it's possible.
Make a folder named
dynamicprops in your /data folder
Unpack
streamedassets.bigFind the item you want to modify
Copy the item into the newly created data/dynamicprops folder
Create an items.txt entry for your new weapon, with the same new name as the item has in the data/dynamicprops folder
Look at the contents of
my mod for an example.
examplesTry experimenting with making weapons more than simply making it fire a different prop or fire a prop, you'd be surprised at how many properties can be changed up for interesting effects.
here's a starter, the pyroeffects determine the special effects that come out of the weapon:
for example, the handgun has pyroeffects on conditions 7, 9, and 12.
i can't remember which is which, but these 3 effects are the muzzle flash of the gun, the ejected bullet sprite and the sparks that come from hitting a wall or something with a bullet.
the locators place the effects on different parts of the model, with different models having different locators (if it's nonexistent it'll just be fixed in one direction regardless of where you're facing).
I'm not sure what the locator 16 is since it's usually the standard one for most items. i think it's the muzzle flash but i might be wrong since the propeffect locator for the barrel of the weapon is 15
items can have a maximum of up to 4 pyroeffects, starting from pryoeffect0 to pryoeffect3. try adding the lines
PropEffectsOnCondition3 = "2"
PropEffectLocator3 = "15"
PyroEffect3 = "186"
to a firearm.
it will add a flashlight beam that turns on when you equip the weapon.
merc assault rifle flamethrowerhere's another one that's obvious: replace the pyroeffects on the mercassaultrifle with these:
PropEffectLocator0 = "15"
PropEffectLocator1 = "15"
PropEffectLocator2 = "15"
PropEffectLocator3 = "15"
PropEffectsOnCondition3 = "0"
PropEffectsOnCondition0 = "7"
PropEffectsOnCondition1 = "7"
PropEffectsOnCondition2 = "7"
PyroEffect0 = "57"
PyroEffect1 = "57"
PyroEffect2 = "171"
PyroEffect3 = "301"
then add
cGunProjectileInfoItem fs_proj
{
DR2 = "true"
PropToShoot = "nothing"
Support = "true"
}
to the end of it
ta da, instant flamethrower that lets you move around while shooting.