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Changelog v3.6.0
enso-x edited this page Mar 14, 2026
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- Ammo type system for weapons:
- new ammo registry that scans plugin assets and runtime mods for items with
HyGuns.AmmoSettings; - loaded ammo state tracking on the weapon item (
selected,loaded, HUD icon); - ammo compatibility checks based on ammo family and weapon class;
- default ammo resolution when several compatible ammo items are present.
- new ammo registry that scans plugin assets and runtime mods for items with
- Ammo selection UI:
- new
AmmoSelectionPageandSelectAmmoInteraction; - updated weapon templates so reload input can open ammo selection after a short hold.
- new
- Ammo-driven weapon customization:
- ammo items can now override weapon settings through
HyGuns.AmmoSettings.SettingsOverrides; - ammo items can inject custom impact interactions.
- ammo items can now override weapon settings through
- Ammo impact interaction handlers:
ApplyEffectClearEntityEffectTeleportToBlockHit
- Weapon repair content:
WeaponRepairPageWeaponRepairInteraction-
Weapon_Repair_Kititem, model, icon, and recipe.
- Weapon settings format in
HyGuns.Settingswas reorganized into nested groups:AmmoFireAmmo.ReloadProjectiles
- Fire cooldown is now split into two layers:
-
Interactions.Primary.Cooldown.Cooldownstill controls the base interaction cadence on the item side; -
HyGuns.Settings.Fire.Cooldownadds server-side fire gating and can be overridden by ammo.
-
- Reload, reload-check, gun validation, shooting, and HUD flows now read capacity/reload/ammo source from the new nested settings model.
- HUD ammo icon now comes from the selected/loaded ammo item instead of weapon-level
AmmoIcon. - Reserve ammo counting is now based on compatible ammo items in the inventory, not a single fixed weapon ammo id.
- Weapon templates (
Template_Flamethrower,Template_Handgun,Template_Rifle,Template_Shotgun,Template_Sniper) were migrated to the new format and updated to support ammo selection UI. - Gun settings merge flow now applies overrides in this order:
- interaction overrides
- loaded ammo overrides
- base weapon settings
-
WeaponIconandDealLethalDamagestay at the root ofHyGuns.Settings. - Ammo-related values moved into
HyGuns.Settings.Ammo. - Fire-rate values moved into
HyGuns.Settings.Fire. - Projectile-related values moved into
HyGuns.Settings.Projectiles. - Reload values moved into
HyGuns.Settings.Ammo.Reload. - Existing nested systems from previous versions such as
AmmoGuidanceandWallPenetrationcontinue to live underHyGuns.Settings.
Supported keys in HyGuns.Settings.Ammo:
Family-
WeaponClass(string or array) -
ItemId(optional exact ammo item binding) -
Capacity(alias:Max) Reload.TimeReload.AmountAmmoSave.EnabledAmmoSave.Chance
Supported keys in HyGuns.Settings.Fire:
Cooldown
Important:
-
HyGuns.Settings.Fire.Cooldowndoes not replaceInteractions.Primary.Cooldown.Cooldown. - For normal weapon fire-rate behavior, keep both values configured.
-
Interactions.Primary.Cooldown.Cooldowncontrols how often the client/item interaction can run. -
HyGuns.Settings.Fire.Cooldownis an additional server-side cooldown used by HyGuns logic and ammo overrides.
Supported keys in HyGuns.Settings.Projectiles:
ConfigId-
ProjectileId(alias:ProjectileID) CountSpreadDamage
- Ammo items are now first-class content entries.
- Any item that defines
HyGuns.AmmoSettingsis treated as ammo. - Ammo items can define compatibility, UI icon, settings overrides, and hit interactions.
- Reload validation now works with ammo families/classes instead of a single legacy ammo item id.
- Shooting and reload flows now preserve selected ammo state and HUD icon correctly when switching ammo.
- HUD reserve ammo display now follows the currently selected or resolved compatible ammo type.
- Ammo discovery no longer depends on
Tags.Type: Ammo;HyGuns.AmmoSettingsis sufficient.
- Version bumped from
3.5.2to3.6.0.