<aside> 📦 8BDT.acs
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Stores information about all defined weapons. See more info about how to interact with this table at the tutorial for basic and advanced weapons.
MAX_WEAPONS_GLOBAL
: int - Count of stored weapons.Tag
: String - The weapon's language definition, or its proper name (Ex. "TAG_ROLLINGCUTTER"
or "Rolling Cutter"
)Actor
: String - The weapon's class name. (Ex. "RollingCutterWep"
)Icon
: String - The weapon's spawn sprite. (Ex. "WEA2F0"
)AmmoType
: String - The weapon's ammo class name. (Ex. "RollingCutterAmmo"
)AmmoFactor
: Fixed - The weapon's ammo collection rate. (1.0 for normal, bigger number for faster ammo regen, smaller number for slower ammo regen)Ammo2Type
: String - The weapon's ammo2 class name. (Ex. "RollingCutterAmmo"
)Ammo2Factor
: Fixed - The weapon's ammo2 collection rate. (1.0 for normal, bigger number for faster ammo regen, smaller number for slower ammo regen)Slot
: Int - The weapon's slot, should match the actor definition.MapValid
: Bool - Can you pick this weapon up from maps?LMSValid
: Bool - Can you get this weapon from the LMS rotation?EddieValid
: Bool - Can you get this weapon from Eddie?<aside> âš¡ int findWeaponByActor(str actor)
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actor
: String - the actor name of the weapon to search for<aside> âš¡ int randomWeapon(void)
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<aside> âš¡ int randomWeaponSlot(int slot)
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slot
: int - expected slot to pull the weapon from<aside> 💡 Note: For any of these parameters, you may enter -1 if you don’t need to filter by that field.
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