<aside> 📦 DTADD.acs
</aside>
<aside> âš¡ int DefineWeapon(str wepTag, str wepActor, str wepIcon, str wepAmmo, int wepMult, int wepSlot, int wepMap, int wepLms, int wepEddie)
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This is used to add new weapons to the internal table of weapons for purposes of LMS loadout, weapon randomization, and ammo pickups.
wepTag: String - The weapon's language definition, or its proper name (Ex. "TAG_ROLLINGCUTTER" or "Rolling Cutter")
wepActor: String - The weapon's actor name. (Ex. "RollingCutterWep")
wepIcon: String - The weapon's SpawnLoop sprite. (Ex. "WEA2F0")
wepAmmo: String - The weapon's ammo type actor name. (Ex. "RollingCutterAmmo")
wepMult: Fixed - The weapon's ammo collection rate. (1.0 for normal, bigger number for faster ammo regen, smaller number for slower ammo regen)
wepSlot: Int - The weapon's slot, should match the actor definition.
wepMap: Bool - Can you pick this weapon up from maps?
wepLMS: Bool - Can you get this weapon from the LMS rotation?
wepEddie: Bool - Can you get this weapon from Eddie?
<aside>
🚨 Due to an oversight, none of these three bools can disable the weapon from appearing as a starting weapon when mm8bdm_sv_randomstartweapon is enabled. Define your weapons with caution!
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This is a block of code that would add Rolling Cutter to the list of weapons, assuming that it did not already exist which it does already in base MM8BDM.
Script "rollingcutter_wepdef" OPEN {
DefineWeapon("TAG_ROLLINGCUTTER", "RollingCutterWep", "WEA2F0", "RollingCutterAmmo", 1.00, DTADD_SLOT_CLOSE, true, true, true);
}