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FTW Arms AFCL

This contains some scripts for use in my mods (and other peoples now!)

  • AdvancedLaserController: Allows On/Off selection for a list of items.
  • AutoBolt: Used for the PTRD.
  • AutoBoltHandle: Also used on the PTRD cause I didnt know what I was doing while making that.
  • bangerSwitchInterp: I dont think this is ever used, probably dont use it anyways
  • BetterOverheat: Allows for a more configurable overheating gun, similar to Antons compound pistol, just better
  • BreakableArmour: When the collider of this object is shot enough, it breaks.
  • EnergySword: Used for a unreleased Halo energy sword mod. I should really finish that. Includes lunging and blade on/off.
  • FireSubprojAtDistance: Fires a set of subprojectiles when the parent proj has traveled a certain distance.
  • FireSubprojOnTimeOut: Fires the items subprojectiles after a set time range.
  • ForeGripMagRelease: Allows you to drop mags and release the bolt and stuff with a foregrip. used on the Modular Vector.
  • MultiEnableLaserPointer: Old code used for the old MW Lasers. No longer used, DEPRICATED.
  • NightVisionPostEffect: Allows for nightvision in H3.
  • PostEffectScript: More stuff for post effects.
  • ProjectileArmingDistance: My first mod to use BepinEx Config, allows you to not kill yourself accidentally with 40mm grenades (and others soon)
  • ProjectileModeSwitch: Allows you to change what kind of shell your firing. Semi-WIP, stable.
  • ProxGrenade: Elas Grizmot mine. really bad code, pls dont use.
  • ProxGrenadeRing: Didnt know about hookgen, copied the ring. terrible idea.
  • RealisticVisLaser: My version of the laser in H3. Doesnt look aweful at long ranges.
  • ShatterableArmour: Like breakable, but when all the colliders recieve enough damage, it all breaks.
  • ShatterableArmourPiece: A individual component of the shatterable armour.
  • StrobeController: Does the light stobe stuff, can blind sosigs. also configurable thru the config menu.
  • ThermiteFire: Used in the thermite grenade, shoots fire shit everywhere. Should be redone if its to be used in anything bigger than a grenade.
  • ToggleBetweenPoints: Toggles whether somthing is enabled or not between two points. Origionally written for Meat, but he never used it :(
  • TwoStageProjectile: For rockets that go boop.. PEWWW when theyre fired. (think RPG, Javlin, Pike 40mm)
  • SubprojInRichochetDirection: allows for "richocheting" bullets where the subproj is fired in the richoche direction as if light bouncing off a mirror. Also has the option for smart ricochet where the bouncing proj will aim at a nearby target in the ricocket direction
  • PayloadInheritVelocity: Allows the payload items of a pinned grenade to spawn with equal velocity of their parent
  • SpinnyHoloSight: a non-zeroable sight that has a spin up peroid before activating the reticles
  • ProjectileInheritVelocity: Allows subprojectiles to have their parents velocities! or a multiple of them
  • ProjectileAirburstDetonation: Propper projecitle Airburst! set the standoff and itll fire subprojectiles that far from target!
  • ProjectilePreserveKineticEnergy: Allows a projectile to fire subprojectiles while preserving the kinetic energy of the round firing it.
  • DetonateAfterTime: Will spawn a list of items after a fuse time has ticked down
  • RotateUp: Rotates the item its on to have y up on spawn. untested, let me know if you use this
  • AirdropMarker: Spawns an object over the marker ish from a flying object! like an airdrop
  • AirdropVehicle: The component that goes on the vehicle so the marker can get info about it easier
  • BlastJumpOnFire: Shoots ya a bit when the gun its on fires
  • Spas12Brace: Very WIP, will eventually be for the spas 12 brace
  • TubeFedSlamfireToggle: A simple interact that allows you to toggle a gun between normal and slamfire
  • SimpleSwitch: A simple interact that toggles a list of things on and off and plays a sound
  • TubeFedShotgunInteractableSelector: An interactable safety for tubefed weapons
  • Spas12Safety: theres a chance for the gun to fire when its set to safe. I could make this work for all guns, but I dont think anyone cares...
  • BlackBlast: instantiate a explosion at the point when the gun fires. Used for the CarlG
  • ChangePhysWhenSpent: Change the physics of a cartrige to another one. used for large cartriges.
  • AttachableMagWell: Allows an attachment to perform the job of a secondary magazine mount. This piggybacks off antons system a bit
  • SpringLoadedStockButton: Simple interact with this obj to make a moveableweaponpart move over a set time thru THE Z AXIS ONLY
  • SpringLoadedStockFirearmControls: If right is clicked on the hand holding the gun, extend the stock. only works for the right input.
  • SpringLoadedStockForOldProjs: Simple interact with this obj to make a moveableweaponpart move over a set time thru THE Z AXIS ONLY. ment to be used in template projects.
  • PlayRandomSoundOnAwake: Plays a audio from a list on awake.
  • KeepOnLayer: sets the set colliders back to the specified layer when the player lets go of them.
  • LightSimpleAngleSwitch: Simple interact to cycle through a list of spotlight angles
  • LightSimpleBrightnessSwitch: Simple interact to cycle through a list of spotlight intensities
  • TransferRBtoParentOnAttach: transfers a ridgidbody to a parent so they work for my dueling tree (WIP)
  • BetterCaseless: a true caseless round. Antons system is dumb, do i made it better
  • BipodExtras: I wanted a simpler way to do bipod stuff. allows you to move a spring around and rotate legs.
  • AttachableSimpleFirearm: Used for the 3gl. it attaches to a gun and goes bang when you pull the trigger.
  • GrenadeLauncherRedDot: this is literally just for the 3gl, wrote by City, modified by me to work.
  • MagazineQueueFeed: Makes a mag feed like a queue rather than a stack. Used for the 3gl.
  • AirstrikeOnInterval: Calls in a round on a position with a bunch of customizablility. Think Antons mortar but way more advanced and customizable.
  • ObjectMountOnGround: Claymore ground mount thing but without the rest of the claymore stuff.
  • RPG76: code used for the RPG-76, idk maybe someone can do somthing neat with it, and I couldnt be assed to make a new project for it.
  • RPG76_Safety: See above.
  • ClosedBoltFireAttachedFirearmWithFiremode: I have no fucken clue when or why i wrote this
  • FireAttachableFirearmFromMainHand: Used to fire an underbarrel weapon using the main gun by changing firemodes.

Changelog

V1.0.0 -- Initial Release
V1.0.1 - V1.0.12 -- Added a bunch of scripts
V1.0.13 -- Added a new script allowing a foregrip to cause a gun to eject a magazine
V1.13.1 -- Refactored versioning to now allow better bug fixing, also fixed the broken lasers
V1.13.2 -- Refactored (again) to now work with Co-routines. Added more fun stuff to the Vector mag script
V1.13.3 -- More updates for the Vector. it do be fancy
V1.14.0 -- New script for submunitions firing after a set distance, really cool
V1.14.1 -- Fix some general issues
V1.14.2 -- Im dumb and used a wrong value
V1.14.3 -- Whow knew changing code broke things? well now theyre fixed<sbr> V1.14.4 -- Fixed the code things even better, now Ash's NV Scopes will work!
V1.15.0 -- Added arming distances, some other cool stuff, and a config
V1.15.1 -- Fixed the config not working!
V1.16.0 -- Added scripts for the new 40mm rounds
V1.16.1 -- Rollback update till i have time to properly fix the issues
V2.16.2 -- Fixed the problem, probalby broke alot of things in the process. Updates will come.
V2.17.0 -- Added new scripts wrt lasers and strobe lights!
V2.18.0 -- Fixed all the old stuff! strobe lights are still not entirly working tho :(
V2.18.1 -- Fixed the strobe lights, added a scaling ability to the lasers to improve visibility. Added a meatkit version into the pack.
V2.19.0 -- Added subproj ricochet and payload inherit velocity.
V2.20.0 -- Added SpinnyHoloSight. I highly doubt anyone else will ever use this script. Honestly I doubt anyone even reads this shit
V2.21.0 -- Added ProjectileInheritVelocity. This ones cool. I really wish more people were intersted in cool custom ammos ;_;
V2.22.0 -- Added ProjectileAirburstDetonation & ProjectilePreserveKineticEnergy V2.22.1 -- Fixed the bug that causes it to throw errors in meatkit.
V2.22.2 -- I broke somthing, this should fix it
V2.23.0 -- Added DetonateAfterTime & RotateUp.
V2.24.0 -- Updated AdvancedLaserController, Added AirdropMarker (WIP), Added BlastJumpOnFire, Spas12Brace (Heavy WIP), Updated SubprojinRichochetDirection(Smart Richochet WIP), Added TubeFedSlamfireToggle, Added SimpleSwitch, Added TubeFedShotgunInteractableSelector
V2.24.1 -- It helps if I actually include the fucken library in the package doesnt it lmao
V2.25.0 -- Added smart ricochet to the ricochet script
V2.26.0 -- Added BackBlast, ChangePhysWhenSpent, finished the smart ricochet
V2.27.0 -- Added AttachableMagWell, SpringLoadedStockButton, and SpringLoadedStockFirearmControls
V2.27.1 -- Tweaked some code in a few scripts, making sure everthings up to date
V2.28.0 -- Finalized Airdrop marker for the time being. updated Spring Loaded Stock Button, and added the system to make it work for old projs, just for meat <3
V2.29.0 -- Added AirdropVehicle, PlayRandomSoundOnAwake updated AirdropMarker, BinaryExplosive
V2.29.2 -- Rudolf got his cataracts removed so he'll no longer will run into walls
V2.29.3 -- Added the ability to configure the modmas speakers
V2.30.0 -- Added KeepOnLayer, LightSimpleAngleSwitch, LightSimpleBrightnessSwitch, TransferRBtoParentOnAttach (WIP)
V2.31.0 -- Added BetterCaseless and BipodExtras
V2.32.0 -- Added AttachableSimpleFirearm, GrenadeLauncherRedDot (wrote mostly by City), MagazineQueueFeed.
V2.32.1 -- Made a terrible fix to the GrenadeLauncherRedDot script to fix a bug.
V2.33.0 -- Fixed NVGs! Added AirstrikeOnInterval, ObjectMountOnGround, and updated Projectile Mode Switch, Arming Distance, Airburst Detonation
V2.34.0 -- Added code for the RPG-76 Komar. apparently nvgs still dont work, idk why
V2.34.1 -- fixed the rpg safety?
V2.34.2 -- removed the debug lines from the rpg
V2.35.0 -- Added some some new scripts and fixed some other code
V2.35.1 -- Fixed the blast jump code to work a bit better
V2.35.2 -- Finalized the code for the Morita, and added work on the spring stock for an upcoming mod from by bf <3
V2.36.0 -- Added a few scripts for a new airdrop system
V2.36.1 -- Merged changed made by Okkim wrt airdrop system
V2.36.2 -- Merged changed made by Okkim wrt airdrop system pt 2
V2.36.2 -- Merged changed made by Okkim wrt airdrop system pt 3
V2.36.4 -- Added streamlined support to AdvancedLaserController
V2.36.5 -- fixed debug issues with AdvancedLaserController

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