Weapons
Revision as of 02:14, 17 February 2018 by SnapperTheTwig (talk | contribs)
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Contents
Small Arms
There are 5 kinds of small arms and 3 tiers (black, silver, gold). Higher tier weapons can only be taken from Bandit Bases.
Stats
Weapon Mods
Up to two weapon mods can be applied to a weapon at a time. There is no way to remove them from an attached weapon, so be careful!
Rocket Launchers
There are 4 rocket launchers in the game.
Grenades
There is currently one kind of grenade in the game.
Combat Strategy
- Aim for the head - some weapons (such as the Assault Rifle and the Rifle) do significantly more damage for head shots.
- Crouch! This not only reduces your hitbox size, but it reduces the chance of Bandits hearing your footsteps.
- Be sure to be in the line of sight of one enemy at a time! Don't charge into rooms full of enemies, you'll get killed very quickly.
Modding
Have a look at scripts/common/define_weapons.lua
.
It is recommended that you use the hook provided at the end of the file - the defineWeaponsUserCallback table.
function myWeaponMod (BlockTypes, ItemTypes)
-- Your code here
end
if (defineWeaponsUserCallback == nil) then defineWeaponsUserCallback = {} end
defineWeaponsUserCallback[#defineWeaponsUserCallback+1] = { "myWeaponMod name | my description ", myWeaponMod };
Be sure to define both your mods/MODNAME/scripts/server_scripts.lua
and mods/MODNAME/scripts/client_scripts.lua
to include your script file!