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Bullet Shells

Bullet Shells

Bullet shells are new client-sided first-person entities that shoot out of the gun when firing. Not all guns have them (or need them), but for the ones that do, making them is a simple process.

First, you decide if you need a custom shell model or if you want to use one from the base mod.

The base mod comes with four shell types to borrow:

pistol_shell

deagle_shell (very similar to pistol, but physically larger)

ar_shell (used for any kind of rifle)

shotgun_shell type

In the gun JSON, inside features, you need to define the bullet shells feature:

"features": [ { "type": "SHELL_EJECTION", "model": "entity/shell_casing/deagle_shell", "texture": "textures/entity/shell_casing/ar_shell.png", "verticalLiftScale": 3.0 } ]

type is SHELL_EJECTION

model refers to the model of the shell. In this example, it uses deagle_shell from the main mod.

texture refers to the texture the shell uses. You can use a base mod model, and use a custom texture.

verticalLiftScale refers to how high the shell climbs. The higher this value, the higher the shell will shoot upwards.

The shell model and texture need to be located in their respective places as shown in the above example.

And otherwise, you can create your own model and texture. The best way to do this is to probably copy the .geo files from inside the base mod, then modify the model to your liking. This is recommended for the sake of positioning and a proper pivot point.

Bullet shells in VPB always come out to the right side. An option for left-side ejecting shells will be added later.

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