | How powerful (B) do you want this gun (A) to shoot? Warning: Higher power = Higher knockback. | Gun | Float |
65 | Convert Gun 'A' projectiles into bullets | Self-explanatory. | - | - |
66 | Convert Gun 'A' projectiles into rails | Self-explanatory. | - | - |
67 | Convert Gun 'A' projectiles into grenades | Self-explanatory. | - | - |
68 | Convert Gun 'A' projectiles into energy | Self-explanatory. | - | - |
69 | Convert Gun 'A' projectiles into rockets | Self-explanatory. | - | - |
76 | Allow Gun 'A' only for characters | Transform the gun to hold-able by characters | Gun | - |
77 | Allow Gun 'A' only for vehicles | Transform the gun to hold-able by vehicles | Gun | - |
78 | Set Gun 'A' slot to 'B' | Changing gun ‘A’ slots. By putting over 9, the gun will be unable to retrieve from your inventory nor it can throw away unless character dies. Useful for cosmetics. | Gun | Int |
81 | Call Trigger 'B' when Gun 'A' fired | When player LMB the gun 'A', it executes Trigger 'B'. | Gun | Trigger |
128 | Force Gun 'A' spawn value of variable 'B' projectiles per shot | Same as 62, but the value is grab by variable 'B'. | Gun | Var (int) |
129 | Change Gun 'A' accuracy to value of variable 'B' degrees | Same as 63, but the value is grab by variable 'B'. | Gun | Var (float) |
130 | Change Gun 'A' projectile power to value of variable 'B' | Same as 64, but the value is grab by variable 'B'. | Gun | Var (float) |
170 | Change Gun 'A' speed multiplier to value 'B' | How fast did your gun reload? | Gun | Float |
171 | Change Gun 'A' speed multiplier to value of variable 'B' | Same as 170, but the value is grab by variable 'B'. | Gun | Var (float) |
172 | Change Gun 'A' recoil multiplier to value 'B' | How much did you gun gives knockback to you? | Gun | Value |
173 | Change Gun 'A' recoil multiplier to value of variable 'B' | Same as 172, but the value is grab by variable 'B'. | Gun | Var (float) |
175 | Change Gun 'A' projectile model to model with index 'B' | The index 'B' can be found in this table. | Gun | Int |
176 | Change Gun 'A' projectile model to model with index-value of variable 'B' | Same as 175, but the value is grab by variable 'B'. | Gun | Var (int) |
218 | Change Gun 'A' target knockback multiplier to value 'B' | How far your target “flies” when being hit? | Gun | Float |
219 | Change Gun 'A' target knockback multiplier to value of variable 'B' | Same as 178, but the value is grab by variable 'B'. | Gun | Var (float) |
237 | Change Gun 'A' max spread accuracy to value 'B' (in radians) | The spread accuracy will not bigger than the value ‘B’ for gun ‘A’. | Gun | Float (Radian) |
238 | Change Gun 'A' added spread accuracy to value 'B' (in radians) per shot | The more bullet you shoot, the more unstable accuracy you have. | Gun | Float (Radian) |
239 | Change Gun 'A' subtracted spread accuracy to value 'B' (in radians) over time | Works like cool down period, which combined with above. | Gun | Float (Radian) |
260 | Assign sound 'B' as firing sound for weapon 'A' | Make weapon ‘A’ pew pew with special sound ‘B’ | Gun | Selectors |
286 | Override existing Gun 'A' with a new gun with model 'B' | Change a new skin ‘B’ for Gun ‘A’. | Gun | Selectors |
295 | Override existing Gun 'A' with a new gun with model by string-value of variable 'B' | Same as 286, but the value is grab by variable 'B'. | Gun | String |
299 | Move, rotate and flip Decoration 'A' to position of Gun 'B' | Self-explanatory. Stick decor to guns. | Decor | Gun |
300 | Set Gun 'A' projectile scale to value 'B' | How big your bullet is going to be? | Gun | Float |
301 | Set Gun 'A' projectile scale to value of variable 'B' | Same as 300, but the value is grab by variable 'B'. | Gun | Var (float) |
302 | Set Gun 'A' arm 1 hold offset to 'B' (0..1) | Changing the first arm (forearm) holding scale. | Gun | Float (0~1) |
303 | Set Gun 'A' arm 2 hold offset to 'B' (0..1) | Changing the second arm (backarm) holding scale. | Gun | Float (0~1) |
304 | Set Gun 'A' holstered attachment to 'B' (0 = on leg. 1 = on back 2 = on head) | Where does your gun store at? 0 - Leg 1 - Back 2 - Head | Gun | Int (0~2+?) |
305 | Set Gun 'A' length to value 'B" | How long is your gun? | Gun | Float |
311 | Set Character 'A' active weapon to Gun 'B' |
| Character | Gun |
322 | Move Region 'A' to Gun 'B' | Self-explanatory. Can expect unsync bugs. | Region | Gun |
323 | Call Trigger 'B' when Gun 'A' was fully reloaded while being held by some character | Execute trigger ‘B’ when the weapon ‘A’ character holding is reloaded | Gun | Trigger |
331 | Set variable 'A' to value 1 if Gun 'B' is | If someone is holding the gun 'B', var 'A' is set to 1. NOTE: eric desc is incorrect. | Var | Gun |
332 | Set variable 'A' to value 1 if Gun 'B' has owner, set to value 0 in else case | If someone has the gun 'B', var 'A' is set to 1. | Var | Gun |
334 | Set variable 'A' to value 1 if Gun 'B' is ready to fire, set to value 0 in else case | when the gun 'B' is loaded, var 'A' becomes 1. | Var | Gun |
335 | Set variable 'A' to X direction of Gun 'B' | based on the gun 'B' direction, to recorded into var 'A'. -1 : left, 1: right | Var | Gun |
355 | Change Gun 'A' cursor/crosshair to value 'B' | Change the crosshail type. | Gun | Int |
377 | Set gun 'A' upgrade level to string-value/variable 'B' | Change the gun 'A' upgrade level. In custom maps this is more cosmetic purposes. | Gun | Int / Var(int) |
378 | Change Gun 'A' color to 'B' | Change the color of gun. | Gun | Value (Hex) |
403 | Set gun 'A' color matrix to array 'B' (4 rows, 5 columns, first 4 columns are multiplicative, last column is additive) | Decor | Array (4x5 float) | |
444 | Change Gun 'A' bullet life multiplier to variable 'B' | How long does your gun 'A' bullet travel? This value is grab by variable 'B'. | Gun | Var (float) |
469 | Set Gun 'A' rotation to variable 'B' | Set the Gun 'A' rotation with variable 'B'. | Gun | Var (float) |
470 | Set Gun 'A' X scale to variable 'B' | How long is your gun? This value is grab by variable 'B'. | Gun | Var (float) |
473 | Set Gun 'A' Y scale to variable 'B' | How tall is your gun? This value is grab by variable 'B'. | Gun | Var (float) |
486 | Change Gun 'A' bullet speed multiplier to variable 'B' | How fast does your bullet travel? This value is grab by variable 'B'. | Gun | Var (float) |
494 | Clone Gun 'A' at center of region 'B' | Copy and Paste the gun 'A' into the center of the region 'B'. | Gun | Region |
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