Class Flow.Settings

Global engine settings which don't fall into particular category or can't be assigned to a specific object.

Flow.Settings is composed of several sub-tables, and each section of the Flow.Settings documentation corresponds to one of these sub-tables. These configuration groups are located in settings.lua script file.

It is possible to change settings on a per-level basis via Flow.GetSettings and Flow.SetSettings functions, but keep in mind that settings.lua is reread every time the level is reloaded. Therefore, you need to implement custom settings management in your level script if you want to override global settings.

Animations

backJumpTurn Turning while jumping back.
crawlExtended Extended crawl moveset.
crouchRoll Crouch roll.
crawlspaceSwandive Crawlspace dive.
sprintJump Sprint jump.
ledgeJumps Ledge jumps.
internalBlendDuration Animation blending duration for internal hardcoded animation changes.
poseTimeout Pose timeout.

Camera

binocularLightColor Determines highlight color in binocular mode.
lasersightLightColor Determines highlight color in lasersight mode.
objectCollision Specify whether camera can collide with objects.

Flare

color Flare color.
offset Muzzle offset.
range Light range.
timeout Burn timeout.
pickupCount Default flare pickup count.
lensflareBrightness Lens flare brightness.
sparks Toggle spark effect.
smoke Toggle smoke effect.
muzzleGlow Toggle muzzle glow effect.
flicker Toggle flicker effect.

Gameplay

enableInventory Enable or disable original linear inventory functionality.
setEnemiesOnFireWithWeapons Set enemies on fire with weapons.
setEnemiesOnFireWithDeathFlag Set enemies on fire with death sector flag.
killPoisonedEnemies Kill enemies which were poisoned by a crossbow poisoned ammo or by any other means.
targetObjectOcclusion Enable target occlusion by moveables and static meshes.

Effects

bloodColor Blood particle color.
bloodBlendMode Blood particle blend mode.
bloodSize Blood particle size multiplier.
ricochetCount Ricochet particle count.
ricochetColor Ricochet spark color.
explosionShockwave Explosion shockwave toggle.

Graphics

ambientOcclusion Enable ambient occlusion.
flameHeatHaze Enable flame heat haze overlays for fire particles and sparks.
skinning Enable skinning.

Hair

rootMesh Root mesh to which hair object will attach to.
offset Relative braid offset to a headmesh.
indices Braid connection indices.

Hud

statusBars Toggle in-game status bars visibility.
loadingBar Toggle loading bar visibility.
speedometer Toggle speedometer visibility.
pickupNotifier Toggle pickup notifier visibility.
interactionHighlighter Toggle interaction highlighter visibility.
targetHighlighter Toggle target highlighter visibility.

Pathfinding

mode Pathfinding mode.
searchDepth Pathfinding graph search depth.
escapeDistance Escape distance.
stalkDistance Stalk distance.
predictionFactor Path prediction scale factor.
collisionPenaltyThreshold Collision penalty threshold.
collisionPenaltyCooldown Collision penalty cooldown.
moveableAvoidance Moveable avoidance.
staticMeshAvoidance Static mesh avoidance.
verticalGeometryAvoidance Vertical geometry avoidance for swimming and flying enemies.
waterSurfaceAvoidance Water surface avoidance for swimming and flying enemies.
verticalMovementSmoothing Vertical movement smoothing for swimming and flying enemies.

Physics

gravity Global world gravity.
swimVelocity Swim velocity.

System

errorMode How should the application respond to script errors?
multithreaded Use multithreading in certain calculations.
fastReload Toggle fast savegame reload.
variableFloodProtectionTimeLimit Maximum number of variables in scripts created within 1 second.
variableFloodProtectionOverallLimit Maximum combined number of variables allowed in GlobalVars, GameVars, and LevelVars.

UI

headerTextColor Header text color.
optionTextColor Option text color.
plainTextColor Plain text color.
disabledTextColor Disabled text color.
shadowTextColor Shadow text color.
systemTextScale System text size.
titleLogoPosition Title logo center point position.
titleLogoScale Title logo scale.
titleLogoColor Title logo color.
titleMenuPosition Title menu position.
titleMenuScale Title menu scale.
titleMenuAlignment Title menu alignment.
menuBackgroundBlur Amount of blur for the inventory and pause menu backgrounds.

Weapons

accuracy Shooting accuracy.
targetingDistance Targeting distance.
interval Shooting interval.
damage Damage.
alternateDamage Alternate damage.
waterLevel Water level.
pickupCount Default ammo pickup count.
flashColor Gunflash color.
flashRange Gunflash range.
flashDuration Gunflash duration.
smoke Gun smoke.
shell Gun shell.
muzzleFlash Display muzzle flash.
muzzleGlow Display muzzle glow.
colorizeMuzzleFlash Colorize muzzle flash.
muzzleOffset Muzzle offset.


Animations

These settings determine whether a specific moveset is available in-game.

Usage:

-- Example of enabling crawlspace roll
-- In Settings.lua
settings.Animations.crouchRoll = true

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Animations.crouchRoll = false
TEN.Flow.SetSettings(settings)
backJumpTurn
Turning while jumping back.
  • backJumpTurn bool When enabled, player will be able to turn while performing back jump. Default: false.
crawlExtended
Extended crawl moveset.
  • crawlExtended bool When enabled, player will be able to traverse across one-click steps in crawlspaces. Default: true.
crouchRoll
Crouch roll.
  • crouchRoll bool When enabled, player can perform crawlspace roll by pressing sprint key. Default: true.
crawlspaceSwandive
Crawlspace dive.
  • crawlspaceSwandive bool When enabled, player will be able to swandive into crawlspaces. Default: true.
sprintJump
Sprint jump.
  • sprintJump bool If enabled, player will be able to perform extremely long jump when sprinting. Default: false.
ledgeJumps
Ledge jumps.
  • ledgeJumps bool If this setting is enabled, player will be able to jump upwards while hanging on the ledge. Default: false.
internalBlendDuration
Animation blending duration for internal hardcoded animation changes.
  • internalBlendDuration int Default blend duration in frames for internal hardcoded player animation transitions, such as death, slide or fall animations. Default: 4.
poseTimeout
Pose timeout.
  • poseTimeout int If this setting is larger than 0, idle standing pose animation will be performed after given timeout (in seconds). Default: 20.

Camera

Parameters to customize camera and everything related to it.

Usage:

-- Example of changing binocular and lasersight highlight colors
-- In Settings.lua
settings.Camera.binocularLightColor = TEN.Color(255, 0, 255)
settings.Camera.lasersightLightColor = TEN.Color(0, 255, 255)

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Camera.binocularLightColor = TEN.Color(255, 0, 255)
settings.Camera.lasersightLightColor = TEN.Color(0, 255, 255)
TEN.Flow.SetSettings(settings)
binocularLightColor
Determines highlight color in binocular mode.
  • binocularLightColor Color Color of highlight, when player presses action. Zero color means there will be no highlight. Default: TEN.Color(192, 192, 96).
lasersightLightColor
Determines highlight color in lasersight mode.
  • lasersightLightColor Color Lasersight highlight color. Zero color means there will be no highlight. Default: TEN.Color(255, 0, 0).
objectCollision
Specify whether camera can collide with objects.
  • objectCollision bool When enabled, camera will collide with moveables and statics. Disable for TR4-like camera behaviour. Default: true.

Flare

These settings change appearance and behaviour of a flare.

Usage:

-- Example of changing flare color and disabling sparks
-- In Settings.lua
settings.Flare.color = TEN.Color(255, 128, 0)
settings.Flare.sparks = false

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Flare.color = TEN.Color(255, 128, 0)
settings.Flare.sparks = false
TEN.Flow.SetSettings(settings)
color
Flare color.
  • color Color Flare color. Used for sparks and lensflare coloring as well. Default: TEN.Color(128, 64, 0).
offset
Muzzle offset.
  • offset Vec3 A relative muzzle offset where light and particle effects originate from. Default: Vec3(0, 0, 41).
range
Light range.
  • range int Flare light radius or range. Represented in "clicks" equal to 256 world units. Default: 9.
timeout
Burn timeout.
  • timeout int Flare burn timeout. Flare will stop working after given timeout (specified in seconds). Default: 60.
pickupCount
Default flare pickup count.
  • pickupCount int Specifies amount of flares that you get when you pick up a box of flares. Default: 12.
lensflareBrightness
Lens flare brightness.
  • lensflareBrightness float Brightness multiplier. Specifies how bright lens flare is in relation to light (on a range from 0 to 1). Default: 0.5.
sparks
Toggle spark effect.
  • sparks bool Spark effect. Determines whether flare generates sparks when burning. Default: true.
smoke
Toggle smoke effect.
  • smoke bool Smoke effect. Determines whether flare generates smoke when burning. Default: true.
muzzleGlow
Toggle muzzle glow effect.
  • muzzleGlow bool Glow effect. Determines whether flare generates glow when burning. Default: false.
flicker
Toggle flicker effect.
  • flicker bool Light and lensflare flickering. When turned off, flare light will be constant. Default: true.

Gameplay

These settings are used to enable or disable certain gameplay features.

Usage:

-- Example of disabling inventory and enabling target occlusion
-- In Settings.lua
settings.Gameplay.enableInventory = false
settings.Gameplay.targetObjectOcclusion = true

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Gameplay.enableInventory = false
settings.Gameplay.targetObjectOcclusion = true
TEN.Flow.SetSettings(settings)
enableInventory
Enable or disable original linear inventory functionality. Can be used to completely disable inventory handling or to replace it with custom module, such as ring inventory.
  • enableInventory bool If false, inventory will not open. Default: true.
setEnemiesOnFireWithWeapons
Set enemies on fire with weapons.
  • setEnemiesOnFireWithWeapons bool If true, enemy creatures will catch fire from explosive weapons. Default: true.
setEnemiesOnFireWithDeathFlag
Set enemies on fire with death sector flag.
  • setEnemiesOnFireWithDeathFlag bool If true, enemy creatures will catch fire when stepping on a sector with death flag set. Default: true.
killPoisonedEnemies
Kill enemies which were poisoned by a crossbow poisoned ammo or by any other means. If disabled, enemy hit points will reach minimum but will never go to zero. This behaviour replicates original TR4 behaviour.
  • killPoisonedEnemies bool If false, enemies won't be killed by poison. Default: true.
targetObjectOcclusion
Enable target occlusion by moveables and static meshes.
  • targetObjectOcclusion bool If enabled, player won't be able to target enemies through moveables and static meshes. Default: true.

Effects

Settings for blood and generic impact visuals.

Usage:

-- Example of changing blood appearance and disabling generic explosion shockwaves
-- In Settings.lua
settings.Effects.bloodColor = TEN.Color(32, 160, 32)
settings.Effects.bloodBlendMode = TEN.Effects.BlendID.ALPHA_BLEND
settings.Effects.explosionShockwave = false
bloodColor
Blood particle color.
  • bloodColor Color Base tint used for classic and underwater blood particles. Default: TEN.Color(255, 0, 0).
bloodBlendMode
Blood particle blend mode.
  • bloodBlendMode BlendID Blend mode used when drawing blood particles. Default: TEN.Effects.BlendID.ADDITIVE.
bloodSize
Blood particle size multiplier.
  • bloodSize float Scale multiplier applied to classic and underwater blood particles. Default: 1.0.
ricochetCount
Ricochet particle count.
  • ricochetCount int Maximum number of generated ricochet particles. Default: 8.
ricochetColor
Ricochet spark color.
  • ricochetColor Color Default tint used by ricochet sparks. Default: TEN.Color(255, 153, 0).
explosionShockwave
Explosion shockwave toggle.
  • explosionShockwave bool Enables shockwave generation for generic explosion effects. Default: true.

Graphics

These settings are used to enable or disable certain graphics features.

Usage:

-- Example of disabling ambient occlusion and disabling skinning
-- In Settings.lua
settings.Graphics.ambientOcclusion = false
settings.Graphics.skinning = false

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Graphics.ambientOcclusion = false
settings.Graphics.skinning = false
TEN.Flow.SetSettings(settings)
ambientOcclusion
Enable ambient occlusion.
  • ambientOcclusion bool If disabled, ambient occlusion setting will be forced to off, and corresponding menu entry in the Display Settings dialog will be grayed out. Default: true.
flameHeatHaze
Enable flame heat haze overlays for fire particles and sparks.
  • flameHeatHaze bool If enabled, flame particles and fire sparks will emit an additional distortion-only heat haze overlay. Default: true.
skinning
Enable skinning.
  • skinning bool If enabled, skinning will be used for animated objects with skinned mesh. Disable to force classic TR workflow. Default: true.

Hair

This is a table of braid object settings.
Table consists of three entries, with first one representing classic Lara braid, and 2 and 3 representing left and right young Lara braids respectively. Therefore, if you want to access classic Lara braid settings, use settings.Hair[1], and so on.

Usage:

-- Example of changing offset for young left braid
-- In Settings.lua
settings.Hair[2].offset = TEN.Vec3(-50, -50, -50)
settings.Hair[3].offset = TEN.Vec3(50, -50, -50)

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Hair[2].offset = TEN.Vec3(-50, -50, -50)
settings.Hair[3].offset = TEN.Vec3(50, -50, -50)
TEN.Flow.SetSettings(settings)
rootMesh
Root mesh to which hair object will attach to.
  • rootMesh int Index of a root mesh to which hair will attach. Root mesh may be different for each hair object. Default: 14.
offset
Relative braid offset to a headmesh. Not used with skinned hair mesh.
  • offset Vec3 Specifies how braid is positioned in relation to a headmesh.
indices
Braid connection indices. Not used with skinned hair mesh.
  • indices table A list of headmesh's vertex connection indices. Each index corresponds to nearest braid rootmesh vertex. Amount of indices is unlimited.

Hud

These settings determine visibility of particular in-game HUD elements.

Usage:

-- Example of disabling status bars and disabling pickup notifier
-- In Settings.lua
settings.Hud.statusBars = false
settings.Hud.pickupNotifier = false

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Hud.statusBars = false
settings.Hud.pickupNotifier = false
statusBars
Toggle in-game status bars visibility.
  • statusBars bool If disabled, all status bars (health, air, stamina) will be hidden. Default: true.
loadingBar
Toggle loading bar visibility.
  • loadingBar bool If disabled, loading bar will be invisible in game. Default: true.
speedometer
Toggle speedometer visibility.
  • speedometer bool If disabled, speedometer will be invisible in game. Default: true.
pickupNotifier
Toggle pickup notifier visibility.
  • pickupNotifier bool If disabled, pickup notifier will be invisible in game. Default: true.
interactionHighlighter
Toggle interaction highlighter visibility.
  • interactionHighlighter bool If disabled, interaction highlighter won't be drawn and the corresponding menu entry is grayed out. Default: true.
targetHighlighter
Toggle target highlighter visibility.
  • targetHighlighter bool If disabled, target highlighter won't be drawn and the corresponding menu entry is grayed out. Default: true.

Pathfinding

Features and enhancements that modify enemy behaviour during pathfinding and while tracking player and other enemies.

Usage:

-- Example of changing pathfinding mode and disabling moveable avoidance
-- In Settings.lua
settings.Pathfinding.mode = TEN.Flow.PathfindingMode.Dijkstra
settings.Pathfinding.moveableAvoidance = false

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Pathfinding.mode = TEN.Flow.PathfindingMode.Dijkstra
settings.Pathfinding.moveableAvoidance = false
TEN.Flow.SetSettings(settings)
mode
Pathfinding mode.
searchDepth
Pathfinding graph search depth.
  • searchDepth int Specifies how deep the AI will search the pathfinding graph when calculating a path to the target. Default: 5.
escapeDistance
Escape distance.
  • escapeDistance int If enemy is being attacked, it attempts to escape as far as possible from the attacker. This value specifies the distance the enemy will try to reach when escaping. Default: 5.
stalkDistance
Stalk distance.
  • stalkDistance int Distance at which an enemy may start to track a target without attempting to attack. Default: 3.
predictionFactor
Path prediction scale factor.
  • predictionFactor float Determines how far ahead enemy predicts the target's position based on its current velocity. A higher value makes enemies intercept the target earlier, while a lower value reduces anticipation. If set to 0, prediction will be disabled. Default: 15.0.
collisionPenaltyThreshold
Collision penalty threshold.
  • collisionPenaltyThreshold float Specifies the timeout in seconds after which the enemy will be punished for collisions with illegal geometry and will be forced to ignore its current path to the target and recalculate it. If set to 0, collision penalties will be disabled. Default: 1.0.
collisionPenaltyCooldown
Collision penalty cooldown.
  • collisionPenaltyCooldown float If a collision penalty was applied to an enemy, this value specifies the timeout in seconds during which the enemy will ignore the path to the target which previously caused a penalty. Default: 6.0.
moveableAvoidance
Moveable avoidance.
  • moveableAvoidance bool Avoid collisions with moveables where possible. Enemy will attempt to turn away from the moveable if it's in the way. Applies only to moveables not placed near room geometry. Experimental feature, use with caution. Default: false.
staticMeshAvoidance
Static mesh avoidance.
  • staticMeshAvoidance bool Avoid collisions with static meshes where possible. Enemy will attempt to turn away from the static mesh if it's in the way. Applies only to static meshes not placed near room geometry. Experimental feature, use with caution. Default: false.
verticalGeometryAvoidance
Vertical geometry avoidance for swimming and flying enemies.
  • verticalGeometryAvoidance bool Avoid swimming or flying forward into illegal room geometry that can be avoided by moving upwards. Default: true.
waterSurfaceAvoidance
Water surface avoidance for swimming and flying enemies.
  • waterSurfaceAvoidance bool For flying enemies, prevents diving into the water and dying while attacking the player or other enemies from above. For swimming enemies, adds extra measures to avoid glitching out of the water. Default: true.
verticalMovementSmoothing
Vertical movement smoothing for swimming and flying enemies.
  • verticalMovementSmoothing bool Smooths out vertical movement for swimming and flying enemies to prevent sudden unnatural jerks or changes in direction. Default: true.

Physics

Here you will find various settings for game world physics.

Usage:

-- Example of changing global gravity and swim velocity
-- In Settings.lua
settings.Physics.gravity = 9.81
settings.Physics.swimVelocity = 6.0

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Physics.gravity = 9.81
settings.Physics.swimVelocity = 6.0
TEN.Flow.SetSettings(settings)
gravity
Global world gravity.
  • gravity float Specifies global gravity. Mostly affects Lara and several other objects. Default: 6.0.
swimVelocity
Swim velocity.
  • swimVelocity float Specifies swim velocity for Lara. Affects both surface and underwater. Default: 50.0.

System

Global system settings that is not directly related to gameplay.

Usage:

-- Example of changing error mode and disabling fast reload
-- In Settings.lua
settings.System.errorMode = TEN.Flow.ErrorMode.Throw
settings.System.fastReload = false

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.System.errorMode = TEN.Flow.ErrorMode.Throw
settings.System.fastReload = false
TEN.Flow.SetSettings(settings)
errorMode
How should the application respond to script errors?
  • errorMode ErrorMode Error mode to use. Default: Flow.ErrorMode.WARN.
multithreaded
Use multithreading in certain calculations.
When set to true, some performance-critical calculations will be performed in parallel, which can give a significant performance boost. Don't disable unless you have problems with launching or using TombEngine.
  • multithreaded bool Determines whether to use multithreading or not. Default: true.
fastReload
Toggle fast savegame reload.
When set to true, the game will attempt to perform fast savegame reloading if current level is the same as the level loaded from the savegame. It will not work if the level timestamp or checksum has changed (i.e. level was updated). If set to false, this functionality is turned off.
  • fastReload bool Toggles fast reload on or off. Default: true.
variableFloodProtectionTimeLimit
Maximum number of variables in scripts created within 1 second.
Set to 0 to disable the per-second limit.
  • variableFloodProtectionTimeLimit int Maximum variable creations allowed per second. Default: 1000.
variableFloodProtectionOverallLimit
Maximum combined number of variables allowed in GlobalVars, GameVars, and LevelVars. This type of variable flood protection will only trigger in debug mode for performance reasons.
Set to 0 to disable the overall limit.
  • variableFloodProtectionOverallLimit int Maximum total variable count allowed. Default: 5000.

UI

System-wide user interface settings.

Usage:

-- Example of changing title menu position and header text color
-- In Settings.lua
settings.UI.titleMenuPosition = TEN.Vec2(400, 300)
settings.UI.headerTextColor = TEN.Color(255, 128, 0)

-- In the title's lua file
local settings = TEN.Flow.GetSettings()
settings.UI.titleMenuPosition = TEN.Vec2(400, 300)
settings.UI.headerTextColor = TEN.Color(255, 128, 0)
TEN.Flow.SetSettings(settings)
headerTextColor
Header text color.
  • headerTextColor Color A color used for displaying header text in system menus. Default: TEN.Color(216, 117, 49).
optionTextColor
Option text color.
  • optionTextColor Color A color used for displaying option text in system menus. Default: TEN.Color(240, 220, 32).
plainTextColor
Plain text color.
  • plainTextColor Color A color used for displaying plain text in system menus. Default: TEN.Color(255, 255, 255).
disabledTextColor
Disabled text color.
  • disabledTextColor Color A color used for displaying any header text in menus. Default: TEN.Color(128, 128, 128).
shadowTextColor
Shadow text color.
  • shadowTextColor Color A color used for drawing a shadow under any rendered text. Default: TEN.Color(0, 0, 0).
systemTextScale
System text size. Used in all system menus, such as linear inventory, pause menu, settings menu, etc.
  • systemTextScale float Scale multiplier applied to system menu text. Default: 1.0.
titleLogoPosition
Title logo center point position.
  • titleLogoPosition Vec2 Center point of a title level logo position. Default: TEN.Vec2(50, 20).
titleLogoScale
Title logo scale.
  • titleLogoScale float Title level logo scale. Default: 0.38.
titleLogoColor
Title logo color.
  • titleLogoColor Color Title level logo color. Default: TEN.Color(255, 255, 255).
titleMenuPosition
Title menu position.
  • titleMenuPosition Vec2 Title level menu position. Horizontal coordinate represents an alignment baseline, while vertical coordinate represents a first menu entry's vertical position. Default: TEN.Vec2(50, 66).
titleMenuScale
Title menu scale.
  • titleMenuScale float Title level menu text scale. Default: 1.0.
titleMenuAlignment
Title menu alignment.
menuBackgroundBlur
Amount of blur for the inventory and pause menu backgrounds.
  • menuBackgroundBlur float Specifies how much should the background be blurred when pause or inventory menu is open. Set to 0 to disable blurring. Default: 0.15.

Weapons

This is a table of weapon settings, with several parameters available for every weapon. Access particular weapon's settings by using Objects.WeaponType as an index for this table, e.g. settings.Weapons[Flow.WeaponType.PISTOLS].

Default values for these settings are different for different weapons. Refer to settings.lua file to see them.

Usage:

-- Example of changing pistols accuracy and damage
-- In Settings.lua
settings.Weapons[TEN.Objects.WeaponType.PISTOLS].accuracy = 5.0
settings.Weapons[TEN.Objects.WeaponType.PISTOLS].damage = 10

-- In the level's lua file
local settings = TEN.Flow.GetSettings()
settings.Weapons[TEN.Objects.WeaponType.PISTOLS].accuracy = 5.0
settings.Weapons[TEN.Objects.WeaponType.PISTOLS].damage = 10
TEN.Flow.SetSettings(settings)
accuracy
Shooting accuracy.
  • accuracy float Determines accuracy range in angles (smaller angles mean higher accuracy). Applicable only for firearms.
targetingDistance
Targeting distance.
  • targetingDistance float Specifies maximum targeting distance in world units (1 block = 1024 world units) for a given weapon.
interval
Shooting interval.
  • interval float Specifies an interval (in frames), after which Lara is able to shoot again. Not applicable for backholster weapons.
damage
Damage.
  • damage int Amount of hit points taken for every hit.
alternateDamage
Alternate damage.
  • alternateDamage int For crossbow, specifies damage for explosive ammo.
waterLevel
Water level.
  • waterLevel int Specifies water depth, at which Lara will put weapons back into holsters, indicating it's not possible to use it in water.
pickupCount
Default ammo pickup count.
  • pickupCount int Amount of ammo which is given with every ammo pickup for this weapon.
flashColor
Gunflash color.
  • flashColor Color specifies the color of the gunflash.
flashRange
Gunflash range.
  • flashRange int specifies the range of the gunflash.
flashDuration
Gunflash duration.
  • flashDuration int specifies the duration of a gunflash effect.
smoke
Gun smoke.
  • smoke bool if set to true, indicates that weapon emits gun smoke.
shell
Gun shell.
  • shell bool If set to true, indicates that weapon emits gun shell. Applicable only for firearms.
muzzleFlash
Display muzzle flash.
  • muzzleFlash bool specifies whether muzzle flash should be displayed or not.
muzzleGlow
Display muzzle glow.
  • muzzleGlow bool specifies whether muzzle glow should be displayed or not.
colorizeMuzzleFlash
Colorize muzzle flash.
  • colorizeMuzzleFlash bool specifies whether muzzle flash should be tinted with the same color as gunflash color.
muzzleOffset
Muzzle offset.
  • muzzleOffset Vec3 specifies offset for spawning muzzle gunflash effects.
generated by TEN-LDoc (a fork of LDoc 1.4.6)