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Rivals Inspired Gun System

Systems
$19.99
3498 R$

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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