ACES

A list of all Actions, Conditions and Expressions supported in this addon.

Custom

  • Actions

    {my} shoot now

    Make a one shoot

    {0} bullets add to clip for {my}

    Add bullets to a clip for object. You can use negative values (e.g.: - 5) to remove bullets from clip

    The clip of {my} have {0} bullets now

    Set bullets count in the clip of object. From 0 to -1 (=infinity)

    The {my} have {0} bullets in stock now

    Set bullets count in the stock of object. From 0 to -1 (=infinity)

    The {my} size of stock is {0} now

    Set size of stock for the current weapon. From 0 to -1 (=infinity)

    The {my} size of clip is {0} now

    Set size of clip for the current weapon. From 0 to -1 (=infinity)

    Set {my} shots interval to {0} milliseconds

    Set interval between shoots for current weapon (ms)

    Set {my} reload interval to {0} milliseconds

    Set interval between shoots for current weapon (ms)

    Set {my} ready for a shoot

    Set the weapon to ready for a shoot

    Disable {my} on {0} milliseconds

    Set the disabled status for weapon during some time. (-1 = not limited in time)

    Enable {my}

    Set the weapon enabled

    Shoot key for {my} is {0} now

    Set the shoot key for weapon

    Reload key for {my} is {0} now

    Set the reload key for weapon

    Bullet of {my} now is {0}

    Set the weapon bullet type

    Bullet of {my} now is {0}

    Set the weapon bullet type by name

    {my} reload now

    Start reload

    {my} cancel reload now

    Cancel the current reload

  • Conditions

    {my} is ready to shoot

    True when the object is make pause and ready to shoot now.

    {my} clip bullet count {0} {1}

    True when the object clip have some bullets.

    {my} start reloading

    True when weapon is reload start.

    {my} finish reloading

    True when weapon reload finishes.

    {my} shoot

    True when weapon makes a shoot.

    {my} is disabled

    True when weapon is disabled

    {my} is enabled

    True when weapon is enabled

    {my} canceled reload

    True when weapon reload was canceled

    {my} Last shoot time {0} {1}

    True when has passed some time since last shoot

    {my} is reloading

    True when the weapon is currently reloading

  • Expressions

    BulletsInClip

    The count bullets in the clip now.

    BulletsInStock

    The count bullets in the stock now.

    ClipSize

    The clip size.

    ShotsInterval

    The shots interval in miliseconds.

    ReloadTime

    The reloat time in miliseconds.

    IsReadyToShoot

    Is the weapon ready to shoot? 1 = true, 0 = false

    IsDisabled

    Is the weapon disabled? 1 = true, 0 = false

    LastShootBulletId

    Gets the last shoot bullet UID, this only works on shoot

    IsReloading

    Is the weapon reloading? 1 = true, 0 = false

    LastShootTime

    Gets the last time the weapon was shot

Download

1.0-prealpha Beta (11.85 KB)

Info

Statistics

  • Download count166 total downloads
  • Latest download count 166 downloads of latest version
  • Average download count2 downloads per day average

Owners

  • 3 Comments

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  • I can't get it to work, I get the following error

    Uncaught (in promise) ReferenceError: window is not defined

    at new jj_WeaponInstance (c8601d8d-2afd-4b36-8f7d-b160d165174b:78)

    at Function.C3.New (jsutil.js:1)

    at C3.BehaviorInstance._CreateSdkInstance (behaviorInstance.js:1)

    at C3.Instance._CreateSdkInstance (instance.js:1)

    at C3.Runtime.CreateInstanceFromData (runtime.js:1)

    at C3.Layer.CreateInitialInstances (layer.js:1)

    at C3.Layout._CreateInitialInstances (layout.js:1)

    at C3.Layout._StartRunning (layout.js:1)

    at C3.Runtime.Start (runtime.js:1)

    at async C3.Runtime.Init (runtime.js:1)

    • Sorry for the late response, construct is not notifying me about comments... and it's been a busy week for me also.

      I can see where's the error, I'm relying on the global **window** object to listen to keyboard events, it should work perfectly on most browsers, but I guess that's not guaranteed.

      I haven't been able to find a recommended way to handle input in C3 (C2 relies on jQuery). I need some help that, if anyone knows of an open-source addon that uses keyboard to take as an example, I'd thank you.

  • Just wanted to let you know that the Github project for this plugin is ready, you can submit issues and fork the addon here: github.com/JeyDotC/construct3-jj_weapon