Do not make claims without evidence, and do not post personal information. If you have a problem with a user, report them or contact the moderators. No derogatory language, unconstructive criticism or flaming of other users. Certain violations of Reddiquette may result in a site-wide ban by Reddit Administrators.īan evasion means using an alt when banned from the reddit community and if it is confirmed you are doing that, the account will be banned without warning. Reddiquette is an informal expression of the values of many redditors, as written by redditors themselves. In Phantom Forces, two teams (Phantoms and Ghosts), fight against one another to prove their dominance in an ever-growing selection of guns, maps, and gamemodes. These will only show up for the player that damaged another player's character, not for spectating players.Phantom Forces is an FPS by ROBLOX game makers StyLiS Studios, comprised of: Litozinnamon, shaylan007, AxisAngle, Semaphorism, IArekan, and HypocriticalDragon. The damage billboard is used to show little numbers above a character's head when they are damaged. Number of width levels from center (each width level is about 0.03 screen scale) default is the value of DistanceLevelFromCenter. Transparency of the indicator before it starts to fade default is 0. Number of seconds that the indicator will appear for before fading default is 1. Name of the directional indicator as you want to reference it in code default is the name of the indicator's top level Frame. Indicator fade time following its activation and the TimeBeforeFade time default is 1. Number of distance levels from the center of the screen (each distance level is about 0.03 screen scale) default is 6. Bolt Animations and SoundsĪ weapon's bolt is the part that moves back and forth each time it's fired. Some configurations are dependent on others, such as Muzzle Particles which require the necessary children for Projectile/Hit Effects and Sounds. These customizations require modifying either the weapon's Model, the weapon's Configuration, or both. You can add/modify the following options for any weapon. Note that one shot will always use exactly one ammo regardless of this value. This is useful for weapons like the Shotgun that fires multiple bullets at same time. Number of bullets/projectiles that will fire at the same time when you click/tap once. Set this to 0 to always play it at the same pitch. This prevents players from firing a single shot from multiple different weapons in quick succession.Īmount that the pitch can vary for the Fired sound of the weapon. Length of time after equipping the weapon before the player can shoot. Waiting time after shooting/clicking before recoil is added to camera. Weapon's current recoil will never exceed this value.ĭecay multiplier for recoil essentially the rate at which recoil diminishes after shooting. ![]() Name of the aim zooming animation track in Assets/ Animations of the system folder. Name of the aim animation track in Assets/ Animations of the system folder. Name of the reload animation track in Assets/ Animations of the system folder. ![]() ![]() Set to true if you want to use the scope that's specified in Weapons System GUI. For example, this value for the Crossbow is 1 because arrows arc during flight, but this value for the Rocket Launcher is 0 because propelled rockets travel straight. Maximum distance bullets/projectiles travel before disappearing.Īmount that gravity should influence each bullet/projectile. Setting this to a very high value like 20000 simulates raycasting weapons like laser guns. Speed that bullets/projectiles travel when shot. Anything hit beyond this distance will receive less and less damage as the distance nears ZeroDamageDistance.Īnything hit at or beyond this distance will receive no damage. Maximum distance that shots will do full damage. Number of shots per click/burst only matters if you set FireMode to Burst. Time between each shot in a burst only matters if you set FireMode to Burst. For weapons with FireMode of Automatic, this is also the time between shots while pressing the fire button or holding click. Note that ammo is unlimited and this does not specify how much ammo a player is carrying.Ĭhoose from either Semiautomatic (one shot per click/tap), Automatic (continuous fire), or Burst (burst of shots equal to NumBurstShots on each click/tap). Number of shots in each "ammo clip" before player must reload.
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