Weapon templates #
Weapon templates allow to configure some aspects of weapon behavior via templates/weapons.json file.
Format of templates/weapons.json #
The document is an object where each property presents a weapon template. The keys must be weapon entity names, case sensitive.
max_clip #
Allows to change the default max clip of the weapon.
Currently it’s not possible to set a max clip for a weapon that doesn’t uses clips by default (e.g. weapon_egon).
Set max_clip
to 0 to disable weapon clip. This means the weapon won’t need to be reloaded and will use ammo right from the player’s ammo pool.
{
"weapon_9mmAR": {
"max_clip": 0
},
"weapon_shotgun": {
"max_clip": 6
}
}
ammo_name #
Allows to change the primary ammo the weapon is using. This only works for weapons that use ammo.
{
"weapon_shotgun": {
"ammo_name": "9mm"
},
"weapon_crossbow": {
"ammo_name": "uranium"
}
}
Possible ammo names:
"buckshot"
"9mm"
"ARgrenades"
"357"
"uranium"
"rockets"
"bolts"
"Trip Mine"
"Satchel Charge"
"Hand Grenade"
"Snarks"
"Hornets"
"Medicine"
"Penguins"
"556"
"762"
"Shocks"
"spores"
You still need to change the ammo sprite in the weapon hud .txt file to match the actual ammo type.