Rivals Inspired Gun System
$19.99
R$ 3,997
In stock
Once bought, you will have a set of instructions on how to exactly set it up for it to fully work.
This gun system provides you with 5 premade tools:
AK
Energy Rifle
Grenade
Katana
Sniper
Everything comes with animations including sliding, crouching, and walking animations.
It is highly customizable, and here is everything you can do with it:
1. General Weapon Settings
These settings define the core behavior and properties of the weapon:
Raycast: Settings.Raycast (Boolean) - Determines if the weapon uses raycasting (true) or projectiles (false) for firing mechanics.
CurrentAmmo: Settings.CurrentAmmo (Number) - The current ammunition in the magazine (e.g., 24).
Ammunition: Settings.Ammunition (String) - Type of ammunition used (e.g., 'Basic').
MaxAmmo: Settings.MaxAmmo (Number) - Maximum ammunition capacity (e.g., 24).
Type: Settings.Type (String) - Weapon type (e.g., 'Unknown').
CanAuto: Settings.CanAuto (Boolean) - Whether the weapon can fire in automatic mode (true/false).
isAuto: Settings.isAuto (Boolean) - Whether the weapon is currently set to automatic mode.
CanSwitchFiringModes: Settings.CanSwitchFiringModes (Boolean) - Whether the player can switch between firing modes (e.g., auto to semi-auto).
RPM: Settings.RPM (Number) - Rounds per minute, controlling fire rate (e.g., 550).
Damage: Settings.Damage (Number) - Damage per shot (e.g., 18).
HeadshotDamage: Settings.HeadshotDamage (Number) - Damage for headshots (e.g., 25).
ReloadSpeed: Settings.ReloadingSpeed (Number) - Time (in seconds) to reload (e.g., 2.35).
Speed: Settings.Speed (Number) - Likely a projectile speed or weapon handling speed (e.g., 100).
AmmoMethod: Settings.AmmoMethod (String) - Ammunition handling method (e.g., 'Arcade').
Spread: Settings.Spread (String) - Bullet spread pattern (e.g., 'Circle').
Bullets: Settings.Bullets (Number) - Number of bullets fired per shot (e.g., 1).
BulletSize: Settings.BulletSize (Vector3) - Size of the bullet (e.g., Vector3.one*1).
Sniper: Settings.Sniper (Boolean) - Whether the weapon is classified as a sniper (false).
2. Timing and Transition Settings
These control the timing of various actions:
AimTime: Settings.AimTime (Number) - Time (in seconds) to aim down sights (ADS) (e.g., 0.5).
UnAimTime: Settings.UnAimTime (Number) - Time to exit ADS (e.g., 0.5).
GetReadyTime: Settings.GetReadyTime (Number) - Time to prepare the weapon (e.g., 1.3).
EquipTime: Settings.EquipTime (Number) - Time to equip the weapon (e.g., 1.3).
UnEquipTime: Settings.UnEquipTime (Number) - Time to unequip the weapon (e.g., 0.6).
CanSingleReload: Settings.CanSingleReload (Boolean) - Whether single-round reloading is allowed (false).
SingleReloadTime: Settings.SingleReloadTime (Number) - Time for single-round reload (e.g., 1).
3. Movement and Handling
These settings affect character movement and weapon handling:
CrouchWalkSpeed: Settings.CrouchWalkSpeed (Number) - Walk speed while crouching (e.g., 10).
ReloadWalkSpeed: Settings.ReloadWalkSpeed (String) - Walk speed modifier during reloading (e.g., "/2" divides current walk speed by 2).
ADS_Walkspeed: Settings.ADS_Walkspeed (String) - Walk speed modifier while aiming down sights (e.g., "/1.1" divides speed by 1.1).
OverheatWalkSpeed: Settings.OverheatWalkSpeed (String) - Walk speed modifier during overheating (e.g., "/1").
Pivot: Settings.Pivot (CFrame) - Pivot point for weapon positioning (e.g., CFrame.new(0,0,-2)).
MaxSwingVel: Settings.MaxSwingVel (Number) - Maximum swing velocity for weapon sway (e.g., 0.5).
4. Aim Down Sights (ADS) and HUD
Settings related to aiming and heads-up display positioning:
ADS_Fov: Settings.ADS_Fov (Number) - Field of view when aiming (e.g., 70).
AimHUD: Table containing offsets for HUD positioning during ADS:
RightOffset (Number) - Right offset for HUD (e.g., -4).
ForwardOffset (Number) - Forward offset for HUD (e.g., 5).
UpOffset (Number) - Upward offset for HUD (e.g., 0).
LocalRightOffset, LocalUpOffset, LocalForwardOffset (Numbers) - Local offsets for HUD alignment (all set to 0).
HUD_CF: Settings.HUD_CF (Function) - A function to calculate the CFrame for HUD positioning based on the muzzle and camera.
5. Slide Mechanics
Settings for sliding behavior:
Slide: Table with slide-related parameters:
FrictionSlope (Number) - Friction on slopes during sliding (e.g., 10).
FrictionNormal (Number) - Normal friction during sliding (e.g., 20).
SlideSpeed (Number) - Speed of sliding (e.g., 50).
6. Burst Fire Settings
Settings for burst firing mode:
CanBurst: Settings.CanBurst (Boolean) - Whether burst mode is allowed (false).
Burst: Settings.Burst (Boolean) - Whether burst mode is active (false).
BurstCount: Settings.BurstCount (Number) - Number of shots in a burst (e.g., 4).
BurstWait: Settings.BurstWait (Number) - Time between shots in a burst (e.g., 4/60 seconds).
NextBurstDelay: Settings.NextBurstDelay (Number) - Delay before the next burst (e.g., 0.65 seconds).
7. Overheat Mechanics
Settings for weapon overheating:
Overheat: Table with overheat parameters:
Enabled (Boolean) - Whether overheating is enabled (false).
CD (Number) - Cooldown time for overheating (e.g., 5 seconds).
Max (Number) - Maximum overheat threshold (e.g., 0.5).
DecayPerSecond (Number) - Overheat decay rate per second (e.g., 0.5).
ShotIncrease (Number) - Overheat increase per shot (e.g., 0).
8. State-Specific Settings
The Settings.States table defines behavior for different weapon states (e.g., Sliding, Crouching, Idle, etc.), each with customizable parameters:
Common State Parameters (applicable to multiple states like Sliding, Crouching, Idle, Running, Aim, Fire, Hipfire, InspectFireArm, Unholstered, Reloading, Overheating):
RecoilSpring: Table with Speed and Damper for recoil dynamics (e.g., {Speed = 14.8, Damper = 0.6}).
WeaponbobbingSpring: Table with Speed and Damper for weapon bobbing (e.g., {Speed = 7.4, Damper = 10}).
SwingSpring: Table with Speed and Damper for weapon sway (e.g., {Speed = 17.4, Damper = 10}).
PIDValues: Table with PID (Proportional, Integral, Derivative) values for:
Sway (e.g., {P = 2, I = 1, D = 0})
Recoil (e.g., {P = 2, I = 1, D = 0.5})
CameraRecoil (e.g., {P = 2, I = 1, D = 0.5})
Normal (e.g., {P = 64, I = 1, D = 0.5})
MinRecoil and MaxRecoil: Vector3 values for minimum and maximum recoil (e.g., Vector3.new(-0.325, 0.3, -0.5)/2).
MinBulletSpread and MaxBulletSpread: Numbers for bullet spread range (e.g., 0.001 to 0.01).
ParentTransitionTime and ChildTransitionTime: Transition times for state changes (e.g., 0.001 seconds).
WalkSpeed: Walk speed modifier for the state (e.g., 10 or "/1" for no change).
Animations: Table mapping animation types to specific animations (e.g., ["_self.ViewModel.Animation"] = Animations.Idle).
StartStateEffects and EndStateEffects: Functions defining effects when entering or exiting the state (e.g., playing muzzle smoke or sound effects).
State-Specific Parameters:
Sliding:
FrictionSlope, FrictionNormal, SlideSpeed: Inherited from Settings.Slide.
Meta.Animations: Start and End animations for sliding (e.g., TP_Animations.Slide_Start).
Crouching:
WalkSpeed: Inherited from Settings.CrouchWalkSpeed.
Meta.Animations: Start and Walk animations for crouching (e.g., TP_Animations.Crouch).
Aim:
AimFieldOfView: Inherited from Settings.ADS_Fov.
AimTime and UnAimTime: Inherited from Settings.AimTime and Settings.UnAimTime.
Reloading:
Length: Inherited from Settings.ReloadSpeed.
Overheating:
Length: Duration of overheating state (e.g., 0).
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