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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