-Script area-
Custom func name :.js / Setting

WeaponModel Settings
Use Weapon Model ( weap.model.on=true;)
For 1st Person view setting
Weapon Model Name :
Model Lighting Types :
how weapon is held in hand(weap.hand***.***)
handPosition.x : , handAngle.x :
handPosition.y : , handAngle.y :
handPosition.z : , handAngle.z :

how weapon is changed(weap.hand.***)
raiseTick : , lowerTick : , selectShift:
Use Crosshair
Crosshair_name :
Types:
has Weapon Animation Event
SetAnimationName, (weap.model.animation.start('***');
WEAPON_RAISE :
WEAPON_LOWER :
DefaultAnimation :
Projectile Setting
Add Projectile ( weap.projectile.add('*****'); )
Add Projectile Script Name : .js
Use ammo Ammo Count init : , max :
Use reload wait Wait : msec
Weapon Type and BoneTag Setting
Weapon Using Type
, ,
Weapon Types :
Projectile from Object (weap.projectile.obj***) objectBoneTag : objectPoseName :
Projectile from Weapon (weap.projectile.***) fireBoneTag : , barrelBoneTag : , firePoseName:
Melee(weap.melee.***) strikeBoneTag : strikePoseName :
radius : , distance : , damage : , force :
Spawn Projectile or Melee Setting
Spawn Particles : 0
(See document scripting section that "WeaponObject".)
  • weap.projectile.spawnFromCenter (for HitScan )
  • weap.projectile.spawnFromObjectBone (for Object From)
  • weap.projectile.spawnFromBarrel (for Weapon From)
  • weap.melee.spawnFromWeaponBone (for Melee)
  • weap.melee.spawnFromObjectBone (for Melee)
  • -for debug-
    dim3 Script Maker v0.3