<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)
</aside>
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!
</aside>
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);
}