I did some playing around but yah there was some limitation so i couldnt really do any true customization.
Visible Bullets (but they unfortunately explode)
Fire Arrows
Slingshot Grenades
Uzi Rocket Launcher
I remember spending an entire day trying to get multiple projectile effects to work only to find out then that a lot of the stuff was hardcoded. Can't wait till this changes so i can improve all these:
Quote: "If anyone could help me out I would love to make the explosions smaller and have a way to place this weapon on the map instead of only being able to start with it."
I plan on doing a tutorial for this. I was able to even create a spell book for the fireball spell. Its all mostly done via FPE.
You must create or copy your mesh of your gun and texture and BMP to the weapons folder. Make sure obviously it has a unique name. Or you could even create a folder within your Weapons folder in your entitybank. That works too.
An example of the FPE file I created for the spell book:
;Entity Spec
;Header
desc = Fire Spellbook
;AI
aimain = weapon.lua
;Spawn
spawnmax = 1
spawndelay = 5000
spawnqty = 1
;Itemproperties
defaultstatic = 0
materialindex = 3
collisionmode = 0
debrisshape = 0
explodable = 0
;Orientation
model = fire_spellbook.x
scale = 100
rotz = 90
texturepath =
textured = fire_spellbook_D.dds
reducetexture = -1
transparency = 1
isimmobile = 1
;Identity Details
isweapon = fantasy\STAFF
quantity = 1
speed = 100
;Decals
decalmax = 1
decal0 = glowred
Download Example
The part where it says isweapon = fantasy\STAFF is very important. Thats the field that tells the pick up what weapon to actually give the player. This is for folders within your "guns" folder within your "gamecore" folder. If you wanted your gun to be an UZI, you would use "modern\Uzi". If you have made a custom gun just have it point to your custom gun's folder instead.