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Oct 27th, 2020
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  1. Empties (remove all the quotations obv):
  2. "InstantiateOnFire" - Anything as a child of this will be instantiated when the gun it's on gets fired. Can be used to create custom muzzle flashes or other creative things.
  3. "NoMuzzleFlash" - Disables muzzles flashes on the gun.
  4. "SilencedMuzzleFlash" - Makes the gun have a much small muzzle flash.
  5. "ForceMuzzleFlash" - Enables the muzzle flash on silenced guns.
  6. "BulletCasingScale" - Changes the size of ejected bullets. Child of this should be the scale (eg. "2.5, 4, 2.5").
  7.  
  8. "OnGrabbed" - Put this as a child of a grip point, then nest the following empties in order.
  9. "PATH=" - The local path of the transform containing the component you want to access (eg. "PATH=InsertTarget"). Use "/" to go down the hierarchy, leave it blank to access the root object.
  10. "COMPONENT=" - The full name of the component including the namespace (eg. "COMPONENT=StressLevelZero.Interaction.MagazineSocket").
  11.  
  12. "FUNCTION=" - Put the name of a function on the chosen component to call it (eg. "FUNCTION="EjectMagazine").
  13. "BOOL=" - The name of the bool you want to change on the component (eg. "BOOL=isSilenced").
  14. "NUMBER=" - The name of a float/int you want to change (eg. "NUMBER=muzzleVelocity").
  15. "VALUE=" - (Optional) Use this to specify the new value of a bool (eg. "VALUE=True"). If you don't include this, the bool will just invert itself.
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