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Arsenal[26] GunFighter v2.0 Mod Guide
Af Arsenal[26] og 1 partnere
A Comprehensive Guide to using the GunFighter Mod for Brita's Weapon Pack.
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The Warning Label
TL:DR is not a good idea... But to avoid weird but easily avoidable issues, read this section.
I see alot of threads asking random people who probably didn't read this guide questions to which the answer is in this guide... Not sure why that is such a phenomenon. Believe it or not, there are quite alot of answers in this guide.

STOP RIGHT NOW
This update is the largest update to date, it will surely cause issues with save games. DO NOT run the updated mods and expect your save game to be un-affected in some way.

Included is a Legacy Version of the last public version of GunFighter which you can use to finish up any save game started before this update. It is recommended that you DO NOT enable this update for any save game. But if you intend to do so, back-up your save game before enabling this update. I cannot predict how this update will affect save games.

COMMON AVOIDABLE ISSUES
- DO NOT USE SERVER SETTING MODS FOR [2.0]. Legacy Server_Setting configs ARE NOT COMPATIBLE because [2.0] has new options and option ranges, which will not be able to work if you use a legacy version options lua file to set your options. Do Not enable both Legacy and [2.0] versions at the same time.

- GUNS NOT ANIMATED when playing save game... Scripted items in saves remember all their parameters even when they are updated. Luckily, there has always been a [Reload Weapon Script hot-key] that you can use to update weapons that exist in a save, to give them new features from the mod. Just goto [Main Menu] > [Key Bindings] to see what you have that hot-key set to. Then Equip the weapon you want to update, and press the key.

- This guide is for [2.0] so if you are running Legacy (last public) version, nothing new is added to that. Guns will not be animated, thrown weapons will not work, no archery weapons, etc.

REMEMBER SINGLE-PLAYER SAVE GAMES keep their own Mod List. If you enable the mod in the main menu, and load a save, it will not apply it. To add a mod to a save you must do it thru the [LOAD] > [MORE...] > [MODS] screen. Understanding this will allow you to avoid a lot of problems when you enable and disable mods. Many people can not seem to grasp this aspect, and admittedly I forget sometimes myself when toggling mods around.

REFRESH MOD-OPTION SETTINGS for Single-Player Mode
- If you have previously saved Mod-Option settings, understand that this update adds new options. So to avoid the game looking for settings that aren't there :
- Goto > [Main Menu] > [Options] > [Mods]
- Toggle something so the [Apply] button appears
- [Click] it.
- This will add the new settings to your Mod-Options ini file, to be used with the update.

- If you are using a SERVER_SETTINGS override mod, that will also override the new option settings and cause errors. Dis-Continue use of any and all SERVER_SETTING override mods prior to running GunFighter [2.0]

SERVERS READ THIS
- Remove all previous mod files from the server
- Reinstall the files again
- Refer to the ModID at the bottom of each perspective mod page. Upper/Lower case matters, so enter them carefully.
- Restart Game (this is generally needed any time you add assets)

LOW FPS
- The Core Game for whatever reason, takes a huge hit in FPS when you have excessive amounts of items in your Main Inventory.
- This includes but is not limited to : AMMO, SPENT CASINGS, and other low weight items that can easily accumulate.
- Moving excessive items to any container will immediately recover that lost FPS.
- Again... This is a PZ Core Game Issue.
- A good rule of thumb is to keep the bulk of your item count in your backpack.
- Don't use unlimited carry cheat's and haul 1000's or rounds of ammo in your main inventory.

MODS ARE NOT WORKING
- Make sure you have all required mods indicated on the Right Side Column of the mod page.
- Make sure you have all required mods as shown in this guide.

Model and Texture assets load when the game is booted... That means installing and enabling a mod WILL NOT LOAD MODELS / TEXTURES unless you completely close the game and restart. I don't have a server, but I would imagine the same thing applies... RESTART if you are having invisible weapon issues... the game requires a restart to load certain assets... Enabling the mod does not accomplish that.... Don't know how many more ways I can say this... RESTART IT...

GunFighter 2.0 adds NEW OPTIONS !!! That means (for single player) you have to go to the main option menu, and APPLY your settings in order for the ModOptions mod to write a new set of saved settings with your settings. FAILING to do this, will result in errors when dealing with new stuff like Charging lights among other things. APPLY YOUR OPTION SETTINGS.

Robert says CHROME SUCKS... so don't use it to view this

SET UPDATE SCHEDULE FOR URGENT FIXES
Currently, the plan is to Update Urgent Fixes on Thursday (night PST) so ppl will have a chance to get the fix before the weekend. if it is not urgent, then it will probably not be updated, but instead rolled into a larger planned update some time later, moving forward.

Latest Urgent Patch (applied 3/17/23) involved :
- Fixing Toggling integral Bipod/Foregrip while a laser or light is attached, causing a Dupe
- Fixing Thrown (miss) error and item weirdness when running game @very high FPS
- Adjust Archery Damage option range from half (50%) to double (200%)
- Adjust Archery Weapon scripted damage accordingly
- Added Melee and Firearm Damage option with same range as Archery
- [100% - DEFAULT] is the scripted damage for the weapon damage options

Known Bugs Not patched yet
- Animated Weapon timing for Pump/Lever/Bolt guns are off when running @very high FPS
- This might take a while to sort out... Timing was optimized for 60~120fps,
- At (un-capped) 200~400+FPS they'll be noticeably early.
Introduction
https://www.youtube.com/watch?v=6U1CUVVx17Q
Arsenal[26]GunFighter mod is made for Brita's Weapon Pack. These two mods work together, and will not function without one another because Brita's Weapon Pack contains most of the models and textures. And the GunFighter Mod contains all the weapon scripts, and code.

Brita's Weapon Pack since its early beginnings, has always aimed to bring any and every firearm imaginable to Project Zomboid. It brings all these wonderful models representing real world weaponry from all over the world, from the wildly popular, to rare and obscure. The list of weapons that exist in Brita's Weapon Pack is enormous. In order to better appreciate what these weapons could do, they needed to be able to do more than the Core Game supported. So we decided to change all that.






The GunFighter mod adds the functionality for the hundreds of weapons by adding new functions and script, so they can do things that are not supported by the core game. In this regard, it does not adhere to the Vanilla template, and should be considered a Full Conversion.

What that means is, other Firearm mods which also affect the way firearms work may have compatibility issues. And Firearm mods which adhere to the Vanilla template will not have certain added functionality from this mod.


Brita and I both agree, that there is no such thing as too much. Because if it exists in the real world and can be used in the zombie apocalypse, then it can be added to the mod. Think about it for a minute. Look around your house, think back to your childhood, or remember your last visit to the sporting goods, surplus, or gun store. All the stuff you saw that could find their way into your hands when the world began to fall into chaos. We are not satisfied with one or two of each gun. We want to let you run into a gun store, and actually have a chance to grab something you saw in real life. I mean... that's how I like to play this game... with as much real life stuff as possible to really live the fantasy that is the game. Some like to use the term 'bloated' without realizing that there are even options to reduce loot types and categories. But whatever... opinions are a dime a dozen, there are plenty of mods that do the minimalist theme. This is not one of those. Its like if I didn't like tanks and downloaded a tank mod... then complained about it.

It also provides mod settings that allow customization of its features and distribution since each player generally has a preference that differs from anyone else. The Default settings are not setup for any particular play-style, and exist only as a starting point for you to adjust. They will likely not be ideal, because we have no idea what that is for anyone, and even if we did, choosing someone to match the default settings for would be tough to do. If you find yourself complaining about the adjustable default settings, I recommend un-subscribing... immediately.

If you are still here with us... Continue reading
You may begin to understand that this mod will allow you to create a game environment more ideal for your play-style whether you want a blast fest like you are in the middle of a war... or if you want to struggle for ages just to find one magazine for that one gun you found in a month. You can literally make it so NO GUNS SPAWN... or GUNS ARE EVERYWHERE, using the settings provided.


Mods used with our mods
https://steamcommunity.com/sharedfiles/filedetails/?id=2169435993
(Required to change mod options in SINGLE-PLAYER, Not needed for Multi-Player)

https://steamcommunity.com/sharedfiles/filedetails/?id=2776633989&searchtext=nv+api
(Required to use Weapon Mounted Night-Vision Optics)


Mod Page Comment Sections / Screenshot Section / Pinned Threads, etc. have proven to not be ideal methods to convey information in a searchable organized way for the Steam population at large, so this Guide replaces all of that. It's better because it has no size limit, and a table of contents which should make things easier to find.
Configuration / Settings / Hot-Keys
THINGS TO REMEMBER
- Enable both GunFighter and Brita's Weapon Pack
- Enable ModOptions for Single-Player
- Ensure you have the latest version of mods
- Ensure that No Old Versions are enabled
- DO NOT RUN SERVER_SETTING MODS

RUNNING LEGACY VERSION
- The Last Public version prior to the update is included for those who wanted to finish save games without updating. No new items or function described in this guide apply to that version.
- Do NOT run GunFighter [2.0] and Legacy at the same time
- Do NOT run old Server Setting Mods for [2.0] it does not need that, and running those will cause issues.
- GunFighter[2.0] Works for both Multiplayer Servers / Locally Hosted and Single Player
- Continue reading to understand the difference in setting the options for MP / SP.

The GunFighter mod adds (currently) 146 options that can be used to custom tailor the mod to better suite your game play-style.

In Single-Player Mode : ModOptions mod (by star) is used, and not the Sandbox settings. The main reason for this, is ModOptions allows many options to take effect immediately in-game. While the Sandbox settings require a Re-Start. ModOptions however, was not made for Multi-Player so for the last year or so, we have been using a work-around server_setting mod which simply overrides the default settings to suite the servers preference. This method is now obsolete.

SERVER SETTINGS OVERRIDE MODS WILL BE OBSOLETE
That means running them will cause problems

Multi-Player Mode : (as of version 2.0) Uses the more ideal Sandbox Settings method in both Hosted and Dedicated server situations.

It is important to note that Single-Player cannot use Sandbox method, and Multi-Player cannot use ModOptions method.

In Multi-Player, the ModOptions settings for GunFighter will not be visible.
In Single-Player, the Sandbox settings are visible, but will have no effect.


TO RETURN SETTINGS TO DEFAULT
Single-Player mode : Mod Options settings can be returned to Default by simply deleting the [GunFighter mod] section in the file called modsoptions.ini located [c:/users/user/Zomboid/Lua...] Then the next time you start the game the default settings will load.








Multi-Player mode : Sandbox settings can be returned to Default by simply choosing the setting which does NOT result in a highlighted setting, Since the core game will indicate when you change a setting from Default by highlighting it.


Setup Hot-Key Binding
GunFighter mod uses hot-keys for most functions
- Be sure to SET them up to your preference
- This is where the light bulb comes on about mags
- So take a moment to figure out what each key does
- Some have multiple Functions depending when used
Distribution Settings
As of GunFighter [2.0], ToolTip descriptions for each option setting have been added. Just mouse over the option box or drop-down to see in-game.

PRODUCTION YEAR
YES you can disable (or reduce) items produced Post~1992. Be advised, [Removing] large groups of items from the loot pool may require you to set various distribution options higher to compensate. and get similar net results from any given area/container. Distribution really is a balancing act and as mentioned above, everyone's ideal desired spawn result will invariably be different, and that is the reason for providing so many options.

CALIBER
The Type of AMMUNITION a Firearm uses (see page below)

This option affects not only the WEAPON which uses a certain Ammo-Type from spawning, but also the Ammunition Box, Canister, and sometimes Ammunition Feeding Device (or Magazine / Clip) from spawning.

The rule of thumb is, if a Magazine / Clip can only use that type of ammo, it will be affected. Certain loading devices can use multiple ammo types, and therefore will not be affected even if all those types are reduced or removed.

TYPE OF ACTION
The mechanical ACTION by which the weapon functions / cycles :
- Semi Automatic (Auto-Loading)
- Fully Automatic (Rifle Caliber)
- Fully Automatic (Pistol Caliber)
- Lever Action
- Pump Action
- Bolt Action
- Break Action
- Revolver
- Minigun / Heavy Fixed weapon
- Grenade / Rocket Launcher
- Archery / Sling

ORIGIN
This means the country of MANUFACTURING ORIGIN. Even though some weapon brands like Glock, CZ, and SIG are all manufactured somewhere in the US now, this option will regard each for their actual Origin. Otherwise, the option would not have any effect.

EXCLUSIONS
Options designates as EXCLUSIONARY will reduce or negate the spawn chance of certain items appearing in certain areas. For example :

- Non-Hunting in Hunting locations... will remove Automatic weapons and small calibers not generally used for hunting purposes.

- Non-Surplus in Surplus locations... will remove Newer weapons generally not distributed as Surplus.

TRIM
This modifier applies to all firearms within the LOCATION anotated. It will increase spawn chance in small increments to allow you to balance overall item count by specific location. This is useful when many EXCLUSION options are used which decrease the overall items possible in any given location.

ROLLS
This is very similar to TRIM option, except it does not change individual item spawn chance, but rather gives additional opportunity for each items chance to succeed. For every roll, each item gets one chance (based on its spawn chance) to appear. So adding rolls can result in a single item spawning that many times potentially.

CCW
Determines whether any Conceal Carry Handguns can be found in 'Fanny Packs' and 'Purses' on Civilian zombies. This option is affected by Caliber/Type/Origin settings in terms of which firearms can be found on zombies.

CASES
Determines whether any Gun Cases can be found in residential locations. This option is affected by Caliber/Type/Origin settings in terms of which firearms can be found on zombies.

MAGAZINE TYPES

AMMO BOX OR CANISTERS
Determines the spawn chance of any Ammunition Canister for the Ammunition Types

MELEE WEAPON TYPES

ATTACHMENT TYPES

VEHICLE LOOT REDUCER
Military and Swat vehicles now have the FULL loot list as their perspective (MIL/LEO) map locations. For this reason, the diversity of the loot is much greater, but the possibility of too much loot for a vehicle exists. So this option allows you to REDUCE the loot for vehicles with a reverse multiplier.
Military / Swat Vehicles included
KI5 MILITARY / POLICE VEHICLES
- 92amgeneralM998
- 86oshkoshUSMC
- 86oshkoshFRTR55
- 67commando
- 67commandoT50
- 67commandoPolice (SWAT not MIL)
- TrailerM1082 (maybe not)
- TrailerM101A3cargo (maybe not)

FILIBUSTER MILITARY / POLICE VEHICLES
- hmmwvht
- hmmwvtr
- m35a2bed
- m35a2covered
- m151canvas
- SWAT Van (SWAT not MIL)

KKSHUNP MILITARY VEHICLES
- k311
- k131
- k511
- korando_rokmp

NYPH MILITARY VEHICLES
- kamaz5350
- kamaztyphoon
- gaztigr

CYT MILITARY VEHICLES
- XM93Desert
- XM93Woodland
- BRDM2
- IFAV
- Int4700Arm

HANSKAFFEE MILITARY VEHICLES
- WZ551
- WZ531_APC


Remember this, These settings are for you to experiment with and create your own balance. DEFAULT settings will not be correct for anyone, and are not provided to suit any particular play-style. They are merely a starting point. It would be a NEVER-ENDING task to even attempt to make the default settings ideal, because for whom should they be ideal for ?? So no attempt is made, instead... we give you the ability to do it yourself.
GunFighter INFO Window
Expanded Information Window
The GunFighter expanded info window is activated by pressing [G hotkey] which you can remap via main menu. The window will examine certain items in the Primary Hand. if a weapon (or weapon attachment) is in hand, it will display a detailed report of the firearm, which updates automatically when switching, firing, manipulating magazines, etc. to accurately reflect the current state of the item. Expanded info for the follow item types, include :

[FIREARMS]
- General stats
- Loaded Condition / Ammo / Weight / Current Mag Type
- Possible Mag Types
- Possible Fire-Modes (Cyclic rate category)
- Possible (GunFighter mod) Functions (Folding, Alt Loading, Melee mode, etc.)
- Current Attachments

[MELEE]
- General stats
- Possible Alternate Grip modes
- Thrown Mode

[ATTACHMENT]
- Stat Augmentation summary
- Full Firearm compatibility list
*** item must be in primary hand ***

This should replace the [Show Weapon Info] option since it is much cleaner, organized, and contains more information.
Ammunition
One of the first goals of the GunFighter mod was to add all the Ammunition Types that did not exist in the core game for all the various Firearms from Brita's Weapon Pack.

AMMUNITION TYPES

OTHER
- (.177) BB
- (.68) PaintBall
PISTOL
- (5.7 x 28mm)
- (.380) ACP
- (.38) Special
- (.357) Magnum
- (9 x 19mm) Luger
- (.45) ACP
- (.45) Long Colt
- (.44) Magnum
- (.50) Mag *** Represents several real world types
RIFLE
- (.22) Long Rifle
- (.45-70) Government
- (.223) Remington (***)
- (5.56 x 45mm) (***)
- (9 x 39mm) (for next update)
- (5.45 x 39mm)
- (7.62 x 39mm)
- (.308) Winchester
- (7.62 x 54mm) Rimmed
- (.30-06) Springfield
- (.50) BMG

SHOTGUN
- (4 gauge) Shotshell
- (10 gauge) Shotshell
- (12 gauge) Shotshell
- (20 gauge) Shotshell
- (410 gauge) Shotshell

Ammunition (individual rounds) have recently been given 'World Item' models which allows them to be visually placed in the game world.

NOTE : Having excessive amounts of ANYTHING in your player inventory will severely reduce game performance for some reason, I am not sure why...

*** .223 and 556x45mm ammunition can be converted from one to the other thru the context menu as they are basically the same.
Magazine Types
We decided to use a 'Generic' magazine approach where ever possible. The reason is to avoid over-saturating the loot with every real world magazine, many of which are proprietary by manufacturer. So the rule of thumb is... if the magazine (of the same caliber) is within 1-2 rounds, it will use the generic mag type.

Mechanically however, Double and Single stack mag categories exist because the difference in capacities is nearly double in most cases.

VISUALLY DETECHED MAGAZINE
One of the GunFighter mod's first functions was adding the ability to visibly detach magazines. This was crucial in implementing compatible magazine types, of which there are (4) categories :
- Standard
- Extended
- Drum
- Fixed (but convertible ie, SKS)

This was done using the Attachment Clip Slot. Because of this, the magazine will also appear in the 'Remove Upgrade' Context menu. This will result in a Generic item being placed into your inventory by the core game. You should NOT remove magazines this way. Instead, simply use the Reload key or Gamepad button. That's all.

If you do however 'Remove Upgrade' on a Magazine using the context menu and end up with the place holder part, just throw it away, as your weapon will still have the 'Contains Magazine' stat. And re-equipping it will return the magazine visually to the weapon clip slot.

DIFFERENCE BETWEEN (CLIP/ MAGAZINE)
A Magazine can be fixed or removable, and feeds ammunition into the Firearm.
A Clip feeds ammunition into a Magazine, and is usually used and removed, but sometimes retained until empty (M1 Garand)
A SpeedLoader would fall into the Clip category since it feeds ammo into a fixed 'revolving' magazine.

For the purposes of this Mod some Mags/Clips can accept multiple types of Ammunition, which is configured thru the context menu :
- (38/357) SpeedLoader
- (44/45LC) SpeedLoader
- (308/762x54/30-06) Clip
- (40HE/40INC) Grenade Mag

Set Hotkeys in the keybinding options in the main option menu
- To use a compatible MagType, press the Mag-Type Hotkey
- To use Stripper Clips, use the Alternate-Loading Hotkey
Auto-Select Magazine Type
The GunFighter mod now allows you to Automatically select the next Magazine Type when all your currently selected Magazine Types are empty.
CONFIGURABLE THRU OPTIONS TO :
- Look for the smallest loaded mag first
- Look for the largest loaded mag first
- or don't do anything

CONFIGURABLE IN-GAME BY :
- by pressing the [MagType-Auto] hot-key

IT IS IMPORTANT TO UNDERSTAND
- That this is function sets which magazine-type will be used once you have run out of ammo for all the current magazine types being used.

IMMEDIATE / MANUAL MAG-TYPE CHANGE
- pressing the [Mag-Type-Manual] hot-key will change the type immediately whether the current magazine is empty or not.
- If a magazine is inserted, it will be ejected, press the hot-key again to complete the setting.

AUTO SELECT DISABLES AUTO LOADING OF AMMO INTO MAGS
- This should be obvious as to why, but anyways. If we want to be able to use the next loaded mag type when we run out of ammo in our currently selected Mag-Type, then we DO NOT want to stop and load ammo into any mag that is ejected right ? Yeah, this can be confusing... but trust me, it has to be this way.
Emergency Reloading
DROPPING A MAGAZINE TO THE GROUND
Is about 1-3 seconds (depending who you are) faster than retaining the ejected magazine before inserting the next. This is now possible thru the GunFighter mod and configurable in the options.

HOW TO DO AN EMERGENCY RELOAD :
- Pressing Reload button twice (fast enough to interrupt normal reload)
- Running (during reload process)

You can choose thru the options either trigger, both, or none
Alternate Loading Methods
Certain weapons can be loaded in multiple ways. To switch to the alternate loading method of a Firearm that has this ability, press the Alt-Load hot-key.

Some Revolvers
- Can use Speed-Loaders
- Can be loaded with individual rounds

Can use Stripper Clips or Single Load
- Vz-58
- MAS 36/44/49
- M14
- Arisaka Type 38/99
- M46 Mauser
- Mosin Nagant
- Springfield M1903

SKS
https://www.youtube.com/watch?v=dwPO6ttk39A
- Can use Stripper-Clips with both Fixed and Detachable Magazines
- Can be loaded with individual rounds
- Can Remove Magazine if configured to use Detachable Magazines
TO RE-CONFIGURE SKS
- have the appropriate magazine type (fixed SKS mag, or 7.62x39mm Magazine)
- Thru inventory window, use context menu function to 'Convert' to the magazine type
- SKS's are not designed to quickly swap 'fixed' magazines. This is why they need to be 'Converted'.


IMPORTANT
You cannot strip rounds into a firearm that does not contain a magazine. To check if there is a magazine, LOOK at it.. or check the ToolTip info in the inventory window.
- It must say "Contains Magazine"
Animated Weapons
GunFighter [2.0] brings weapon animations for much of the content. This feature can be turned [ON/OFF] using the options.

https://www.youtube.com/watch?v=daDl823tWPs&t=103s
https://www.youtube.com/watch?v=zsMZRtZocG4

- Swinging Nun-Chucks
- Strung / Fired Archery Weapons
- Moving Pistol Slide
- Moving Levergun Lever
- Moving Boltgun Bolt
- Moving Reciprocating Bolt / Charging Handle
- Moving Revolver Cylinder and Hammer
- Moving Shotgun Pump
- Spinning Minigun Barrel Array


Remove / Replace Trigger-Group
Since certain weapons are manufactured with only one type of FireMode or another, GunFighter mod adds the ability to remove the trigger group within certain weapon pattern types, and reinstall them into a different firearm within that pattern type.
https://youtu.be/rWmwGPopB7o
Currently, the following Firearm Pattern Types can swap Trigger Group Components :
- Armalite
- Kalashnikov
- Heckler & Koch
- FN Herstal FAL
(Find and Read the corresponding Skillbook for each to learn how to swap Trigger Group)

Since the Trigger Group item for each group can have several different possible FireModes, When performing removal or installation, the Firearm MUST be equipped, and the specific Trigger Group item clicked from the inventory window. This will ensure the correct part goes into the correct firearm. Plus, it just seems logical that the weapon being worked on is in your hand.
Heavy Fixed Weapons
A Basic Experimental system simulates Fixed Weapons such as the DSHK Machinegun. Basically, a fixed weapon can be Transported (moved with) only when its Tripod is folded, and it can only be Fired when the tripod is Deployed using the [Fold hot-key]

To simulate the characteristics of a Fixed Weapon the following rules apply :

When Deployed, any of the following will un-equip & leave the weapon in place :
- Moving
- Shoving
- Equipping other item
- Un-Equipping the Fixed weapon

OPTIONAL MOVEMENT PENALTY
When Folded for Transport, there is an option available to apply movement penalties when you are carrying an heavy Firearm (including Miniguns). In order to balance the immense firepower of Heavy Weapons, simulating the real world cost of mobility can be set with the following limitations :
- No Penalty
- No Sprinting
- No Running
- Walking set to Sneak mode
- Overall Movement Speed Reduction ***
- of All the Above

*** Overall Speed Penalty is cumulative, meaning if you are carrying multiple heavy weapons, the speed reduction factor is combined, to a point where you may not be able to move at all. This is because the Core Game encumbrance system allows too much 'Agile and Nimble' movement even when carrying a 30-40 weight item.

OPTIONAL ROTATION MECHANIC
To simulate the rotation around axis of a Tripod, another option to set the Rear Offset from the pivot point is available. This will cause the player to be offset back and away from the pivot point. The limitations of this feature is that, when rotating into a wall or door, you will essentially be knocked off the gun, and it will un-equip and remain in place.

MOVING A HEAVY FIXED WEAPON
To Fold the Heavy Fixed Weapon's tripod, it must first be equipped. Then the [Fold hot-key] can be used to take the weapon down for transport.
Demolition Weapons
https://www.youtube.com/watch?v=C9jjeWcBA68
IMPORTANT MULTI-PLAYER CORE GAME PROBLEM
Currently, the PZ CORE GAME does not recognize proximity or remote detonation in MULTI-PLAYER mode... at all... This sucks big time... but it is what it is... I have reported this to the Devs, and they acknowledged the bug.
Rocket Launchers
https://www.youtube.com/watch?v=3ubghMjrxew

Visibly Loaded and Fired
- Projectile visible in flight

Adjustable Trajectory Setting
- For Gamepad users that have no cursor to determine range
Archery and Thrown Weapons
https://www.youtube.com/watch?v=t9DSmXp8i1o

New Archery and Thrown Weapons
Scripted with real world data : Draw Weight, Mass, OAL.
- Sling-Shot
- Wrist-Rocket

- (80-lb) Hori-Zone RedBack RTS Crossbow Pistol
- (125-lb) Horton Scout-125 Crossbow
- (170-lb) PSE TAC-15 Crossbow (Re-Scripted)
- (180-lb) TenPoint Turbo XLT Crossbow
- (200-lb) Mission MXB-400 Crossbow
- (225-lb) TenPoint Vapor RS-470 Crossbow

- (12-lb) Genesis-Mini Compound Bow
- (20-lb) Genesis-Original Compound Bow
- (40-lb) Genesis-X Compound Bow
- (55-lb) Hoyt Spectra-1000 Compound Bow
- (70-lb) BowTech SR-350 Compound Bow

- Carbon Bolt (Xbow)
- Fiberglass Arrow (bow)
- Ninja Star
- Throwing Knife


Thrown Mode for Vanilla / Brita Weapons
- Kitchen Knife
- Hunting Knife
- Hand Axe
- Meat Cleaver
- Crafted Spear
- Garden Fork
- Rambo Knife (Brita's)
- Tactical Axe (Brita's)
- Russian Machete (Brita's)


Archery & Thrown Weapon Mechanic
Visual Strung & Fired
Crossbows, Bows, and Sling-Shot weapons will be visually strung/pulled back when loaded and the string/band and/or bow arms will snap forward when fired.

Arrow / Bolt Breakage System for Archery weapons.
Option controlled from [Never to ~5%-50%]
- Possibility of breaking only occurs when you hit target or Wall / Door.
- Misses landing on the ground will not break.
- Recovered Broken (or functional) Arrow/Bolts can be salvaged for usable components.
- Arrow/Bolt components can be used to re-build functional Archery ammo.

Arrow / Bolt Variable Damage for Archery weapons.
Option controlled from [+0.0 to +2.0]
- Value added to MaxDamage
- MinDamage will equal 1/2 MaxDamage

Thrown Mode Weapons
Pressing the 'Melee Grip' Hot-key will toggle the following weapons between Melee / Thrown modes. When in Thrown mode, the weapon icon will point to the Right, and when in Melee mode, will point to the Left to visually indicate which mode it is in.
- Kitchen Knife (Vanilla)
- Hunting Knife (Vanilla)
- Hand Axe (Vanilla)
- Meat Cleaver (Vanilla)
- Crafted Spear (Vanilla)
- Garden Fork (Vanilla)
- Rambo Knife (Brita's)
- Tactical Axe (Brita's)
- Russian Machete (Brita's)
- Ninja Star (New)
- Throwing Knife (New)

Projectile Miss/Bounce System
Missed Archery shots and Thrown Weapons will travel the approximate max range and be recoverable from the ground. Missed shots which hit a wall, door, or window will 'bounce' and appear near the location which blocked its trajectory. Specific 'Bounce Sound' will be audible depending on the type of weapon.

Ready Thrown Weapons for Combat
Pressing the Select-Fire Hot-key while using a Thrown weapon will toggle [Auto-Equip] for thrown weapons [On/Off].

Setting Auto-Equip Thrown [On] and throwing a weapon, will automatically search in the following order for another weapon which is set to Thrown-mode. Having another thrown weapon in certain locations allows for quick followup throws. Each location has a different 'Draw-Speed' :
- Secondary Hand (speed 10) Nearly instant transfer to the throwing hand.
- Right Belt (speed 15) Just slightly slower than secondary hand.
- Left Belt (speed 20) Cross-draw is slightly slower than Strong-side.
- Main Inventory (speed 40) auto equip thrown weapon of same Type.
- Main Inventory (speed 80) auto equip thrown weapon of another Type.
*** NOTE weapons in Melee-Mode will NOT be auto equipped ***

Setting Auto-Equip Thrown [Off] will not equip anything after throwing your primary thrown weapon.

Stuck Projectiles in Zombies
Each Projectile Type has a different chance of 'Sticking' in soft targets. The following list is from highest to lowest chance to 'stick' (low number = higher chance) :
- (0) Arrow / Bolt
- (1) Throwing Knife
- (1) Ninja Star
- (2) Crafted Spear
- (2) Tactical Axe (not done yet)
- (3) Hunting Knife
- (3) Rambo Knife
- (3) Slingshot (Marble ammo)
- (4) Hand Axe
- (4) Meat Cleaver
- (4) Russian Machete
- (5) Kitchen Knife
- (5) Garden Fork
- (6) Slingshot (Rock ammo)

Zombies have a total of (56) body locations which projectiles may 'stick'. Though no zombie should be able to survive (56) hits, this range of impalement locations offers a variety of visual outcome when throwing or shooting arrows/bolts at Zombies.
- (6) Head
- (6) Head (Back)
- (6) Body
- (6) Body (Back)
- (4) Left Shoulder
- (4) Left Shoulder (Back)
- (4) Right Shoulder
- (4) Right Shoulder (Back)
- (4) Left Leg
- (4) Left Leg (Back)
- (4) Right Leg
- (4) Right Leg (Back)

Front / Back detection to determine which direction projectile sticks in target. Basically if the target is facing the other direction no more than 45 degrees towards the player from either side, it will register as shooting at the Back. Also determines if Zombie is face Up or Down when on the ground so projectiles stick in the appropriate direction.

Hit / Miss System for thrown weapons.
Keep in mind, Throwing Sharp Objects is NOT EASY, and only Magicians and Circus Folk are good at it because they devote their lives to the discipline. Throwing common kitchen knives is coded to be very hard to master. To be any good at it, you basically have to be very good at the Type of melee weapon you intend to throw, and have good aiming habits, and strength. It can take quite while to build everything up to become deadly at the art of Throwing Sharp Objects...

Since thrown weapons are neither Melee nor Firearms, this had to be coded from scratch with similar rules as firearms, but using a combination of stats to come up with the base hit chance, which is a weighted combination of :
- (1-10) Aiming
- (1-10) Strength
- (1-10) Type (Small Blade - Spear - Axe)

Penalties to Hit chance
- (1-7) Moving
- (1-10) Endurance (tiredness)
- (1-??) Pain
- (1-20) Drunk

Possible outcomes for each thrown attack
- Miss - projectile will travel approx range or up to wall or door if blocked.
- Hit, but not stick - projectile will hit, but land on the ground near the target.
- Hit and Stick - projectile will hit, and impale the target.

ARCHERY WEAPON DAMAGE OPTION
Since invariably, everyone will have an idea of how powerful Archery should be, This can be configured in the Mods Options as a Damage Boost from the Default (relatively low) stat.

HIT ALL BODY PARTS OPTION
Will determine if projectiles will be visibly stuck in a zombies Arms / Legs / etc.
Be advised, this may or may not change the overall difficulty of killing zombies. The 'Hit All Body Parts' option is experimental, and Vanilla is designed to ONLY hit torso or head.

Flame Thrower Weapons
https://www.youtube.com/watch?v=gfXRRlFv104

Several Flame throwing weapons are available in the mods.

M2A1 Flame Thrower can accept either a fuel Canister, or fuel Tank (worn on back)
- Canisters are filled with Propane
- Tanks are filled with Gasoline

Elon Musk "not-a-Flame-Thrower" uses fuel canisters

WD40 improvised Flame Thrower is disposable and non-fill-able

if using a Game Pad, range can controlled using the Trajectory hot-keys at (3) settings :
- Close
- Medium
- Far

It is important to understand that at close range, for certain flame weapons, running can result in self-harm as you run into your own stream of flames.

Also, the core game's physics rules allow flame projectiles to BOUNCE... so use with caution
Revolvers
https://www.youtube.com/watch?v=plLh94ZrMSE

MANUAL ALTERNATE RELOADING
In this version of GunFighter mod, you can use the [Alt Load] Hot-Key to switch between Speed-Loaders and Single Loading.

Caveat being... When in [Single] load mode, the Radial Reloading menu will not have the option to load ammo into Speed-Loaders.

AUTOMATIC SINGLE LOAD IF OUT OF LOADED SPEEDLOADERS
When in Speed-Loader mode, and you run out, it will automatically switch to Single load mode as before.

The main difference, is the ability to manually go to [Single] load mode when ever you want.

If Any of the Firearm Reloading functions are not working as described in this Guide, that probably means you are running a mod that has also edited the Reloading Lua, thus overriding changes made here needed to make this happen.
Paintball
MINIMALLY EFFECTIVE AGAINST ZOMBIES
It's just something to utilize the weapon animation system of the mod, that was popular in the early 90's. Sort of a novelty / fun / collectible item category.

Paintballs are scripted with the [Minimum] possible damage that will register on a zombie, and can take up to 30-40 hits to kill.

Visible Paintball trajectory is [Cosmetic Only]
The guns target in the traditional way but for immersion, they will also send a visible projectile which is separate from the firearm mechanic which determine hit/miss and damage.


PCP (Pre-Charged Pneumatic)
Paintball guns require Canisters containing propellant and certain Air-Guns like the Umarex Steel Storm and Sheridan PGP (wip) will also need a CO2 Cartridge to operate.

These weapon types allow me to further test non-vanilla system weapon attachment code for the CO2 bottle, which is both required to fire the gun, and adds propellant to the gun.

IMPORTANT PCP REMOVAL WARNING
To Install / Remove CO2 (M2A1 canister) :
- Gun must be equipped
- Use Context Menu function (NOT "Remove Attachment")
- Fill removed Canister using Propane Tank (Each fill action adds 25%)
- 100% CO2 is enough propellant for about 500 shots


** Propellant level is displayed in the new GunFighter Info window **
** CO2 cartridges are Disposable, and do not remain sealed when removed **

- If you accidentally remove PCP propellant via [Remove Attachment] function instead of the provided context menu function (that has the lua to make it work), the PCP Source will leak out and be depleted (empty)... Its kind of like unscrewing the bottle without closing the valve.

- Refillable Canisters can 'closed valve' via context menu and be used if accidentally removed as described above.

- PCP Guns MUST be equipped when installing / removing Propellant
Usable Fire-Extinguisher
A standard Vanilla Fire-Extinguisher can now be equipped as a ranged weapon of sorts. Though it does no damage, it seems to confuse zombies (I didn't even add that part). The smoke it shoots also seems to put out fires.

USE CONTEXT MENU FUNCTION
- To use and revert back to Vanilla mode
- Fire extinguishers are not currently refillable
- Both modes have world models and can be placed on the ground. With the vanilla mode 'standing up' and the modded mode 'on its side with hose deployed'
Melee Weapon Overhaul
https://www.youtube.com/watch?v=Th3wtVCkoJA

Swinging Sectional (kinda animated)
- Nun-Chucks (craft only)
- Lock on a belt (craft only)
- Ball in a sock (craft only)

Thrown Mode
- Knives (new Throwing Knife & Ninja Star)
- Axes (can Throw some Vanilla and Britas Axes)
- Spears (can Throw crafted and Spartan Spear)

Variable Grip Modes or Retractable / Closable
- Butterfly Knife
- Karambit Knife
- ASP Expandable Baton
- PR24 Sidehandle Baton
- Monadnock Riot Baton
- Fireplace Poker
- Broad Axe
- Celtic Axe

More Chainsaws
- (3) kinds various sizes

Misc
- Re-Visited stats on everything
- Using nearest comparable weapon
- DingDong can demo


LightSabers are NOT included
- I decided that I will use them in another mod
- later
Weapon Attachment (Muzzle)
There are (6) categories of muzzle attachment :

SUPPRESSOR Primarily reduces sound level, and slightly mitigates recoil due to the added weight at the muzzle.

MUZZLE BRAKE generally have lateral or uniform ports to primarily reduce overall recoil. There is a slight accuracy bonus as a result of greatly reduced felt energy when firing.

COMPENSATOR generally have upward facing ports to primarily reduce muzzle-rise. This helps to stay on target with less shot to shot variation in sight picture. There is a slight recoil reduction from the redirection of muzzle energy, but not as much as a Muzzle Brake.

COMP/BRAKE COMBO generally have both lateral and upward facing ports to reduce both muzzle energy and rise. The result is moderate recoil reduction and moderate accuracy bonus.

LINEAR/COMP is basically a Brake with a non-ported jacket around it, designed to redirect muzzle energy away from the shooter to reduce the effects of muzzle flash and to some degree recoil and sound. Linear Comps will reduce sound by about 15-20%, mitigate flash, and slightly improve hit chance and recoil, but will NOT change the sound signature in-game because they are not designed for suppression as a primary function.

SHOTGUN CHOKE Primarily tightens the shot pattern / reduces spread thereby increasing damage. This also slightly increases effective range.
** individual Choke items can be combined into a set for multi-barrel shotguns **


Suppressor
- Pistol Suppressor
- Pistol (Socom)
- Pistol (MK-3)
- Pistol (NorthStar)

- Rifle Suppressor
- Rifle (PBS1)
- Rifle (PBS4)

- 50BMG Suppressor
- 50BMG (ROME)

- Shotgun Suppressor

- Improvised (Soda Bottle)
- Improvised (Oil Filter)

Compensator
- Strike Industries Compensator
- CZ Compensator

Muzzle Brake
- Muzzle Brake

Comp/Brake Combo
- DK1 Brake
- DK2 Brake

Linear Comp/Brake
- Noveske Linear Comp

Shotgun Choke
- Full Choke
- Full Choke Set (for multi-barrel)

EFFECTS ON SOUND SIGNATURE OF MUZZLE DEVICES :
- Designed for suppression will significantly change the muzzle report, reducing overall sound level heard.
- Designed to re-direct muzzle energy will exhibit a changed but similar sound signature that might be described as 'more thumpy'. This is a result of the muzzle energy being interrupted / redirected instead of freely exiting forward. The difference is subtle but present.
Weapon Attachment (Light / Laser)
Weapon Mounted Lights have various specs in terms of brightness, illumination distance (throw), flood light brightness, and run-time.

DIFFERENT WEAPON LIGHT SPECIFICATIONS
- Large weapon light, has the longest range and brightness when aimed, which is ideal for spotting far targets in the dark, but its focused beam is not the best for indirect illumination.
- Small weapon light, has better indirect (non-aimed) illumination which can be more ideal for close range combat and seeing what is nearby.
- The other weapon lights are somewhere in between

WEAPON LIGHTS / LASERS BATTERY CHARGE
Both Lights and Lasers require charging from a standard PZ green battery.

An Option allows configuration of overall run-time by changing a drain rate multiplier.

A weapon light or laser can be charged when detached or attached to a firearm.
- From the inventory window, right click on the battery you with to use, and select the item you want to charge.
- The charge level will be indicated in GREEN on both ToolTips and GunFighter INFO window

AUTO LASER TOGGLE
can be configured thru the options to :
- Toggle Laser on automatically when aiming
- This will ensure that laser bonus is always applied
- But will probably drain the battery faster

MANUAL LASER TOGGLE
- Uses the same hot-key as Weapon Light
- But must be pressed while aiming
Weapon Attachment (Grenade Launcher)
Grenade Launchers Attachments (non-stand-alone)
- GP-25 (Soviet)
- M203 (USA)

Currently, all the rifles which can accept a grenade attachment can use BOTH. This may or may not change in the future.

EXPANDED Grenade Launcher Attachment Compatibility
MCX_Spear; MCX_Virtus; MCX_VirtusPatrol; MCX_Socom;
M16A1; M16A2; M16A3; M4; M4A1;
Bush_AR15_MOE; Bush_XM15; Bush_XM15_Custom;
M723; XM117; H416; AR18; AR18_Fold;
AR57_PDW; AR57_PDW_Fold; AR57_PDW_Long;
LVOA_C; ColtM16; M16Tape; M16Wood;
AK47; AKM; AK103; AK74; AN94;
AK12; AK12_Fold; AK12_New;
AKM_Gold; AKM_Custom; AK74_Custom; AK308; RPK74;
G36; G36C; G36KV; G36_Fold; G36C_Fold; G36KV_Fold;
SCARL; SCARH; SCAR20; SCAR_B; Shrike;
K2C1_PH; K1DEV; K2_C1; K2_1; K2_203; DR_200;
K2_ADVK2; K2_Grunt; K1A_DEV; K1A_DEV_Fold; K1_1; K1_1_Fold;
KAC_M203; AssaultRifle,

(w/M203 equipped in hand, GunFighter Info Window shows compatible guns)

GRENADE TYPES
- High Explosive
- Incendiary

Toggle using [Compatible Ammo-Type] Hot-Key.
The Launcher MUST be empty before changing ammo type


To use the Grenade Launcher on a weapon it is attached on
- Press the [AmmoType hot-key]

To return to Primary (Firearm) mode
- Press the [Melee hot-key]

To set Trajectory
Game Pad users have no aiming cursor with which to control the distance of launched weapons. So a [Trajectory hot-key] is available to set launcher range (Close - Medium - Far)


STAT AUGMENTATION
While adding a Grenade Launcher to a rifle can be a force multiplier allowing a weapon system to kill small hoards quickly, the large bulky additional weight has a negative effect on the balance and point-ability of it's host. Though weight in general mitigates recoil reducing muzzle rise, a Grenade Launcher attachment will reduce overall accuracy.

Weapon Attachment (Bipod)
Bipods were cosmetic for the longest time, but they have been made [Semi-Implemented]. By that, I mean there is no prone or crouch or use-support (like window ledge) so Bipods cannot really be implemented as they should.

However, I did make them able to Fold and Deploy using the [Bipod hot-key] once attached to a Rifle. A very small stat change for each mode is also applied to give them some purpose.

The rest will be left to imagination until something better is implemented.

Weapons with integral Bipods can also be deployed / folded using the same Bipod hot-key
Weapon Attachment (Fore Grip)
Fore-Grip attachments improve aim time and reduce recoil slightly.

Certain firearms have Integral folding Grips which can be deployed / folded using the [Bipod hot-key]
Weapon Attachment (Custom Grips)
https://www.youtube.com/watch?v=iua8gNIvms8

Since Handguns do not use the Recoil Pad attachment slot, I added a whole bunch of custom grips of various material and style / pattern / color. This is purely cosmetic, and currently does not give any bonuses or penalties so far as stats go.
Weapon Attachment (Bayonet)
Bayonets can be attached to certain firearms which have a [Melee-Mode]. While in Melee-Mode, a rifle swinging attack will do minimal damage. However, adding a Bayonet will improve damage, and change the swing sound of the attack.

There are currently (4) Bayonet types
Some Rifles can only use (1) type
Some Rifles can use multiple types

To see which Firearms a Bayonet (or any attachment) can be attached to :
- Equip the Attachment in Primary Hand
- Press GunFighter Info Window hot-key

The entire list of weapons (which can be very long for some parts) will be displayed.

Though Bayonets when deployed can make switching to more effective Melee mode faster, there is an accuracy penalty when firing with a Bayonet attached or deployed due to its affect on barrel harmonics and overall weapon balance.

The significant added Length, also increases minimum range slightly which means if a target is closer than the minimum range, a core game penalty is applied because the weapon cannot effectively be used at those close distances.

As with any additional weight to the muzzle, Bayonets will reduce muzzle rise from recoil slightly, however, the significantly extended overall length of the weapon makes aiming slightly slower
Weapon Attachment (Optic) and Night Vision
https://www.youtube.com/watch?v=09CskKRL-3M

WEAPON MOUNTED NIGHT VISION
Similar to in-game setting of Toggling Laser Sights, Night Vision mounted on a weapon can be set to Automatically activate when Aiming

TO SET MODE IN-GAME
- Press the Weapon Mounted NV hot-key while NOT aiming

TO MANUALLY ACTIVATE NV
- Press the Weapon Mounted NV hot-key while aiming
Weapon Attachment (Frame Mounted Optic Mount)
So with the addition of the Frame Mounted Optic Mount Attachment, there exists the possibility to end up with weird visuals where a Slide Mounted RMR is slamming into the mount.

Currently, the Frame Mounted Rail is cosmetic... and occupies an un-used (by pistols) 'sling' slot. I wanted to be able to build 'Race Guns' which use frame mounted rails. And did the visual part. There is currently no mechanic that requires the optic to be mounted specifically to the frame mount to be used on a handgun.... Its all still cosmetic. (tho it does add a bit of weight)

So in a nutshell don't use RMR's with the CZ Optic Mount :
- Trijicon RMR
- Trijicon SRO
- Ghost Ring
Skill Requirements
In addition to learning the from a SkillBook, some crafted items require pre-requisite skills to unlock the recipe. The following are the skill requirements in addition to learning them from each SkillBook :

Boy Scout Handbook
Craft Torch [1] Woodwork

First Blood - John Rambo Book
Crafting Arrows [2] Woodwork
Crafting Bolts [3] Woodwork

Be Like Water - Bruce Lee Book
Crafting Metal Nun-Chucks [4] MetalWelding
Crafting Wood / Polymer Nun-Chucks [2] Woodwork

Armalite / Kalashnikov / Heckler&Koch / FNHerstal Books
Install Trigger Group... TBD currently none
Remove Trigger Group... TBD currently none

*** Glock Switches can currently be installed without skill / reading ***
*** Because they are genuine vanilla-pattern visible attachments ***

Lyman 49th Reloading Manual
Crafting Ammo... TBD currently none
Reloading / Crafting Ammunition / Spent Casings
COMPONENTS NEEDED TO MAKE AMMUNITION
- Empty Shell or Casing (of the type req by ammo type)
- Primer (in the type req by ammo type)
- Powder (in the amount req by ammo type)
- Projectile (in the size req by ammo type)

CRAFTING AMMUNITION
Is carried out with a Reloading Press Item found in locations where weapons spawn, and also in private (residential) garages throughout the map. They are Rare, but finding one should not be impossible if you keep looking.

- Find and Read the skill book called Lyman 49th edition Reloading Manual
- Place the Reloading Press on a suitable counter or table
- Have the proper combination of components in your inventory
- Using context menu, select the Ammo Type you wish to craft.

INCREASE EFFICIENCY
- Place ALL the components in the Reloading Press
- This will make each process much faster
- Scrapping takes less time than Reloading
- Larger Cartridge types take more time to Reload

For more info on Reloading / Crafting Ammo see video link :
https://www.youtube.com/watch?v=c5ZrQ1jxBU8
Spent Shell Ejection and Mitigating Excessive Item Count
EXCESSIVE ITEMS DROPPED BY ENABLING EJECTED BRASS
A significant side effect of having Spent Casings Eject every time a Firearm is fired, is that eventually the spent casing items on the ground may accumulate to a degree which affects game performance.

Following are methods to mitigate this issue :

SET EJECT SPENT CASING OPTION LOWER - In reality, 100% of spent casings are rarely ever recovered, and even if they are, some are not even usable for one reason or another. I reload ammo IRL, and even after diligently searching for my brass, I often come back with maybe 80%... or less if I'm moving around alot.

SET EJECT SPENT CASING TO INVENTORY OPTION - This will cause spent casings to go into your inventory instead of the ground. This is not realistic at all, but will prevent any ground accumulation from occurring.

ADD SPENT CASING ITEMS TO THE WorldItemRemovalList
This is done from the Sandbox settings screen, and will cause any item on the list to be removed from the Ground after the specified time has elapsed. It is important to note, that you must also NOT be in the area for this to occur.

Apparently, there is a character Limit to the world item removal list
I removed all the spaces between items to allow more room in the list. A work-around to the Character Limit is to copy one huge paste list with NO SPACES, then paste into the World Item Removal Field in the sandbox settings.... This seems to bypass the limit...

Some observations about the World Item Removal System:
- PLACED items are not removed... Only DROPPED items.
- You have to leave the area for the items to be cleaned by the system. (not sure how far)
- The Specified amount of time must elapse before items are cleaned by the system.
- Altering the list with Change Sandbox setting Mods seems to work fine.

WORLD ITEM REMOVAL PASTE LIST - SPENT SHELLS / CASINGS
Base.Brass22,Base.Brass57,Base.Brass380,Base.Brass9,Base.Brass38,Base.Brass357,Base.Brass45,Base.Brass45LC,Base.Brass44,Base.Brass4570,Base.Brass50MAG,Base.Brass223,Base.Brass556,Base.Brass545x39,Base.Brass762x39.Brass9x39,Base.Brass308,Base.Brass762x51,Base.Brass762x54r,Base.Brass3006,Base.Brass50BMG,Base.Hull410g,Base.Hull20g,Base.Hull12g,Base.Hull10g,Base.Hull4g

** NO COMMA AFTER LAST ENTRY **
You can also remove Archery / Other Projectiles that land on the ground. Don't forget the comma between the last entry (above) and any new items you add to the list.

WORLD ITEM REMOVAL PASTE LIST - OTHER PROJECTILES
Base.BB177,Base.PB68,Base.SlingShotAmmo_Rock,Base.SlingShotAmmo_Marble,Base.Arrow_Fiberglass,Base.Arrow_Fiberglass_Broken,Base.Bolt_Bear,Base.Bolt_Bear_Broken

WORLD ITEM REMOVAL PASTE LIST - CCW / GUN CASES
Base.CCW_Purse_22,Base.CCW_Purse_380,Base.CCW_Purse_9,Base.CCW_Purse_357,Base.CCW_Purse_45_1,Base.CCW_Purse_45_2,Base.CCW_FannyPack_22,Base.CCW_FannyPack_380,Base.CCW_FannyPack_9,Base.CCW_FannyPack_357,Base.CCW_FannyPack_45_1,Base.CCW_FannyPack_45_2,Base.Case_Small1,Base.Case_Small2,Base.Case_Small3,Base.Case_Small4,Base.Case_Small5,Base.Case_Small6,Base.Case_Small7,Base.Case_Small8,Base.Case_Medium1,Base.Case_Medium2,Base.Case_Medium3,Base.Case_Medium4,Base.Case_Medium5,Base.Case_Medium6,Base.Case_Large1,Base.Case_Large2,Base.Case_Large3,Base.Case_Large4,Base.Case_Large5,Base.Case_Large6,Base.Case_Large7,Base.Case_Large8,Base.Case_Large9,Base.Case_Cute,Base.Case_Police,Base.Bag_Police,Base.Case_Heavy1,Base.Case_Heavy2,Base.Case_Heavy3,Base.Case_Heavy4

WORLD ITEM REMOVAL PASTE LIST - AMMO CANISTERS
Base.AmmoCan30_22,Base.AmmoCan30_57,Base.AmmoCan30_380,Base.AmmoCan30_9,Base.AmmoCan30_38,Base.AmmoCan30_357,Base.AmmoCan30_45,Base.AmmoCan30_45LC,Base.AmmoCan30_44,Base.AmmoCan30_4570,Base.AmmoCan30_50MAG,Base.AmmoCan30_MIX,Base.AmmoCan50_EMPTY,Base.AmmoCan50_223,Base.AmmoCan50_556,Base.AmmoCan50_545x39,Base.AmmoCan50_762x39,AmmoCan50_9x39,Base.AmmoCan50_308,Base.AmmoCan50_762x54r,Base.AmmoCan50_3006,Base.AmmoCan50_50,Base.AmmoCan50_410,Base.AmmoCan50_20,Base.AmmoCan50_12,Base.AmmoCan50_10,Base.AmmoCan50_4,Base.AmmoCan50_MIX,Base.AmmoCan50_HE, Base.AmmoCan50_INC,Base.AmmoCan50_ROCKET

WORLD ITEM REMOVAL PASTE LIST - POLY CANISTERS
Base.PolyCan_Red_SPASClip,Base.PolyCan_Red_12gDrum,Base.PolyCan_Red_38Speed,Base.PolyCan_Red_44Speed,Base.PolyCan_Blue_9mmSSClip,Base.PolyCan_Blue_9mmSSExtClip,Base.PolyCan_Blue_9mmClip,Base.PolyCan_Blue_9mmExtClip,Base.PolyCan_Blue_9mmDrum,Base.PolyCan_Blue_45DSClip,Base.PolyCan_Blue_45DSExtClip,Base.PolyCan_Blue_45Clip,Base.PolyCan_Blue_45ExtClip,Base.PolyCan_Blue_45Drum,Base.PolyCan_Brown_556Clip,Base.PolyCan_Brown_556Drum,Base.PolyCan_Brown_AKClip,Base.PolyCan_Brown_762Drum,Base.PolyCan_Brown_545StdClip,Base.PolyCan_Brown_545Drum,Base.PolyCan_Beige_308StdClip,Base.PolyCan_Beige_308ExtClip,Base.PolyCan_Beige_BMG,Base.PolyCan_Beige_K11,Base.PolyCan_Beige_SVDClip,Base.PolyCan_Beige_M1Clip,Base.PolyCan_Beige_SKSClip,Base.PolyCan_Beige_1903Clip

WORLD ITEM REMOVAL PASTE LIST - VANILLA TRASH, ETC
Base.RippedSheets,Base.RippedSheetsDirty,Base.Battery,Base.WaterBottleEmpty,Base.PopBottleEmpty,Base.UnusableWood,Base.UnusableMetal,Base.LightBulb,Base.Twigs,Base.BandageDirty,Base.LeatherStripsDirty,Base.DenimStripsDirty,Base.BeerCanEmpty,Base.PopEmpty,Base.Pop2Empty,Base.Pop3Empty,Base.TinCanEmpty

** WORLD ITEM REMOVAL DOES NOT CARE IF THERE ARE ITEMS IN CONTAINERS **
** IF YOU ADD TO THE LIST, INSERT COMMA BETWEEN PASTE LISTS**
** NO COMMA AFTER LAST ENTRY **

For example, if you leave 100 cases on the ground, and hang around for the specified amount of time, they will not be removed by the game until you leave and return.

USE 'BAG SPENT CASING' FUNCTION - This will combine piles of brass in certain denominations (by type) into a single item "Bag of XXX Shell Casing". If you are hoarding components for reloading later, it is important to use this function to keep things at your base running smoothly.
BAGS OF SPENT CASES (AMOUNTS)
57x28 - 1000
380ACP - 1000
9x19mm - 1000
38SPC -1000
357MAG - 1000
45ACP - 1000
44MAG - 1000
45LC - 1000
50MAG - 500

22LR - 2000
45-70 - 500
223REM - 500
556x45mm - 500
9x39mm - 500
545x39mm - 500
762x39mm - 500
308WIN - 500
30-06 - 500
762x54r - 500
50BMG - 250

Hull 4g - 100
Hull 20g - 250
Hull 12g - 250
Hull 20g - 250

ALSO IMPORTANT... Excessive amounts of inventory will also lag your game. Not just those on the ground. So if you have 5000 shell casings in your primary inventory, put them in a pack or container and things will improve. This applies to ANY item type... not just shell casings...
New Weapons (Personal Favorites)
- I'm still learning modeling, texturing, and the artistic side of things, and added some of my own work for this update. These are some of my favorite firearms which I chose to create or re-make in order to further enable the mechanical moving parts which this mod now allows.

The Arsenal[26] SKS has to be my all time favorite rifle. In terms of survival, its the perfect design.
- Rugged and Reliable
- Can be loaded (3) different ways
- Milled Steel receiver
- Piston driven Bolt
- Simple to take-down and maintain
- Requires no tools to field strip
- Has folding Bayonet
- Well Balanced

I also admire Pistol Caliber Carbines in general. They use inexpensive, space saving, abundant pistol caliber ammunition, in a carbine length barrel. This combination is amazing to shoot
- Low recoil to larger weapon weight
- Achieves greater muzzle velocity from same ammunition
- Rifle platform improves accuracy
- Can put more shots on target, faster than larger caliber rifles
- Can be configured to accept a wide range of magazine brands

I prefer CZ Pistols over anything else available today. They are Steel Framed, heavy handguns which mitigate recoil naturally extremely well. The slides engage the entire length of the frame in a reverse groove which results in greater contact area than typical slide to frame geometry. This makes the CZ-75 supremely accurate by any handgun standards.

















































KelTec weapons have always been interesting to me, as they are a departure from the normal and have some very logical design features.
- Common magazine compatibility is often found on KelTec Rifles, which is commendable because everyone hates proprietary mags right ?
- Ambidextrous controls are usually standard
- Rails where needed are usually standard
- Simple / purposeful design style and lines
The Only thing that may not be a design strength in KelTec Firearms might be Robustness. They do not appear overly built in terms of the ability to last for generations, the way a Steel Framed Firearm can.

HI-POINT weapons are not a favorite of mine, but I know they are vastly popular because of their extremely affordable price-point, and therefore would be very common in the game's setting. A quick search on YouTube will show you what I mean. There is definitely something to be said about a Firearm that can reliably shoot, and keep shooting without fail.... for $200



I re-made the GP100 model as well, giving it the distinctive features it's known for. More on this later.
Troubleshooting
Most issues that occur when using this mod, can be avoided or more easily solved if you DO NOT ENABLE MASSIVE BATCHES OF MODS AT THE SAME TIME... You should NEVER try to launch a server or any game session by JAMMING IN 200 MODS, and expecting it to work at all... Instead, do it one or just a few at a time, to make sure they work together... Then Proceed when you know they do.... Because if they don't, you've got it narrowed down to the last ones added.... and not a giant list.

The little RED BOX error message... Each time that pops up, means :
- There is a LUA error. Something is not working right or being stopped.
- To find out what that is, navigate to : [c:/users/user/Zomboid] folder
- Open the file named [console.txt]
- Go to the [END] of the log file
- Search [UPWARDS] for the words ["STACK TRACE"]

This will reveal to you the last errors to occur in the last session you played. This is the information that will lead you to the cause of the problem. Because you can see the Lua File (and the line#) which caused the problem. If you can determine which mod contains that Lua file, then you know where to start troubleshooting.

Hijacked ModID (mods that are using the same mod ID) will obviously cause issues. Check your mod lists/collections to ensure this is not the case.

The Mod is too OP, too many (insert whatever) - U can literally set things to almost never spawn. Default settings are not going to be what you or anyone else for that matter thinks is ideal. That's why they are adjustable.

The Mod is too OP, weapons are too powerful - U can literally set options to decrease and increase the damage of melee, firearm, and archery weapons to change the entire balance of those weapon categories in the game.

MP Options are all messed up - Do NOT run any Server_Settings override mod. Version [2.0] no longer uses ModOptions for Multi-Player at all. It will use the Core Game Sandbox settings when you setup the (Server / Host). This is a more ideal method to play MP, as server operators will have better control of the environment.

SP Options are all messed up - Make sure you are not loading any Server Setting mod that will be overriding your settings. In fact, when using this [2.0] update, un-sub any and all server setting mods, because they are now obsolete (see above).

Issues with Shooting - Ensure you are NOT running ANY mod which changes the RATE OF FIRE in the game. We did this first, and other mods have followed suit, however... Other mods will change the way this mod is trying to do it and muck things up.

Errors when Shooting - Using a mod that overrides Reloading LUA that is modded by this mod will probably cause that.

Gun Not Comsuming Ammo - Using a mod that overrides Rate of Fire code that already exists in this mod will probably do that.

Be advised... Some individual gun mods contain ROF code and will likely interfere with this mod.

No Shot Sounds - Ghost / Invisible mode nullifies sound by the Core Game. Also, certain mods will cause sounds to not work. Find which mod in your list is causing it, and disable it.

No Icons - One of the (2) required mods which contain assets is not loading

Game Stuck Initializing - Let it finish, MP when loading for the first time RE-DOWNLOADS mods into another folder which can take a long time.
https://www.youtube.com/watch?v=Pwsm4wivICw

Suppressors Don't Work - You are running another mod which is interfering with the suppression code in this mod. You cannot run (2) mods that try to do the same thing, as one or both will not work properly

No items from Britas Mod - All items will indicate as 'GunFighter mod' because that is where the script is. That's just the way the Core Game reads that info.

Can't Reload - Some mods which mod the same files as this mod will override the reloading code needed for some weapons to work. Check your mod list, and try without other mods which also affect weapons.

Missing File, Game not loading - Update ALL your Client and Server mods. In fact, go ahead and DELETE them all, and re-download and enable just to make sure.

Models or Textures are not rendering - Restart game (not just save) some assets load on Game Start, and enabling a mod may not load them in some instances. Also, as mentioned above, if you have ANY instance of a mod with the same ModID located in your local c:/users/user/Zomboid/mods folder it will prevent the workshop mod from loading. Check to ensure you do not have another mod located anywhere using the same ModID(s) as our mods.... ie, modpack... server_setting mod...

If you are installing the mod(s) on a server, see the common issues section at the beginning of this guide... You should basically DELETE all old instances of the mod(s) and re-upload them... at least that is what I understand to be the best practice from other posts in general.

I Can't Melee from a vehicle - Core Game removed that (see link)
https://steamcommunity.com/app/108600/discussions/0/3482997257339696697/

Giant Mod List is not working right - To be expected, Mods not only mod the game, but can and do often end up modding each other. Which results in all sorts of things not working right. Cull your mod list, understand what each mod you choose actually does. Do NOT use multiple mods which are trying to do the same thing. This is pretty basic.

Nothing is Spawning - Some very old mods like 'Tarot Cards' which is using the old method of distribution will basically prevent other mods from adding distribution that are loading after it.

Military Items not showing up - Some old maps may not be using the correct location names (because they may not have been available when the map was made). Military items in this mod spawn in ARMY locations. Understand this, even the Vanilla Map has issues with location names, such as Locker room Lockers not behaving as they should in Police locations.

Can't Attach Upgrades - Attachment system does not use crafting menu... Goto [Inventory] menu, Right Click [weapon], choose [Upgrade]... in order for the option to attach to appear you must have :
- Screwdriver (Core-game requirement)
- The compatible part (Not all parts work with all weapons)
- Available slot for part (Can't have 2 attachments in same slot)
- Weapon from THIS MOD.
- Attachment from THIS MOD. attachments are not cross mod compatible
- If set to other Mode(s) such as Melee or Launcher, return weapon to default mode.

Thanks to subscriber [Yukeli], for finding a mod incompatibility with "Realistic Durability", which prevents upgrades from attaching... That is likely because THAT mod is written for v40. Keep in mind, the workshop is FULL of mods that are only for older versions of PZ that will cause all sorts of issues. So check your mod lists.

If no "Upgrade" options appears when you click the weapon on the inventory menu, try disabling other mods that may be conflicting.

Errors when charging Weapon Lights
This is most likely due to the use of SERVER_SETTING override mods which should not be used with GunFighter [2.0] since it has expanded options from the last public update. Using an OLD set of server_setting mod options will deny the mod of the new settings it needs to run right. I know this is not being understood, even though i've repeated this about 6-8 times through out this guide at the very beginning. Discontinue use of all server_setting mods.... go to the options screen, make your changes, and click apply... This will get you sorted out for single player.... for Multi-player, the host (or server) has control of options via sandbox settings only... But still, probably a good idea to NOT run any server settings mods from here on out.
Troubleshooting - 2
So I guess there is a character limit per page...

MINIGUN not hitting Miniguns are Extremely hard to use, as they are designed to be a mounted / fixed weapon. That said, it will experience extreme recoil when firing which affects accuracy. Higher level aiming skill will allow you to control this better, though you will never get the accuracy of a weapon designed to be fired from the shoulder. Lower aim skill players should fire short bursts.

*** NOTE *** The Fixed Heavy Machinegun in the mod, which requires tripod deployment prior to firing is much more forgiving in terms of accuracy for this reason.

If you are running the old GunFighter mod, then the fixes applied to this weapon will not be applied. DO NOT RUN BOTH LEGACY AND [2.0] versions of GunFighter... I'm not sure why, but I see some ppl loading both despite the Top of this guide advising not to.

Magazines are being duped when I reload w/mags from a backpack I read this report, and was unable to replicate it... I surmise that it is due to :
a) Running a mod which also modifies the reloading, inserting, timed action lua files (which would prevent this mod from running as intended)
b) Running a mod which affects inventory management in some way that causes the vanilla mechanic of retrieving items that are needed from backpacks when you press reload not to work.

There are alot of mods on the workshop that override parts of this mod... and its impossible for me to know what they all do. So by process of elimination, figure out which mod may be causing this issue to occur in your game.

SLINGSHOT cannot be added to belt slot This has been noted, and will be changed whenever the next update happens.

Cannot find Skill Books If you looked on the Magazine Racks in GunShops, etc. and checked Libraries and Bookstores, its entirely possible that another mod which also adds Books to the game is overriding the spawn entirely. You try to put GunFighter mod later in the mod load order, as this may allow it to insert book items after other mods do whatever they do. Certain OLDER mods, if using the OLD method of distribution can cause issues like this.
Closing Remarks
This Guide was created primarily to provide information to those who would seek it. Over the last couple years since starting this mod, we have come to the undeniable conclusion that Pinned Topics, FAQ Threads, and even the Mod Description and Screenshots section are not referred to.

The result is completely flooded discussion threads asking the same thing often directly above the very answer they're looking for, and comment sections to which no logical order or searchable method can be used to find answers to questions. To maintain something like that is not sustainable, and no one has time for that.

With that said, All Comment Sections will be CLOSED, and we leave you with the information contained in this guide to hopefully answer questions you may have. Along with the multitude of ToolTips injected into the Mod itself accessible in-game.

This may be a more ideal location for info since it has a Table of Contents, and no Limit to size (that I can tell) as mod Description sections have.

Translation variables have also been added for most aspects of the mod.


CREDITS AND SPECIAL THANKS :
- DETOX... for helping and testing countless hours of sandbox settings mode
- Dr_Cox1911... for proof of concept examples for sandbox settings
- blxckdreadful... for helping others in the comments, giving me more time to get this out
- star... for his amazing ModOption mod
- BLUmountain... for expanded translation suggestions
- Sonov Belial (aka Robert), for bug reports, testing, and suggestions
- Ghul King, for MP confirmation and suggestions
- Ghost, BrianD, CharlieCanSurf, Joux... for Dedicated Server feedback
- koji ® | 故事... for visual nomenclature reports
- The following Mod Creators who's published work inspired aspects of this mod :
(Fenris Wolfe, Nolan Richie, TommySticks, Brita, djvirus, HansKaffe, Kitsume, Kit-Ty, HarryCheez, Hyzo, Venny, DETOX)


Peace.
Known Issues fixed and WIP being tested for next Update (Date...TBD)
General Issues
- Turning off CQB mode not using scope (range) bonus... it was experimental after all.
- Secondary Hand de-equipping non-weapon item... (re-re-reported by Monaqui)
- Error for non-public release function when attacking own zombie
- Emergency Reload button error when not holding gun
- Allow Muzzle Brake for rimfire, and BB guns
- Inject scaled Stopping Power Stat... maybe option controlled ?
- Display Category = Weapon.... when was this even needed ??
- Revolvers, BreakBarrel firearms adjusted Jam Chance

Weapon Issues
- OTS and VSS series will use 9x39mm ammo
- VZ58 Mini open model coords off from base model
- TR1... added to distro
- Coach (non-sawn) muzzle flash coord
- Rambo Knife...LongBlade not LargeBlade... whoops (good eye Josko!!!)
- Fixed OBR & C7 & C8 items names in distro
- Marlin 1894 (scope2, light, laser) Coords
- Custom M70 Bipod Coords
- Mini14 ForeGrip Coords (+forward)
- HK51k Integral Fixed Foregrip Tooltip (other guns too)
- MAS perma mags... (Josko again!!)
- LCP Laser Coords
- MCX_Socom Built in Suppressor (Added ToolTip)
- VZ61 Foregrip Coords
- OTS incorrect magtype
- OTS14 Groza grip too forward... Mag coords
- MP7/Jatimatic script item had to be renamed so NPCs can fold these stocks
- PKP SOV Optic location
- AKMS incorrect drum type
- L85A3 model has perma mag
- AK74 (Folded) stats not accounting for stock... exported missing data... OOPS!
- Commando - Standard mag will be visible when inserted... Ext mag angled fixed
- B&T(s) - Foregrip coords added to fix location issue
- Slingshot - Will be attachable to belt
- P220, m4506 - Will use single stack mags
- M14 - Correction for stripper clip (308StrClip)
- EAA 45ACP Variants = Drum coords fixed
- M50 Foregrip coords

- ALL AR, AK, and some HK, and other Firearms will be Updated for GunFighter Animated Firearm System.

- NEW AR, AK, HK variants which use GunFighter Animated Firearm System will be added

A few new attachments will be added to test GunFighter Mod AddOn system
- FRAM Oil Filter Suppressor






- Toyota TRD Oil Filter Suppressor








- CAT Diesel Oil Filter Suppressor






- Volvo PENTA Marine Oil Filter Suppressor






- AEK-999 Suppressor

- HK Grenade Launcher
- FN Grenade Launcher




- New Animated Weapon timing code that takes into account FPS to determine Delay for action to start, and remain-open time. This should improve visual effects across the board, since it will dynamically calculate based on current actual FPS, and not just capped value.

- Bayonets will be usable as Knife (non-attached / melee) and retain condition

- Attached Suppressors and Bayonets are given Condition stat so they degrade instead of sudden catastrophic failure as it is now. Optics and Lights will remain as they are, since they *DO* just stop working suddenly.

- Oil Filter Suppressors will be usable on Shotguns. This was a hard decision as shotguns are quite powerful. But I believe the balance here is that Oil Filter suppressors are basically disposable and generally do not last long on high recoil weapons (if Attachments Break on Fire is enabled).

- Animated Weapon Timing calculations based on current FPS is being tested. This will allow animated weapons to move more in synch with the player animation despite FPS settings, limitations, and fluctuations (from zooming, etc.)
Suppressor and Bayonet Condition (Not Applicable Until Next Update)
Suppressor and Bayonet attachments have Condition stat and can receive damage during use.

Choose the rate of damage using these options :
- Attachments Break on Melee
- Attachments Break on Fire

Both options can be set to [Never] which means attachments will not become damaged

The Break on Melee option affects when you use a firearm in Melee mode.
- Attached Suppressors are particularly susceptible to being damaged, as they are not meant to be struck against targets.
- Attached Bayonets on the other hand, will withstand more abuse as they are designed to be used that way.

The Break on Fire option affects when you a firearm is fired.
- Attached Suppressors will degrade as the firearm is fired, with Improvised Suppressors being more susceptible to damage compared to proper 'real' Suppressors.
- Attached Bayonets are not affected by the firearm being fired.

- Less powerful ammo calibers will have a lower chance of damaging any given Suppressor. So depending on the Ammo being fired, Suppressor durability in terms of shots fired before failure may vary.

At [100% Default] setting, Expect :
- Improvised Bottle Suppressors to last only a few rounds.
- Oil Filter Suppressors to last about a hundred rounds or so.
- Proper Suppressors to last a few thousand rounds.
Use Bayonets as Knife (Not Applicable Until Next Update)
Bayonets can be used as a Melee weapon by using the Inventory Window Context Menu.

Bayonet Condition is transferred when switching modes, and Bayonets can be damaged like any other melee weapon whether it is used as a Knife or attached to a Firearm (see above)
Crouched and Prone Shooting Support (Not Applicable Until Next Update)
Steam member lisola, did some foot-work, and applied my xml's to B O B C A T 's True Crouching mod... And we had the opportunity to work out some issues and get it working.

Steam member iLusioN, expanded the Crouch mod to allow for crawling... also applying my xml's to his rendition of the mod.

So I think its safe to say, that my xmls for compatibility with the above mods will be rolled into the fold along with some additional code to buff shooting while crouched to make it worth sacrificing speed and mobility for a more stable shooting posture.
Dynamic Scope Bonus (Not Applicable Until Next Update)
Having noticed an issue with toggling CQB... where it did not return scope bonus... I realized that I had some unfinished code that I finally finished.

Scopes will have a Dynamic affect in terms of Range Bonus when installed on different weapon types because certain weapons simply cannot benefit from magnification due their projectile ballistic coefficient :

- Firearm Weapons will receive the normal (stated) Scope Range Bonus.
- BB-Gun Weapons will receive moderately reduced Scope Range Bonus.
- ShotGun Weapons will receive significantly reduced Scope Range Bonus.
- Archery Weapons will receive severely reduced Scope Range Bonus.