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Last Updated
yesterday
First Uploaded
yesterday
Downloads
599
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1
Size
90KB
Dependency string
Brynzananas-Brynza_API-1.3.0
Dependants

Loadout Sections

  • Adds sections selection for Loadouts tab

  • Use SetSection(string section) GenericSkill extension to move it to new section selection. GenericSkills with unset section and skin choice will be in Main section

  • Section string will be used as language token, so add language tokens for new section names for your desired languages

Sniper Hurtbox Tracker

  • An easy way of adding UI prefab to track hurtbox with isSniper bool set to true

  • Use AddSniperHurtboxTracker(GameObject sniperHurtboxTracker) to add tracker and use RemoveSniperHurtboxTracker(GameObject sniperHurtboxTracker) to remove it

BulletAttack IgnoredHealthComponents implementation

  • BulletAttacks with ignoreHitTargets bool value set to true (Use SetIgnoredHealthComponents(bool flag) BulletAttack extension) will not be able to hit bodies more than once until the ignoredHealthComponentList list has been reset (Use ResetIgnoredHealthComponents() BulletAttack extension)

Language tokens addition method

  • Custom language tokens addition method, that adds tokens directly to base game language dictionaries. Adding the same token will update existing one with new string output

  • Use AddLanguageToken(string token, string output, string language = "en") method to add language tokens

IOnProjectileExplosionDetonate interface

  • Gives a method that runs on ProjectileExplosion Detonate method.

Wall Jumping

  • Bodies with non zero baseWallJumpCount int value (Use SetBaseWallJumpCount(int count) CharacterBody extension) will be able to jump set amount of times while sticking to walls

Strafing

  • Bodies with Strafing buff or strafing bool set to true (Use SetStrafe(bool flag) CharacterMotor extension) in Character Motor would be able to make sharp turns midair if move direction is perpendicular enough to horizontal velocity

BunnyHop

  • Bodies with BunnyHop buff or bunnyHop bool set to true (Use SetBunnyHop(bool flag) CharacterMotor extension) in CharacterMotor will be able to keep horizontal velocity on jumping

Velocity Override

  • Character Motor will always move using Velocity Override vector if it is not zero

  • Use SetVelocityOverride(Vector3 vector3) CharacterMotor extension

Linked Skill

  • Generic Skill with set linkedSkill Generic Skill value will take its cooldownScale, bonusStockFromBody and flatCooldownReduction values

  • Use LinkSkill(GenericSkill linkSkill) GenericSkill extension

OnHitGroundServer event

  • Similar to OnHitGroundAuthorty event but runs on server

  • Use AddOnHitGroundServerDelegate(OnHitGroundServerDelegate hitGroundServerDelegate) CharacterMotor extension to add an event and use RemoveOnHitGroundServerDelegate(OnHitGroundServerDelegate hitGroundServerDelegate) CharacterMotor extension to remove it

RocketJumpComponent component

  • Applies velocity to filtered targets on projectile explosion using force

  • force: float value that controls the explosion push force

  • verticalForceReduction: AnimationCurve that reduces force the more angle between the explosion and the target

  • radiusMultiplier: float value that multiplies the explosion radius for rocketjump knockback

  • disableAirControl: boolean that will disable air control on rocketjump if true

  • applyStrafing: boolean that will add Strafing buff to rocketjump targets if true

  • rocketJumpFiltering: enum that filters who are elgible for rocketjumping

    • Everyone: Everyone can rocketjumping

    • OnlyTeammates: Only characters with the same team index as the owner of projectile can rocketjumping

    • OnlySelf: Only the owner of projectile can rocketjumping

GuidedProjectilecomponent

  • Projectile rotates towards owner point of view or view direction if there is no point

  • rigidBody: set RigidBody of the projectile

  • projectileController: set RigidBody of the projectile

  • guidingPower: float value that controls how much degrees per second the projectile rotates

Sprint All Time body flag

  • Character will sprint all time

  • Activating skills will not prevent sprinitng

  • Entity states that can be cancelled by sprinitng will not be cancelled

  • Sprint crosshair will not replace standard crosshair

  • FOV will not increase while sprinting

  • Look sensitivity will not be lowered while sprinting

Immune To Void Fog body flag

  • Body will not receive Fog damage. Fog bonus damage will still increase
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