Blade & Sorcery
0 of 0

File information

Last updated

Original upload

Created by

Jenix106

Uploaded by

jenix106

Virus scan

Safe to use

Tags for this mod

About this mod

Lets you make weapons that activate different forms by enabling/disabling weapon components and playing animations

Requirements
Permissions and credits
Changelogs
Simply add the module to your weapon and plug in the names of your custom references. Everything in the module is OPTIONAL, you do not need it if your weapon doesn't contain it

{
  "$type": "ActivationModule.ActivationModule, ActivationModule",
  "trailSpeed": 5,
  "trailReference": null,
  "enableReference": null,
  "disableReference": null,
  "onSoundReference": null,
  "offSoundReference": null,
  "idleSoundReference": null,
  "animationReference": null,
  "activateAnimation": null,
  "deactivateAnimation": null,
  "deactivateOnLoad": true,
  "activationButton": "Alt Use"
}
////////////////////
DON'T COPY THIS PART
////////////////////
trailSpeed: How fast the weapon needs to go to activate any Trail Renderers attached to the trailReference, if any exist
trailReference: The custom reference that contains all of the Trail Renderers, which can be attached to the reference or any/all children of the reference
enableReference: The custom reference that becomes enabled when the weapon is activated, the opposite of disableReference
disableReference: The custom reference that becomes disabled when the weapon is activated, the opposite of enableReference
onSoundReference: The custom reference that contains an Audio Source which plays when the weapon is activated
offSoundReference: The custom reference that contains an Audio Source which plays when the weapon is deactivated
idleSoundReference: The custom reference that contains an Audio Source which plays all throughout while the weapon is activated
animationReference: The custom reference that contains the Animation component. Will be used when searching which animation to play
activateAnimation: The name of the Animation Clip that will play when the weapon is activated. Make sure the clip is set to Legacy or it won't play
deactivateAnimation: The name of the Animation Clip that will play when the weapon is deactivated. Make sure the clip is set to Legacy or it won't play
deactivateOnLoad: Tells the weapon whether or not to automatically deactivate the weapon when it's spawned in
activationButton: Options include "Trigger" and "Alt Use". Alt use is the spell wheel button for Rift, or thumb pad for Index. Idk about Vive
MAKE SURE TO ADD A COMMA BETWEEN THIS MODULE AND ANY EXISTING MODULES, LIKE SO
{
  "$type": "Yadda.Yadda, Yadda",
  ...
},
{
  "$type": "ActivationModule.ActivationModule, ActivationModule",
  ...
},
{
  "$type": "Blah.Blah, Blah",
  ...
}