Weapon Assets

Weapon assets function as a source of damage. The functional implementation of properties may differ slightly between assets.

This inherits the ItemAsset class.

Weapon Asset Properties

Allow_Flesh_Fx bool: Boolean for if special effects should occur when damaging flesh. Defaults to true.

Durability float32: Probability of quality loss upon the weapon being used, as a decimal.

Range float32: The maximum distance in meters before damage is no longer possible. For ballistic projectile ranged weapons, this is the maximum distance a projectile may travel. For melee weapons, this is the maximum swinging distance. For physics projectile ranged weapons, this is the radius of the explosion.

Wear uint8: Increment to degrade quality by. Defaults to 1.

Player Damage

Bypass_Allowed_To_Damage_Player bool: Boolean for if the weapon should bypass the requirements for being allowed to damage other players. Typically, a weapon cannot damage another player if the server is set to PvE, or if the target player is a part of the same group and friendly fire is disabled. Defaults to false.

Player_Damage float32: Amount of damage that should be dealt to player entities, prior to modifiers such as limb multipliers.

Player_Leg_Multiplier float32: Multiplier on damage targeted against a player’s legs. Limb multipliers are not utilized by explosive weapons.

Player_Arm_Multiplier float32: Multiplier on damage targeted against a player’s arms. Limb multipliers are not utilized by explosive weapons.

Player_Spine_Multiplier float32: Multiplier on damage targeted against a player’s torso. Limb multipliers are not utilized by explosive weapons.

Player_Skull_Multiplier float32: Multiplier on damage targeted against a player’s head. Limb multipliers are not utilized by explosive weapons.

Player_Damage_Bleeding enum (Always, Default, Heal, Never): Determines the effect the weapon has in relation to the “Bleeding” status effect. When using “Always”, the Bleeding status effect will always be applied on hit. When using “Default”, the Bleeding status effect will only be applied if the necessary damage threshold is met. When using “Heal”, anyone hit by the weapon will have their Bleeding status effect removed. When using “Never”, the Bleeding status effect is never applied by this weapon. Defaults to “Default” enumerator.

Player_Damage_Bones enum (Always, Heal, None): Determines the effect the weapon has in relation to the “Broken Bones” status effect. When using “Always”, the Broken Bones status effect will always be applied on hit. When using “Heal”, anyone hit by the weapon will have their Broken Bones status effect removed. When using “Never”, the Broken Bones status effect is never applied by this weapon. Defaults to the “None” enumerator.

Player_Damage_Food float32: Amount of degradation dealt to a targeted player’s food. Positive values are beneficial (increasing food level), and negative values are detrimental (decreasing food level). Negative values are blocked in the same situations damage is blocked (e.g., in safezones or shortly after respawns).

Player_Damage_Water float32: Amount of degradation dealt to a targeted player’s water. Positive values are beneficial (increasing water level), and negative values are detrimental (decreasing water level). Negative values are blocked in the same situations damage is blocked (e.g., in safezones or shortly after respawns).

Player_Damage_Virus float32: Amount of degradation dealt to a targeted player’s immunity. Positive values are beneficial (increasing immunity level), and negative values are detrimental (decreasing immunity level). Negative values are blocked in the same situations damage is blocked (e.g., in safezones or shortly after respawns).

Player_Damage_Hallucination float32: Length of hallucinations inflicted onto a targeted player, in seconds. Positive values are detrimental (increasing hallucination duration), and negative values are beneficial (decreasing hallucination duration). Positive values are blocked in the same situations damage is blocked (e.g., in safezones or shortly after respawns).

Zombie Damage

Zombie_Damage float32: Amount of damage that should be dealt to zombie entities, prior to modifiers such as limb multipliers.

Zombie_Leg_Multiplier float32: Multiplier on damage targeted against a zombie’s legs. Limb multipliers are not utilized by explosive weapons.

Zombie_Arm_Multiplier float32: Multiplier on damage targeted against a zombie’s arms. Limb multipliers are not utilized by explosive weapons.

Zombie_Spine_Multiplier float32: Multiplier on damage targeted against a zombie’s torso. Limb multipliers are not utilized by explosive weapons.

Zombie_Skull_Multiplier float32: Multiplier on damage targeted against a zombie’s head. Limb multipliers are not utilized by explosive weapons.

Stun_Zombie_Always flag: Specified if a zombie should always be stunned when targeted by the weapon.

Stun_Zombie_Never flag: Specified if a zombie should never be stunned when targeted by the weapon.

Animal Damage

Animal_Damage float32: Amount of damage that should be dealt to animal entities, prior to modifiers such as limb multipliers.

Animal_Leg_Multiplier float32: Multiplier on damage targeted against a animal’s limbs. Limb multipliers are not utilized by explosive weapons.

Animal_Spine_Multiplier float32: Multiplier on damage targeted against a animal’s torso. Limb multipliers are not utilized by explosive weapons.

Animal_Skull_Multiplier float32: Multiplier on damage targeted against a animal’s head. Limb multipliers are not utilized by explosive weapons.

Construct Damage

BladeID uint8: Weapon can damage any resources or objects that have a matching BladeID. Deprecated in favor of BladeIDs and BladeID_#.

BladeIDs int32: Total number of unique BladeID_# values.

BladeID_# uint8: Weapon can damage any resources or objects that have a matching BladeID_# value.

Barricade_Damage float32: Amount of damage that should be dealt to barricades, prior to modifiers.

Structure_Damage float32: Amount of damage that should be dealt to structures, prior to modifiers.

Vehicle_Damage float32: Amount of damage that should be dealt to vehicles, prior to modifiers.

Resource_Damage float32: Amount of damage that should be dealt to resources, prior to modifiers.

Object_Damage float32: Amount of damage that should be dealt to objects, prior to modifiers. Defaults to the value used by Resource_Damage.

Invulnerable flag: Specified if damage should affect objects, structures, barricades, and vehicles that are considered invulnerable to low-power weaponry. Not applicable to explosive weapons, which will always ignore invulnerability.