What you can’t do (yet)

  • You can’t read or react to guns. The game has no gun the player can hold. The seven hand item classes are Osrat, BasicWieldable, BasicWieldableItem, Detonator, Flashlight, MeleeWeapon and Dosimeter, and none of them fires. The two gun scripts in the game files are a demo for particle effects. They are not hand items and keep no ammo, so there is no event and no WeaponKind for them. (GunShoot and GunAim read Input.GetButtonDown("Fire1"), and ParticleMenu only toggles a gunGameObject.)
  • You can’t use Hit as a swing event. Hit fires for each hit a target accepts. A swing that hits nothing raises nothing. Use MeleeSwung for swings. (MeleeWeapon.Hit runs every frame, so it is not a swing point. Hit is raised from the target’s damage call.)
  • Reload works on the right hand only. EquippedLeft reads the left hand.
  • The osrat and the dosimeter are not weapons. They have ammo data, but Kind is None for them.
  • Hit factors do not apply to NPCs or wild animals. A melee hit on an NPC starts a crime reaction but does not deal damage that this API could scale, and a melee hit does not reach wild animals. Animal props, the Animal target, are covered. (Only the classes in the Hit power table implement IDamageReceiver. The NPC branch of MeleeWeapon.Hit starts crime, barks and relays and computes no damage.)