
Brynza API
Brynzananas API mod adding features for developers usageDetails
Loadout Sections
-
Adds sections selection for Loadouts tab
-
Use
SetSection(string section)
GenericSkill
extension to move it to new section selection.GenericSkill
s 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 useRemoveSniperHurtboxTracker(GameObject sniperHurtboxTracker)
to remove it
BulletAttack IgnoredHealthComponents implementation
BulletAttack
s withignoreHitTargets
bool value set to true (UseSetIgnoredHealthComponents(bool flag)
BulletAttack
extension) will not be able to hit bodies more than once until theignoredHealthComponentList
list has been reset (UseResetIgnoredHealthComponents()
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 (UseSetBaseWallJumpCount(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 (UseSetStrafe(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 (UseSetBunnyHop(bool flag)
CharacterMotor
extension) inCharacterMotor
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 itscooldownScale
,bonusStockFromBody
andflatCooldownReduction
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 useRemoveOnHitGroundServerDelegate(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 addStrafing
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