Magazine Assets
Magazines (or “magazine attachments”) are created from the ItemMagazineAsset class. They can be attached to ranged weapons.
This inherits the CaliberAsset class.
Game Data File
Magazine attachments inherit properties from the CaliberAsset class, which in turn inherits properties from the ItemAsset class. Properties that are required to be included are listed in the table below.
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Property Descriptions
Animal_Damage float32 0
Damage dealt to animals caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.
Barricade_Damage float32 0
Damage dealt to barricades caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.
Delete_Empty flag
The magazine attachment should be deleted when it is fully depleted.
Explosion GUID or uint16 0
GUID or legacy ID of the effect that should be used for explosions caused by magazine attachment using the Explosive flag.
Explosion_Launch_Speed float32
Players caught within the area-of-effect explosion caused by projectiles when using the Explosive property are launched at this speed, in meters per second. Defaults to the resulting value of Player_Damage * 0.1.
Explosion_Penetrate_Buildables bool false
If true, explosion damage passes through buildable items.
Explosion_Plays_Impact_Effects bool true
If true, per-surface effects like blood splatter are created. Defaults to true, but can be disabled particularly if a performance issue (e.g., an explosive many-pellet shotgun shell).
Explosive flag
When this flag is included, the projectile fired from a ballistics projectile weapon will cause an area-of-effect explosion. This is typically used alongside the Range property.
Impact GUID or uint16 0
GUID or legacy ID of the effect that should be play on impact.
Object_Damage float32
Damage dealt to players caught within the area-of-effect explosion of a magazine attachment using the Explosive flag. Defaults to the value of the Resource_Damage property.
Pellets uint8 1
Number of bullet rays shot.
Player_Damage float32 0
Damage dealt to players caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.
Projectile_Blast_Radius_Multiplier float32 1
Multiplier on the blast radius of the explosive projectiles fired from physics projectile weapons.
Projectile_Damage_Multiplier float32 1
Multiplier on the damage dealt by the explosive projectiles fired from physics projectile weapons.
Projectile_Launch_Force_Multiplier float32 1
Multiplier on the launch force applied to the explosive projectiles fired from physics projectile weapons.
Range float32 0
In meters, the radius of the area-of-effect explosion caused by a projectile when a magazine attachment is using the Explosive flag.
Resource_Damage float32 0
Damage dealt to resources caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.
Should_Fill_After_Detach bool false
Ammunition should be fully refilled after the magazine attachment is detached from a ranged weapon.
Spawn_Explosion_On_Dedicated_Server flag
When using the Explosion property, spawn the explosion effect on the server.
Speed float32 1
Multiplier on reload speed.
Structure_Damage float32 0
Damage dealt to structures caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.
Stuck uint8 0
The amount of quality that should be lost after the projectile hits something. When this value is greater than 0, the item will have a visible quality value. This property is typically used with ranged weapons utilizing the Action String key-value pair, such as a crossbow.
Tracer GUID or uint16 0
GUID or legacy ID of the effect that should be used for bullet tracers.
Vehicle_Damage float32 0
Damage dealt to vehicles caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.
Zombie_Damage float32 0
Damage dealt to zombies caught within the area-of-effect explosion of a magazine attachment using the Explosive flag.
Unity_Setup
Projectile.prefab: Optional for projectile-launching guns. If included, overrides the projectile instantiated when the gun is fired.