Custom Weapons

  • Purpose: Connects your custom weapon names to the available weapon models in the script

  • Make the custom weapon parts entry same as the weapon you are mapping it to:

    • Say, if you're mapping your custom weapon to weapon_pistol.glb: 
          ["weapon_pistol"] = {
              ["front_sight"] = { damageFrequency = 0.60 },
              ["recoil_spring_guide"] = { damageFrequency = 1.20 },
              ["hammer"] = { damageFrequency = 1.10 },
              ["rear_sight"] = { damageFrequency = 0.50 },
              ["barrel"] = { damageFrequency = 0.85 },
              ["slide"] = { damageFrequency = 0.50 },
              ["magazine"] = { damageFrequency = 0.40 },
              ["trigger"] = { damageFrequency = 1.05 },
          },
      You're entry for your custom weapon will be: 
          ["weapon_custom"] = {
              ["front_sight"] = { damageFrequency = 0.60 },
              ["recoil_spring_guide"] = { damageFrequency = 1.20 },
              ["hammer"] = { damageFrequency = 1.10 },
              ["rear_sight"] = { damageFrequency = 0.50 },
              ["barrel"] = { damageFrequency = 0.85 },
              ["slide"] = { damageFrequency = 0.50 },
              ["magazine"] = { damageFrequency = 0.40 },
              ["trigger"] = { damageFrequency = 1.05 },
          },
  • Structure:

    weaponModelMap = {
        -- Standard weapons
        WEAPON_PISTOL = 'weapon_pistol.glb',
        weapon_carbinerifle = 'weapon_carbinerifle.glb',
        
        -- Custom weapons using standard models
        weapon_custom = 'weapon_pistol.glb',

Adding custom parts is not supported, do not add any new parts to Config.Parts

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