Item Manager: Difference between revisions
From Graal Bible
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Check '''''3D/Player/Item/Weapons/Ranged/Gun/M16''''' for example. | Check '''''3D/Player/Item/Weapons/Ranged/Gun/M16''''' for example. | ||
//#CLIENTSIDE | |||
function onCreated() { | |||
this.isEquipped = false; | |||
this.prefabName = "M16"; | |||
this.muzzleScale = 0.56; | |||
this.firerate = 0.2; | |||
this.bulletSpread = 1; | |||
this.bulletPerShot = 1; | |||
this.maxMagazineAmmo = 30; | |||
this.reloadSpeed = 2; | |||
this.maxRange = 14; | |||
this.isBow = false; | |||
settimer(9999); | |||
this.shootCD = 0; | |||
} | |||
function onUpdate() { | |||
if (this.shootCD < 0 || !this.isEquipped) return; | |||
this.shootCD -= Time::deltaTime; | |||
} | |||
public function onAction() { | |||
if (!this.isEquipped) { | |||
RANGEDBASE.equipRanged(this.prefabName, this.muzzleScale, this.firerate, this.bulletSpread, this.bulletPerShot, this.maxMagazineAmmo, this.reloadSpeed, this.maxRange, this.isBow); | |||
this.isEquipped = true; | |||
} else if (this.shootCD < 0) { | |||
RANGEDBASE.onShootBullet(this.bulletPerShot); | |||
this.shootCD = this.firerate; | |||
} | |||
} | |||
public function unEquip() { | |||
if (!this.isEquipped) return; | |||
this.isEquipped = false; | |||
RANGEDBASE.unEquip(); | |||
} |
Latest revision as of 07:47, 8 July 2021
This section will go over how to create and add an item (gun, melee, items...) to your character.
Step1
In the weapon: 3D/Player/Item/Manager
in the function onCreated() and to the variable this.allItems add your item using this format:
{name Of Item, associated Weapon, icon Prefab for UI} |
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Step2
Create the associated Weapon for the item you want to create.
Check 3D/Player/Item/Weapons/Ranged/Gun/M16 for example.
//#CLIENTSIDE function onCreated() { this.isEquipped = false; this.prefabName = "M16"; this.muzzleScale = 0.56; this.firerate = 0.2; this.bulletSpread = 1; this.bulletPerShot = 1; this.maxMagazineAmmo = 30; this.reloadSpeed = 2; this.maxRange = 14; this.isBow = false; settimer(9999); this.shootCD = 0; } function onUpdate() { if (this.shootCD < 0 || !this.isEquipped) return; this.shootCD -= Time::deltaTime; } public function onAction() { if (!this.isEquipped) { RANGEDBASE.equipRanged(this.prefabName, this.muzzleScale, this.firerate, this.bulletSpread, this.bulletPerShot, this.maxMagazineAmmo, this.reloadSpeed, this.maxRange, this.isBow); this.isEquipped = true; } else if (this.shootCD < 0) { RANGEDBASE.onShootBullet(this.bulletPerShot); this.shootCD = this.firerate; } } public function unEquip() { if (!this.isEquipped) return; this.isEquipped = false; RANGEDBASE.unEquip(); }