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Creating Content ‐ Attachments
See Vender's Game Attachment Definitions for some practical examples.
{
"itemSettings": {},
"attachmentType": "Sights",
"modifiers": [],
"mechaEffects": [],
"mechaEffectFilter": "",
"handlerOverrides": [],
"actionOverrides": [],
"reloadOverrides": [],
"abilities": [],
"modeOverride": "FullAuto",
"overrideFireMode": false
}
Where can this attachment be used? (Not every slot is implemented in the mod yet, armour and/or vehicle slots for example).
Available types:
Barrel,
Sights,
Stock,
Grip,
Generic,
Tool,
Arm,
Leg,
Head,
Shoulder,
Feet,
Hips
See Shared Elements
Attachments can stack above 1, but can only exist on Guns as a stack of 1. This is handled for you when a player attaches one.
See Modifiers
Using some of the overrides in an Attachment, you can add actions or handle inputs in your attachments.
When running in game, these are referred to by an extended path, such as barrel/0/ads.
Note: These action groups are not functional unless the gun provides an InputHandler that checks attachments.
-
actionOverrides: Acts like an ActionGroup -
reloadOverrides: Acts like a Reload -
handlerOverrides: Acts like a InputHandler
| Flan's Mod: Reloaded | Basic Parts Pack | Vender's Game | Create: Love & War |
|---|---|---|---|
| Getting Started Wiki | Content Wiki | Content Wiki | Content Wiki |
| On CurseForge | On CurseForge | On CurseForge | On CurseForge |
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Basics - Setup | Import 1.12.2 | New Pack | New Definition
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Appendix - Modifiers | Recipes
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Basics
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