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DemoConfiguration.lua
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DemoConfiguration.lua
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--[[
TheNexusAvenger
Configuration for the gun.
This should be the only script that is modified for an individual gun.
--]]
--!strict
return {
--Name of the preset of the projectile.
--The preset must exist in ReplicatedStorage.Data.ProjectilePresets.
ProjectilePreset = "DemoProjectile",
--Maximum random angle from the aim that the projectile will fire from.
ProjectileSpread = math.rad(2),
--Delay time between activating the gun and firing.
--If nil, no delay will be used.
FireDelay = nil,
--Time between firing projectiles.
CooldownTime = 0.075,
--Time requires to reload the gun.
ReloadTime = 2,
--If true, the user is able to hold down their activation input instead of spamming it.
FullAutomatic = true,
--Projectiles to fire for each round.
ProjectilesPerRound = 1,
--Total rounds that can be fired between reloads.
TotalRounds = 50,
--Sound played when firing.
--If nil, the default in the projectile preset will be used.
FireSound = nil,
--Sound played when reloading.
--If nil, the default in the projectile preset will be used.
ReloadSound = nil,
--Additional rotation applied to aiming.
--If nil, no additional rotation will be applied.
AimRotationOffset = CFrame.Angles(0, math.rad(-50), 0),
--Joints that are set when aiming.
--If nil, no joints will be changed.
AnimationJoints = {
Head = {
Neck = CFrame.Angles(0, math.rad(50), 0),
},
RightUpperArm = {
RightShoulder = CFrame.Angles(0, math.rad(65), 0) * CFrame.Angles(math.rad(10), 0, 0),
},
RightLowerArm = {
RightElbow = CFrame.Angles(math.rad(85), 0, 0),
},
RightHand = {
RightWrist = CFrame.Angles(0, math.rad(10), 0) * CFrame.Angles(0, 0, math.rad(15)) * CFrame.Angles(math.rad(-10), 0, 0),
},
},
--The time in seconds to charge down the gun.
--If nil, charging up and down will not be done.
ChargeUpTime = nil,
--The time in seconds to charge down the gun.
--If nil, charging up and down will not be done.
ChargeDownTime = nil,
--The time in seconds to charge down the gun.
--If nil, no charge motor will be used.
ChargeMaxMotorSpeed = nil,
--Gamepad vibration motor activated when fired.
GamepadVibrationMotor = Enum.VibrationMotor.Large,
GamepadVibrationMotorDuration = 0.1,
GamepadVibrationMotorIntesity = 0.5,
}