-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 :
DIM3_MODEL_LIT_VERTEX
DIM3_MODEL_LIT_FLAT
DIM3_MODEL_LIT_HILITE
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
:
DIM3_WEAPON_CROSSHAIR_TYPE_CENTER
DIM3_WEAPON_CROSSHAIR_TYPE_BONE_TRACKING
DIM3_WEAPON_CROSSHAIR_TYPE_BONE_TRACKING_RESIZING
DIM3_WEAPON_CROSSHAIR_TYPE_BARREL_TRACKING
DIM3_WEAPON_CROSSHAIR_TYPE_BARREL_TRACKING_RESIZING
DIM3_WEAPON_CROSSHAIR_TYPE_BARREL_DEBUG
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
Single Weapon
,
Raise/Down Type
,
Other Weapon
Weapon Types
:
No Tag (ex. Pistol )
Hitscan for any type (ex. Ray Gun)
Projectile spawn from Object(body)
Projectile spawn from Weapon
Melee
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.spawnFrom
Center
(for HitScan )
weap.projectile.spawnFrom
ObjectBone
(for Object From)
weap.projectile.spawnFrom
Barrel
(for Weapon From)
weap.melee.spawnFrom
WeaponBone
(for Melee)
weap.melee.spawnFrom
ObjectBone
(for Melee)
-for debug-
dim3 Script Maker
v0.3