ExtraWeaponCustomization
Adds additional gun mechanics for rundown developers to use. These include:
Effects - Apply when a condition is triggered
- Ammo Mod: Modifies the magazine/reserve ammo counts.
- Damage Mod: Applies a damage modifier.
- Damage Mod Per Target: Applies a damage modifier unique to each target. [On Hit, On Damage]
- Damage Over Time: Applies a damage over time effect. [On Hit]
- Explosive: Causes explosions where bullets land. [Bullets fired only]
- Fire Rate Mod: Applies a fire rate modifier.
- Health Mod: Modifies the user's health.
- Recoil Mod: Applies a recoil modifier.
Traits - Innate gun behavior modifications
- Accelerate: Fire rate and/or damage changes with continuous fire.
- Ammo Cap: Adjust the value used to calculate ammopack refills and starting ammo.
- Auto Aim: Automatically fire toward targets.
- Auto Trigger: Hold the trigger to fire. [Semi or Burst weapons only]
- Enforce Fire Rate: Increases damage/ammo cost when FPS is lower than fire rate. [Automatic weapons only]
- Hold Burst: Releasing the trigger ends a burst early. [Burst weapons only]
- Reserve Clip: Combines reserve ammo with the magazine.
Additional details for customizing/implementing these can be found on the wiki:
Note: Doesn't seem to work well on Bots.
Patch Notes
v1.4.2
Features & Adjustments
- Auto Aim
- "Favor Look Point" is now only active if the user is aiming at the locked target, rather than any enemy.
- Improved visuals when lock is lost; locking reticle moves towards the center of the screen
- Increased search tick rate from 4/s to 10/s, along with performance improvements to compensate
Bug Fixes
- Damage Mod Per Target
- No longer causes null refs when hitting locks.
- Reserve Clip
- Fixed an issue where having one weapon with Reserve Clip would reload the other weapon if it was held when receiving ammo
- Trigger Type
- "On Damage" triggers no longer occur on dead enemies.
v1.4.1
Features & Adjustments
- Ammopack Refill
- Renamed to "Ammo Cap". Now functions more generically as a property that modifies the reserve capacity used for ammo calculations.
- Dev Note: "AmmopackRefill" still works, but is deprecated and will be removed in the next minor version.
- Now affects ammo on drop.
- "AmmoRefillRel" now exactly determines ammopack refill amount, rather than being affected by the Ammo Max / Ammopack Max ratio.
- Added 2 new fields that have the same effect as "AmmoRefillRel" but can be more intuitive in some cases:
- "AmmoCapRel": Direct modifier of reserve capacity for ammo calculations.
- "CostOfBullet": Specifies the CostOfBullet to be used for ammo calculations rather than the weapon's CostOfBullet.
Bug Fixes
- Ammopack Refill/Ammo Cap
- No longer modifies level ups from GTFuckingXP to count as an ammopack
- No longer modifies "Ammo" command on CConsole to count as an ammopack
v1.4.0
Features & Adjustments
- New effect: Recoil Mod
- Applies a recoil modifier when triggered.
- Ammo Mod
- Added field "Overflow To Reserve": Excess ammo changes in the clip overflow to reserve ammo. On by default.
- Trigger Type
- Added type "On Wield": Triggers when swapping to the weapon.
- Misc
- Added compatibility with GTFuckingXP
Bug Fixes
- Misc
- Fixed burst weapons having no burst delay if they had no fire rate modifiers.
Older Versions
Located in mod files.