Guns Guns Guns
Guns Guns Guns Patchnotes
Items (read: guns)
Added an arsenal of guns and gun attachments: (you can find them in [Library > Guns Guns Guns])
A Salt Pistol Action Hero Pistol Armour Breaker Assault Pistol Assault Shaker Attachment Point Barrel Bottle Barrel Hook Big Bullet Gun Blanker Attachment Boomstick Bottle Suppressor Bullet of Unusual Size Carrot Gun Chroma Extractor Coil Musket Coil Pistol Devolving Barrel Devouring Gun Disc Repeater Explosive Bullet Extra Receiver Festive Rifle Futuristic Stock Glass Blaster Glinthusk Hakarhal Coil Heavy Rifle Magazine High-Explosive Magazine Intense Scanner Launching Barrel Lawbreaker Marksman Stock Melting Pistol More Bullet Magazine Packed Magazine Pincher SMG Pistol Belt Pistol Grip Poly Bullet Poly Revolver Rifle Clip Rodclobber Shell Belt Speedloader Clip To Whom It May Concern
Add puny non-gun items: Trigger Next and Untrigger Next (Triggers/Untriggers the next linked item, in the order they were linked. (Note: multi-linking may cause the order not to be as expected.)
Tweaks
Add console command: simpleignores 0/1 (temporarily toggles whether or not ignore lines are drawn using simple/dashed lines)
Modify generic explosion volume to be lower Modify item loading speed on launch to be faster
Modify Aim Tool not to reselect the same item when stopping aiming Modify Aim Tool stop button to follow items
Modify Arc Grenade damage to be higher Modify Devouring Drone to have more max speed Modify Fire Resist to also resist napalm-type items Modify Glass Pane to be easier to break by default (its strength can be modified via the Default Tool) Modify Tesla Coil to use Trigger Force as damage multiplier and resist shocking by default Modify Turbo Effectator to remove linked items' effects on untrigger
Modify guns to pass opacity value to projectiles Modify guns to pass triggerCustom to projectiles if it doesn't exist already Modify plain bullets to ignore their firearm Modify various xml properties to be applied even if the item doesn't have a trigger Modify item model refreshing to display tooltip
Fixes
Fix C4 not exploding after saveload Fix Devouring Drone sticking to linked items Fix Futuristic Monopod not working Fix Joint Slinger aiming wrong with Aim Tool Fix Mover type items not waking up items Fix Mutilation Booth environment not zapping Fix Open World causing damping Fix armour pieces dragging wrong if the armour joint is manually cut Fix bulletholes sometimes deleting stainless ragdolls Fix firearms not waking up from recoil Fix gloves not being re-equipable if the original hand is destroyed Fix regrowing new bodyparts or fixing them producing weaker bodyparts Fix some firearms shooting twice when triggered with RMB while dragging
MaD Lab functionality
MaD Lab is the item editor made from scratch specifically for MaD2 content creation.
See the documentation for more info: https://gitlab.com/RavaGames/madlab/
Add generic properties: ghostOnContact, weldOnContact, killOnContact Add generic value temperatureMolten=numberInCelsius (when temperature exceeds it, the item melts into lava) Add firearm values: angle=numberInDegrees, bulletAngle=numberInDegrees Add firearm properties: invisibling, aimhacking
Add triggers (see the xml of various new items for reference): Triggers::BeltAttachment Triggers::BlockBarrelAttachment Triggers::SoundBarrelAttachment Triggers::StockAttachment Triggers::TriggerNext
Add projectiles: crabber (spawns crabs on the item on collision) monochrome (melts items into paint pellets) decorated (spawns a decorated tree on collision) ballandchain (spawns a heavy ball that attaches to the gun) boom (explodes) blasterbullet (see: xml coilmusket) armourbreaker (destroys armour on collision) laserbeam (spot-cutting bullets that draw a line to the firearm's center) blorch (see: xml towhomitmayconcern)
Modify Disc projectiles to support various new features in triggerCustom (see xml towhomitmayconcern / xml coilmusket)
P.S. guns
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