gun.gun
¶
class fields
method documentation coming soon (or never...)
The appearance and handling of guns by default are defined by two table fields: their consts and their properties. properties define nearly everything, from how a gun handles to how it looks, what model it uses, etc. while consts define attributes that should never change, like bones within the gun, framerates, wether the gun is allowed to have certain attributes at all. The other fields of the class define tracking variables or other important things for the internal workings.
There are essentially only 3 fields you must define to register a gun: itemstring, name, and properties. To hold the gun, the item defined in itemstring must actually exist, it will not automatically register. To have a functional gun however, more will need to be changed in terms of properties. it's reccomended that you take a look at existing mods (like guns4d_pack_1) for guidance
Guns4d uses a class system for most moving parts- including the gun. New guns therefore are created with the :inherit(def) method, where def is the definition of your new gun- or rather the changed parts of it. So to make a new gun you can run Guns4d.gun:inherit() or you can do the same thing with a seperate class of weapons. Set name to "__template" for template classes of guns.
for properties: for tables where you wish to delete the parent class's fields altogether (since inheritence prevents this) you can set the field "__replace_old_table=true" additionally
Please note: there are likey undocumented fields that are used in internal functions. If you find one, please make an issue on Github.
properties¶ | properties which define the vast majority of gun attributes and may change accross instances |
consts¶ | constants which define gun attributes and should not be changed in an instance of the gun |
offsets¶ | runtime storage of offsets generated by recoil sway wag or any other element. |
name¶ |
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itemstring¶ |
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itemstack¶ |
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player¶ |
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meta¶ |
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id¶ |
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gun_entity¶ |
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_registered¶ | list of registered guns, DO NOT MODIFY I really need a metatable for this class... |
bolt_charged¶ |
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particle_spawners¶ |
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current_firemode¶ |
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walking_tick¶ |
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time_since_last_fire¶ |
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time_since_creation¶ |
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rechamber_time¶ |
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burst_queue¶ |
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muzzle_flash¶ |
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gun_translation¶ |
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property_modifiers¶ |
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attached_objects¶ |
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subclass_instances¶ |
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animation_rotation¶ |
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animation_translation¶ |
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total_offsets¶ | all offsets from gun.offset of a type added together gun in the same format as a an offset (that is, five vectors, |
velocities¶ | velocities in the format of offsets, but only containing angular ( |
the table containing every attribute of the gun.
hip¶ | |
ads¶ | |
firemodes¶ | |
recoil¶ | |
sway¶ | |
wag¶ | |
charging¶ | |
ammo¶ | |
visuals¶ | |
sounds¶ | |
inventory¶ | |
initial_vertical_rotation¶ |
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breathing_scale¶ |
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flash_offset¶ |
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firerateRPM¶ |
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reload¶ | an ordered list of reloading states used by default_controls. the default reload states for a magazine operated weapon, copied from the m4. Example
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model_bounding_box¶ |
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infinite_inventory_overlay¶ |
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burst¶ |
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pc_control_actions¶ |
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touch_control_actions¶ |
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render_size¶ | the size in meters to render the gun in it's inventory opened with /guns4d_inv |
render_image¶ | the image of the gun in it's inventory opened with /guns4d_inv |
firemode_inventory_overlays¶ | table of firemodes and their overlays in the player's inventory when the gun is on that firemode |
inventory_image_magless¶ |
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inventory_image¶ |
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ammo_handler¶ |
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part_handler¶ |
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sprite_scope¶ |
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crosshair¶ |
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offset¶ |
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axis_rotation_ratio¶ | the ratio that the look rotation is expressed through player_axial (rotated around the viewport) rotation as opposed to gun_axial (rotating the entity). |
sway_vel_mul¶ | sway speed multiplier while at hip |
sway_angle_mul¶ | sway angle multiplier while at hip |
list containing the firemodes of the gun. Default only contains "single". Strings allowed by default:
IMPORTANT: expects fields to be tables containing a "gun_axial" and "player_axial" field.
property = {
gun_axial = type
player_axial = type
}
--using a vector...
property = {
gun_axial={x=float, y=float},
player_axial={x=float, y=float}
}`
velocity_correction_factor¶ |
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target_correction_factor¶ |
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target_correction_max_rate¶ |
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angular_velocity_max¶ |
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angular_velocity¶ |
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bias¶ |
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hipfire_multiplier¶ |
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IMPORTANT: expects fields to be tables containing a "gun_axial" and "player_axial" field. In the same format as gun.properties.recoil
cycle_speed¶ |
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decay_speed¶ |
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offset¶ |
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require_draw_on_swap¶ |
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bolt_charge_mode¶ |
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draw_time¶ |
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draw_animation¶ |
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draw_sound¶ |
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magazine_only¶ |
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accepted_bullets¶ |
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accepted_magazines¶ |
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initial_mag¶ |
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mesh¶ | name of mesh to display. Currently only supports b3d |
textures¶ | list of textures to use. |
scale¶ | scale multiplier. Default 1 |
attached_objects¶ | objects that are attached to the gun. This is especially useful for attachments Example
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backface_culling¶ | toggles backface culling. Default true |
animations¶ | a table of animations. Indexes define the name of the animation to be refrenced by other functions of the gun.
should be in the format Example
There are other animations which are variable which are not listed here, these are usually defined by properties such as: reload, draw_animation |
other fields are defined by other properties such as properties.charging.draw_sound and properties.reload
fire¶ | sound player when firing the weapon |
a list of tables each containing offset vectors These are required for automatic initialization of offsets. note rotations are in degrees, and translations are in meters.
recoil = {
gun_axial = {x=0, y=0}, --rotation of the gun around it's origin.
player_axial = {x=0, y=0}, --rotation of the gun around the bone it's attached to
--translations of gun
player_trans = {x=0, y=0, z=0}, --translation of the bone the gun is attached to
eye_trans = {x=0, y=0, z=0}, --trnaslation of the player's look
gun_tran = {x=0, y=0, z=0}s --translation of the gun relative to the bone it's attachted to.
}
These are variables that are constant across the class and should usually not ever be changed by instnaces
KEYFRAME_SAMPLE_PRECISION¶ | frequency of keyframe samples for animation offsets and |
DEFAULT_MAX_HEAR_DISTANCE¶ | default max hear distance when not specified |
DEFAULT_FPS¶ |
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HAS_RECOIL¶ |
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HAS_BREATHING¶ |
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HAS_SWAY¶ |
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HAS_WAG¶ |
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HAS_GUN_AXIAL_OFFSETS¶ |
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ANIMATIONS_OFFSET_AIM¶ | wether animations create an offset |
LOOP_IDLE_ANIM¶ | whether the idle animation changes or not |
THIRD_PERSON_GAIN_MULTIPLIER¶ | general gain multiplier for third persons when hearing sounds |
ROOT_BONE¶ | the root bone of the gun (for animation offsets) |
MAG_BONE¶ |
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ARM_RIGHT_BONE¶ |
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ARM_LEFT_BONE¶ |
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VERSION¶ |
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