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GunType

For each type, the table will list each config and potentially its purpose and default values.
Keyword
Type
Default
Purpose
weaponType
-
Used for default weapon animations.
scopeType
None
Scope for this weapon (or none, if undefined).
scopeOverlay
String
None
Location of the scope overlay file. This file is retrieved from "textures/overlay/%s".
gunWeight
float
0F
Gun weight (in KG), used for weighing the player down. (Ex: M4 Carbine is about 4.5KG, 1911 is 1.5KG, etc.)
dungeonChance
int
0
Change for this item to be dropped or spawned as loot. (Disabled by default.)
gunDamage
float
0F
Damage inflicted per bullet. Multiplied by the bullet damage value.
gunDamageHeadshotBonus
float
2F
Damage inflicted is multiplied by this value.
weaponMaxRange
Integer
100
Maximum weapon block range.
weaponEffectiveRange
Integer
50
Maximum weapon effectiveness block range.
numBullets
Integer
1
The number of bullets fired by each shot.
bulletSpread
float
-
The amount bullets spread out when fired.
sneakMod
float
0.8F
The modifier for bullet spread when sneaking.
aimMod
float
0.2F
The modifier for bullet spread when aiming.
roundsPerMin
Integer
1
The fire rate of this weapon.
numBurstRounds
Integer
3
The number of bullets to fire per burst in burst mode.
consumeGunUponUse
boolean
false
If this weapon should be consumed upon use.
recoilPitch
float
10.0F
Base value for upwards view recoil.
recoilYaw
float
1.0F
Base value for sideways view recoil.
randomRecoilPitch
float
0.5F
Modifier for setting the maximum pitch divergence when randomizing recoil (Recoil 2 + rndRecoil 0.5 == 1.5-2.5 Recoil range)
randomRecoilYaw
float
0.5F
Modifier for setting the maximum yaw divergence when randomizing recoil (Recoil 2 + rndRecoil 0.5 == 1.5-2.5 Recoil range)
crouchRecoilModifier
float
0.8F
Modifier for reducing recoil if crouched.
fireModes
WeaponFireMode.SEMI
Available fire modes for this weapon.
acceptedAttachments
Map<AttachmentEnum, ArrayList<String>>
-
Accepted attachments for this weapon.
reloadTime
Integer
40
The time (in ticks) it takes to reload this weapon.
chargeTime
Integer
40
The time (in ticks) it takes to charge this weapon. Deprecated: This field is a duplicate of reloadTime, and will be removed.
offhandReloadTime
Integer
-
The time (in ticks) it takes to offhand reload this weapon.
ammoNumBullets
boolean
false
If the number of bullets should be determined by the loaded ammo.
ammoBulletSpeed
boolean
false
If the bullet speed should be determined by the loaded ammo.
ammoBulletSpread
boolean
false
If the bullet spread should be determined by the loaded ammo.
ammoReloadTime
boolean
false
If the bullet reload time should be determined by the loaded ammo.
ammoRecoilPitch
boolean
false
If the bullet recoil pitch should be determined by the loaded ammo.
ammoRecoilYaw
boolean
false
If the bullet recoil yaw should be determined by the loaded ammo.
acceptedAmmo
String[]
-
Accepted ammunition for this weapon.
dynamicAmmo
boolean
false
If true && != null, ammo model will be set by ammo type used. Used built-in ammo model by default.
internalAmmoStorage
Integer
-
-
acceptedBullets
String[]
-
Accepted bullets for this weapon.
allowSprintFiring
boolean
false
Whether this weapon permits firing while sprinting.
allowDefaultSounds
boolean
true
Whether default Expansive Weaponry sounds should also be used for firing.
emptyPitch
float
0.05F
-
weaponSoundMap
Map<SoundType, ArrayList<SoundEntry>
-
Map of weapon sounds.