Melee
Last updated
Last updated
Updated for version 3.38.
The module is inherited from ItemModuleBase. So base parameters can be found there.
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 ...>
Parameter | Type | Description |
---|---|---|
<vr locked><offsets>...</offsets></vr>
Optional settings for VR
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.
This example is what you would put inside your main node within your mod config
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 AddFiles
Download template here
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
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