Blade & Sorcery

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SwordFisherL42

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SwordFisherL42

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# Fisher's Modular Semi-Automatics #
### V1.1.0 ###
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## Installation ##
Copy the `FishersModularSemiauto` folder into `\Blade & Sorcery\BladeAndSorcery_Data\StreamingAssets\` . Weapons and Ammo will be in the spawn book under the new categories "Modular" and "M-Ammo" respectively. (Note: Vortex Mod Manager can also be used to install the mod)

#### Updates in V1.1.0 ####
- Fixed issue with bullet trajectories not being straight
- Added P8 USP pistol variant
- Fixed muzzle flash positions
- Recoil adjusted

## Features ##

### Semi-Automatics ###
- Three Variants: 9mm Pistol, H9 Hudson Silenced Pistol, P8 USP German Pistol
- Physics-based slide mechanics:
- Pull back slide to chamber a round (this will load the first round)
- If a round is already chambered, you will eject it and chamber the next round
- Slide will automatically lock back when empty, for faster reloads
- Alternate-Use key (action is specific to context):
- If (weapon slide is forward and magazine is inserted) or (weapon slide is locked back and magazine is empty)
- Result: magazine is ejected
- If weapon slide is locked back and magazine has ammo
- Result: slide is unlocked, chambers a new round
- If Player manually pulls back slide and then presses Alternate-Use
- Result: slide is manually locked (with a click sound)

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### Magazines, Ammo Pouches ###
- Magazines hold rounds for semi-automatics, these rounds can be added/removed manually if desired
- Ammo Pouches allow you to spawn an infinite number of magazines

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## Future Roadmap ##
- Add support for customizable weapon attachments
- Add more pistol variants
- Extend this framework to create Modular Rifles and Shotguns
- AI integration, the main concern with this feature is performance as AI don't really need to be carrying these heavily rigged/scripted weapons
- Concurrently working on the "core framework" to improve bullet mechanics for all of my mods
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## Known Issues ##
- [bug] General BS integration issues while weapon is held:
- melee damagers do not interact with environment (unless thrown)
- AI that comes too close to the player is unable to attack
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