Weapons

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This article may be out of date. It was last updated for 1.0.28.

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!

External Links

Dev Diary 3: Weapons Part 1: Small Arms and Weapon Mods

Dev Diary 4: Rockets, Explosives and Blast Resistance