Tactical Assets
Tacticals (or “tactical attachments”) are created from the ItemTacticalAsset class. They are inventory items that can be attached to ranged weapons.
This inherits the CaliberAsset class.
Game Data File
Tactical 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.
Class |
Property Name |
Required Value |
---|---|---|
|
Properties
Property Name |
Type |
Default Value |
---|---|---|
|
||
Property Descriptions
Laser flag
Provides a toggleable laser.
Laser_Color color #FF0000
Override the default red color with the specified value. This property supports using legacy color parsing.
Light flag
Provides a toggleable flashlight, and allows for using PlayerSpotLightConfig properties.
Melee flag
Provides the ability to perform a melee attack. This attack does 40 damage, and is not configurable.
Rangefinder flag
Provides a toggleable rangefinder.
Melee-Specific Property Descriptions
Note
These properties are only applicable if the Melee
flag is set.
Warning
This is mostly copied 1:1 from Weapon Assets and should be tidied up if/when that is updated.
Melee_Range float32: The maximum distance in meters before damage is no longer possible.
Melee_Player_Damage float32: Amount of damage that should be dealt to player entities, prior to modifiers such as limb multipliers.
Melee_Player_Leg_Multiplier float32: Multiplier on damage targeted against a player’s legs.
Melee_Player_Arm_Multiplier float32: Multiplier on damage targeted against a player’s arms.
Melee_Player_Spine_Multiplier float32: Multiplier on damage targeted against a player’s torso.
Melee_Player_Skull_Multiplier float32: Multiplier on damage targeted against a player’s head.
Melee_Player_Damage_Bleeding enum (Always
, Default
, Heal
, Never
): Determines the effect the weapon has in relation to the “Bleeding” status effect. When using “Always”, the Bleeding status effect will always be applied on hit. When using “Default”, the Bleeding status effect will only be applied if the necessary damage threshold is met. When using “Heal”, anyone hit by the weapon will have their Bleeding status effect removed. When using “Never”, the Bleeding status effect is never applied by this weapon. Defaults to “Default” enumerator.
Melee_Player_Damage_Bones enum (Always
, Heal
, None
): Determines the effect the weapon has in relation to the “Broken Bones” status effect. When using “Always”, the Broken Bones status effect will always be applied on hit. When using “Heal”, anyone hit by the weapon will have their Broken Bones status effect removed. When using “Never”, the Broken Bones status effect is never applied by this weapon. Defaults to the “None” enumerator.
Melee_Zombie_Damage float32: Amount of damage that should be dealt to zombie entities, prior to modifiers such as limb multipliers.
Melee_Zombie_Leg_Multiplier float32: Multiplier on damage targeted against a zombie’s legs.
Melee_Zombie_Arm_Multiplier float32: Multiplier on damage targeted against a zombie’s arms.
Melee_Zombie_Spine_Multiplier float32: Multiplier on damage targeted against a zombie’s torso.
Melee_Zombie_Skull_Multiplier float32: Multiplier on damage targeted against a zombie’s head.
Melee_Stun_Zombie_Always flag: Specified if a zombie should always be stunned when targeted by the weapon.
Melee_Stun_Zombie_Never flag: Specified if a zombie should never be stunned when targeted by the weapon.
Melee_Animal_Damage float32: Amount of damage that should be dealt to animal entities, prior to modifiers such as limb multipliers.
Melee_Animal_Leg_Multiplier float32: Multiplier on damage targeted against a animal’s limbs.
Melee_Animal_Spine_Multiplier float32: Multiplier on damage targeted against a animal’s torso.
Melee_Animal_Skull_Multiplier float32: Multiplier on damage targeted against a animal’s head.