FTW Arms AFCL
Airdrop Incoming
Screenshots 1 screenshots
About this mod Author’s original text
FTW Arms AFCL
This contains some scripts for use in my mods (and other peoples now!)
- AdvancedLaserController: Allows On/Off selection for a list of items.
- AutoBolt: Used for the PTRD.
- AutoBoltHandle: Also used on the PTRD cause I didnt know what I was doing while making that.
- bangerSwitchInterp: I dont think this is ever used, probably dont use it anyways
- BetterOverheat: Allows for a more configurable overheating gun, similar to Antons compound pistol, just better
- BreakableArmour: When the collider of this object is shot enough, it breaks.
- EnergySword: Used for a unreleased Halo energy sword mod. I should really finish that. Includes lunging and blade on/off.
- FireSubprojAtDistance: Fires a set of subprojectiles when the parent proj has traveled a certain distance.
- FireSubprojOnTimeOut: Fires the items subprojectiles after a set time range.
- ForeGripMagRelease: Allows you to drop mags and release the bolt and stuff with a foregrip. used on the Modular Vector.
- MultiEnableLaserPointer: Old code used for the old MW Lasers. No longer used, DEPRICATED.
- NightVisionPostEffect: Allows for nightvision in H3.
- PostEffectScript: More stuff for post effects.
- ProjectileArmingDistance: My first mod to use BepinEx Config, allows you to not kill yourself accidentally with 40mm grenades (and others soon)
- ProjectileModeSwitch: Allows you to change what kind of shell your firing. Semi-WIP, stable.
- ProxGrenade: Elas Grizmot mine. really bad code, pls dont use.
- ProxGrenadeRing: Didnt know about hookgen, copied the ring. terrible idea.
- RealisticVisLaser: My version of the laser in H3. Doesnt look aweful at long ranges.
- ShatterableArmour: Like breakable, but when all the colliders recieve enough damage, it all breaks.
- ShatterableArmourPiece: A individual component of the shatterable armour.
- StrobeController: Does the light stobe stuff, can blind sosigs. also configurable thru the config menu.
- ThermiteFire: Used in the thermite grenade, shoots fire shit everywhere. Should be redone if its to be used in anything bigger than a grenade.
- ToggleBetweenPoints: Toggles whether somthing is enabled or not between two points. Origionally written for Meat, but he never used it:(
- TwoStageProjectile: For rockets that go boop.. PEWWW when theyre fired. (think RPG, Javlin, Pike 40mm)
- SubprojInRichochetDirection: allows for "richocheting" bullets where the subproj is fired in the richoche direction as if light bouncing off a mirror. Also has the option for smart ricochet where the bouncing proj will aim at a nearby target in the ricocket direction
- PayloadInheritVelocity: Allows the payload items of a pinned grenade to spawn with equal velocity of their parent
- SpinnyHoloSight: a non-zeroable sight that has a spin up peroid before activating the reticles
- ProjectileInheritVelocity: Allows subprojectiles to have their parents velocities! or a multiple of them
- ProjectileAirburstDetonation: Propper projecitle Airburst! set the standoff and itll fire subprojectiles that far from target!
- ProjectilePreserveKineticEnergy: Allows a projectile to fire subprojectiles while preserving the kinetic energy of the round firing it.
- DetonateAfterTime: Will spawn a list of items after a fuse time has ticked down
- RotateUp: Rotates the item its on to have y up on spawn. untested, let me know if you use this
- AirdropMarker: Spawns an object over the marker ish from a flying object! like an airdrop
- AirdropVehicle: The component that goes on the vehicle so the marker can get info about it easier
- BlastJumpOnFire: Shoots ya a bit when the gun its on fires
- Spas12Brace: Very WIP, will eventually be for the spas 12 brace
- TubeFedSlamfireToggle: A simple interact that allows you to toggle a gun between normal and slamfire
- SimpleSwitch: A simple interact that toggles a list of things on and off and plays a sound
- TubeFedShotgunInteractableSelector: An interactable safety for tubefed weapo
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Dependencies
Install these first, or the mod will not work:
nrgill28-HookGenPatcher_H3VRcityrobo-OpenScripts2