Weapon files should be named .wpn and placed under the gusanos/mod/weapons/ directory.
Weapon properties must be added to the .wpn file before events. These properties may only be used in .wpn files.
ammo = <int>Determines how much ammo the weapon holds.
Default value: 1
Also use use_ammo to drain ammo from weapons from now on.
laser_sight_alpha = <int> ( from 0 to 255 )Determines the translucency of the lasersight. It only works if laser_sight_blender is not equal to “none”.
Default value: 255
laser_sight_blender = { add, alpha, none }
Determines the blender with which the laser sight will be drawn.
Default value: none
laser_sight_colour = [ <int> r, <int> g, <int> b ] ( All ranging from 0 to 255 )
e.g. laser_sight_colour = [ 255, 128, 0] # Makes an orange laser sight
Determines the colour ( in RGB format ) with which the laser sight will be drawn.
Default value: [ 255, 0, 0 ]
laser_sight_intensity = <float> ( from 0 to 1 )Its the intensity of the laser sight of the weapon. 1 is full intensity, 0.5 half, 0 no laser sight.
Default value: 0
laser_sight_range = <float>Is the distance in which the lasersight will fade completely from the given laser_sight_intensity to 0 intensity. -1 will make it not fade.
Default value: -1
name = <string>The name of the weapon.
Default value: ””
reload_time = <int>Determines the time in frames that will take for the weapon to reload.
Default value: 0
skin = <string>The image that will be displayed on top of the worm.
Default value: null
sync_reload = <bool>
on active_timer( <int> delay, <int> delay_var = 0, <int> max_trigger = 0 , <int> start_delay = 0 )It behaves the same as a normal timer except that it will only count time when the weapon is selected and it gets reset when the player changes to another weapon. start_delay is how much time it should wait to start counting time, if set to -1 the time will be equal to the delay + variation.
Example:
on active_timer( 0, max_trigger = 1 ) play_sound( sword_chosen.wav )
This would play the sound sword_chosen.wav every time the player changes to the sword (this) weapon.
on primary_shoot()It will trigger while the gun is shooting.
on primary_press()It will trigger once when the player presses the fire button.
on primary_release()It will trigger once when the player releases the fire button.
on out_of_ammo()It will trigger once when the weapon gets out of ammo.
on reload_end()It will trigger once when the weapon reloading ends.
on timer ( <int> delay, <int> delay_var = 0, <int> trigger_times = 0 )The timer will get triggered every delay frames plus the delay_var. If the trigger_times param is bigger than 0 then the timer will only be triggered that amount of times.