The gum ammo menu can be used to configure the ammo system of a gun.
The ammo system determines what ammo a gun needs, how much ammo it needs,
how quickly the gun can shoot, and a few more things. Currently, the
ammo system can be either direct or indirect.
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A gun with a direct ammo system will consume an ammo item from
the inventory each time it is shot. (This is similar to a bow: each
time it is shot, an arrow is consumed from the inventory.)
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A gun with an indirect ammo system will store its ammo inside
the gun. Each time the gun is shot, it will consume a bullet from
inside the gun. When an indirect gun runs out of internal ammo,
it must be reloaded. Reloading a gun will take some time (you can choose
how long it takes) and will consume a recharge item from the inventory
(optional).
First, you need to choose whether you want a direct or indirect
ammo system. To do so, click on the Direct or Indirect button
below Type:. Depending on this choice, different buttons and edit
fields will appear on the right.
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If you choose Direct, the menu should look like this:
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The Ammo item is the item that will be consumed
from the inventory each time the gun is shot (and players
won't be able to shoot with the gun if they don't have
that item).
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The Cooldown is the time (in ticks) that the player
must wait after shooting with the gun before he can shoot with
the gun again (or with any other gun in the same hand). If the
value is 10, players will be able to shoot twice per second.
Unlike wand cooldowns, gun cooldowns are expected to be
short and will not be kept after a server restart.
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If you choose Indirect, the menu should look like this:
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The recharge item is the item that will be consumed upon
reloading the gun (and must be in the player inventory in
order to be able to reload the gun). This is Optional:
you can choose Empty if you don't want reloading to
consume any item. (Keeping it empty is like the game
Overwatch: players must reload their gun when they run out of
internal ammo, but reloading costs nothing except time.)
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The Cooldown is the time (in ticks) that the player
must wait after shooting with the gun before he can shoot with
the gun again (or with any other gun in the same hand). If the
value is 10, players will be able to shoot twice per second.
Unlike wand cooldowns, gun cooldowns are expected to be
short and will not be kept after a server restart.
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The Stored ammo is the number of bullets that will be
stored inside the gun after reloading. Each time a
player shoots with the gun, this amount will be decreased by
1. When this amount reaches 0, the player must reload the
gun before he can shoot again. If this amount is 1, the gun
will act similarly to a crossbow: you must reload it after
every shot.
Note: this does not affect the number of items
that will be consumed from the inventory when the gun
is reloaded; only the Recharge item determines
that (note that you can choose an Amount there).
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The Reload time is the time (in ticks) that is needed
to reload the gun. Players can start reloading a gun by
right-clicking with it when it is out of internal ammo and
can't shoot any gun with the same hand until the reloading
is complete.
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The Start reload sound is an optional sound that will be played when a player
starts reloading the gun. By default, its checkbox is unchecked, which means
that it is disabled. By checking the checkbox, you will enable it, after which you
can choose which sound to play.
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The Finish reload sound will be played when a player
finishes reloading the gun. Just like the Start reload sound,
this is completely optional.