Custom Guns

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Ceezy's Custom Gun Guide (Advanced)

Tutorial: Basics

Tutorial: In-Game

Tutorial: Hand poses

Tutorial: Weapon base


Gun Base Project


Credits:

KENNITHH made the old private gun base

xCeezyx cleaned up the old gun base and added more functions, events hand poses, Fixed events, Variables, and trigger animations.

Changelog

I updated the custom gun base fixing the crash issue. the crash was because they changed something with the AK47 mag so I switch the parent actor to the AK12 and the issue was resolved. I also added the mag slap variables and mag slide variables and fixed some events.

Add the MagInsert for mag sliding put it at the where the mag will be when its sliding in at the start

Add the MagInsert for mag sliding put it at the where the mag will be when it's sliding in at the start

Just add a Socket called "Picatinny" for sights

Add a socket called "Grip" for grips

And a socket called "Suppressor"

The example gun skeleton should have them

Functions available for xCeezyx's custom gun base

Events

Recoil Drop Source: Gun
Confirm: Called when the gun has stopped firing and the delay before returning the recoil back to zero has finished? Or at the peak of all recoil behaviors.
On Under Exploit Changed Source: Gun
Todo: What does this do?
  • Under Exploit (boolean)
On Two Hand Grip Changed Source: Gun
Called when the foregrip is grabbed or ungrabbed.
On Spawn Unloaded Source: Gun
Called when the weapon is spawned with no magazine.
On Slide Mode Changed Source: Gun
Called when the slide changes state (eg. slide lock on an AR15, bolt completed rotation or travel on a bolt action)
  • Sliding (boolean)
Confirm: Whether the slide is still in use if grabbing.
On Attach Mode Changed Source: Gun
Called when the foregrip trigger action is activated, Confirm: and other actions that trigger a mode change such as adding or removing the attachment, or triggering in the hand in the case of the flashlight.
  • Enabled (boolean)
The attachment mode was set to Enabled
  • Just Picked
Confirm: If the mode change was due to adding or removing the attachment.
On Attachment Changed Source: Gun
Called when any attachment is added or removed to the gun. (This doesn't give you the attachment, but I feel like it should.)
On Unload Source: VRGun
The chamber has been emptied somehow.
On Snap Trigger Reset Source: VRGun
Todo: What does this do?
On Round Ejected Source: VRGun
Called after a round is ejected from the gun.
  • Live (boolean)
The ejected round was an unspent (live) round.
On Magazine Changed Source: VRGun
The magazine has been grabbed or dropped out of the firearm.
  • Has Magazine? (boolean)
If the gun has its magazine after the change.
On Chamber Loaded Source: VRGun
The chamber has been loaded.
Attach Magazine Source: VRGun
Manually called from the AttachMagazine function. Called just before a magazine is attached to the gun.
The magazine we're about to attach.
On Magazine Picked Source: VRGun
The player has reached for their hipside ammo pouch and grabbed a magazine.