Creating Content ‐ Attachments - FlansMods/FlansModReloaded GitHub Wiki

How to Create Content - Attachments

See Vender's Game Attachment Definitions for some practical examples.

{
    "itemSettings": {},
    "attachmentType": "Sights",
    "modifiers": [],
    "mechaEffects": [],
    "mechaEffectFilter": "",
    "handlerOverrides": [],
    "actionOverrides": [],
    "reloadOverrides": [],
    "abilities": [],
    "modeOverride": "FullAuto",
    "overrideFireMode": false
}

Attachment Type

Where can this attachment be used? (Not every slot is implemented in the mod yet, armour and/or vehicle slots for example).
Available types:

	Barrel,
	Sights,
	Stock,
	Grip,
	Generic,
	Tool,
	Arm,
	Leg,
	Head,
	Shoulder,
	Feet,
	Hips

Item Settings

See Shared Elements
Attachments can stack above 1, but can only exist on Guns as a stack of 1. This is handled for you when a player attaches one.

Modifiers

See Modifiers

Adding Gun-like behaviours to the parent

Using some of the overrides in an Attachment, you can add actions or handle inputs in your attachments.
When running in game, these are referred to by an extended path, such as barrel/0/ads.
Note: These action groups are not functional unless the gun provides an InputHandler that checks attachments.