Melee
Updated for version 3.38.
This modules let's you add melee weapons.
The name of the module you use as the meta of the module definition is 'Melee' or 'MeleeModule' if
_force_search
is set to true in the module definition.<Melee id global_value unit third_unit .../>
Parameter | Type | Description |
---|---|---|
id | String | The ID of the melee weapon |
based_on | String | An ID of an existing melee you want to base your melee on. Defaults to kebar . Full list here https://modworkshop.net/wiki.php?action=view&id=7#Melee |
global_value | String | For packs of mods, a global id assigned to all. A nice way to label your mods. You'll still have to create the global value through GlobalValueModule |
unit | String | Optional path to the first person unit Defaults to units/mods/weapons/wpn_mel_ id /wpn_mel_id |
third_unit | String | Optional path to the third person unit. Mostly not needed with 3.38 and above |
name_id | String | Localization ID for the title (Defaults to bm_melee_ + id ) |
unlock_level | Integer | Have a level in which the melee will become available (1 to 100) |
type | String | Optional type of the melee. Defaults to based on melee's one |
stats | Table | Optional table that holds stats of the melee weapon. min_damage Minimum damage of the melee. The in-game damage is the value * 10. So 30 damage is 3. This damage logic applies to many damage values in the gamemax_damage Maximum damage of the meleemin_damage_effect A number that gets multiplied by min_damage and the result of it is the minimum knockdown value.max_damage_effect A number that gets multiplied by max_damage and the result of it is the maximum knockdown value.charge_time Seconds to charge the melee fully.range Range of the melee weaponconcealment Concealment of the melee. |
sounds | Table | Optional table of sounds. There are 5 keys and each has a value for the sound. |
align_objects | Table | Optional table that is used to align the melee in specific hands or in both. Most melee weapons place it on "a_weapon_right". To place it on both you need both sides. "a_weapon_left" and "a_weapon_right". This is mostly not important if you based on already does that for you. |
anim_global_param | String | Optional animation group for the melee |
melee_repeat_expire_t | Number | Number of seconds to retract the melee back when swinging/hitting with it |
expire_t | Number | Time it takes until the melee weapon is put away after using it |
repeat_expire_t | Number | Time it takes to attack again (without putting away the melee weapon) |
melee_damage_delay | Number | Time it takes until the melee deals damage after using it |
Optional settings for VR
Parameter | Type | Description |
---|---|---|
locked | Boolean | Lock the melee from being used in VR. This may be because it doesn't support it well |
offsets | Table | A table of offsets for the melee in VR. Should look like this: <offsets position="0 0 0" rotation="Rotation(0,0,0)"/> or <offsets><left position="0 0 0" rotation="Rotation(0,0,0)"/> <right position="0 0 0" rotation="Rotation(0,0,0)"/></offsets> To have specific offsets for hands |
offsets_npc | Table | Same thing as offsets just for npc variants of the melee |
And any other tweakdata value. There are more that are not listed here yet.
The icon will be stored in guis/textures/pd2/blackmarket/icons/melee_weapons (unless you use texture_bundle_folder) and will be named
id
.texture then add it using AddFiles.
Yep, pretty long path. Thanks Overkill.<Melee id="captains_shield" based_on="briefcase" global_value="captains_shield"/>
This will add the melee
captains_shield
, which is based on the briefcase. You will still need to localize the title and description of the material. In this case bm_melee_captains_shield
and bm_msk_troll_dallas_desc
will need to be localized using LocalizationModule. And add unit, object, material_config, textures and icon through AddFilesLast modified 10mo ago