Weapon_SO

PROPERTIES

  • weaponObject: The Weapon Prefab, visible object in the game

  • aimingMethod: How the weapon aims.

    • None: Weapon cannot be aimed.

    • Horizontal: Weapon can only be aimed from side to side horizontally ( left and right )

    • BothAxis: Weapon can be aimed in 4 directions: Up, Down, Left, Right

    • Free: Weapon can be aimed around freely in 360 degrees.

    • OrientationBased: Weapon aims wherever the player is facing.

  • shootingStyle: The way the weapon fires

    • Raycast: Bullets Instantly Hit the Target.

    • Projectile: Instantiates Bullets that travel through the Scene.

    • Melee: Ideal for close range weapons like swords or knives.

    • Custom: Custom Shot implementations for custom Items.

    • projectile: The projectile (e.g., bullet or rocket) fired. ( Only for Projectile Weapons )

    • projectileSpeed: How fast the projectile travels.

    • projectileDuration: How long the projectile lasts before disappearing.

    • projectileCollisionSize: Size of the projectile's hitbox.

    • explosiveProjectile: Whether the projectile explodes on impact.

    • explosiveDamage: Damage dealt by the explosion.

    • explosiveForce: Force of the explosion (e.g., pushback).

    • explosionRadius: Area affected by the explosion.

    • meleeAttackRadius: Area around the player that melee can hit.

    • meleeDistance: Distance the melee attack can reach.

  • shootingMethod: How the player shoots

    • Press: Fires a shot each time the player presses the shoot button.

    • PressAndHold: Keeps firing as long as the shoot button is held down.

    • ReleaseWhenReady: Starts charging while holding the button, and fires only when the player releases the button.

    • ShootWhenReady: Automatically fires as soon as the weapon is fully charged, without needing to release the button.

  • chargeRequiredToShoot: Amount of charge needed before firing.

  • damage: How much damage the weapon deals.

  • fireRate: How fast the weapon fires bullets.

  • spread: How much the bullets deviate from the aim.

  • visualRecoil: Weapon kickback when firing.

  • visualRecoilRecovery: How quickly the recoil effect resets.

  • reloadingMethod: How the weapon reloads

    • Default

    • Overheat

  • ammoType: Type of ammo used by the weapon.

  • coolSpeed: How fast the weapon cools down after overheating. ( Overheat weapons only )

  • allowShootingAfterCoolingPercentage: % cooled before shooting resumes ( Overheat weapons only )

  • autoReload: Whether the weapon reloads automatically.

  • reloadTime: Time it takes to reload.

  • infiniteBullets: Whether the weapon has unlimited bullets.

  • limitedMagazines: If the player has a limited number of mags.

  • amountOfMagazines: Total number of magazines available.

  • magazineSize: Number of bullets in one magazine.: Ammo used per shot.

  • ammoPerShot: Ammo used per shot.

  • bulletsPerShot: Number of bullets fired in one shot

  • timeBetweenBullets: Time delay between each bullet in a shot.

  • camShake: Whether camera shakes when firing.

  • camShakeAmount: Intensity of the camera shake.

  • muzzleFlashVFX: Visual effect when the weapon fires.

  • crosshairShootingSpread: Crosshair spread when shooting.

  • weight: How heavy the weapon is ( affects movement).

  • canParry: Whether the weapon can block/parry attacks.

  • parryProjectileSpeed: Speed of projectile deflected when parrying.

  • soundss: Audio clips used by the weapon

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