part:weapon

Weapon

This part lets you customize your weapon, change its position, etc.

Most of the setting are the same as the Model part.

This part acts a bit like the weapon_class event, attaching other parts to it will only show them with the selected class.

This part can be found under:

You can easily find it by clicking on the sign and typing weapon.

  • Add the Weapon part to your outfit
  • Click on next to class and select the weapon that you want to customize

Weapon position can be changed by enabling override position.

Download: physgun_magic.txt

Any other part attached to the weapon will only appear when the selected weapon is active.

Download: weapon_props.txt

name

Custom name of the weapon that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts.

hide

Hides (disables) the weapon. All children are hidden as well.

override position

Allows modifying the weapon's position.

class

The weapon that you want to customize. Click on to select.

is explicit

Marks the weapon as explicit. Players using pac_hide_disturbing 1 won't be able to see it.

draw order

Display order of transparent objects (alpha below 1). Parts with higher draw order will appear in front of other parts. Only works for parts in the same group.

no draw

Makes the weapon invisible.

draw shadow

Makes the shadow under the weapon visible.

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translucent

ignore z

Ignores the depth buffer. Forces the weapon to render in front of other objects.

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color

Color of the model in R G B format in the 0 - 1 range. Values over 1 increase brightness.

material

Changes the material of the weapon. Click on to select. Custom materials and more advanced options are available through the :material: Material part.

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brightness

Brightness of the model.

no lighting

Disables lights/shadows on the model. Also known as fullbright.

no culling

Forces the model to show from both sides. Also known as double face.

invert

Inverts the normals of the model.

alpha

Visibility of the weapon. 1 means the weapon is fully visible, 0 means it's invisible.

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skin

Changes the skin (texturegroup) of a model. This option appears even if the model doesn't have any additional skins.

level of detail

Overrides the Level of Detail of the model. Higher number means lower model quality.

eye target name

Makes the eyes follow a specified model/bone. Type the name in or click on 1) to select.

no texture filtering

Disables texture filtering

blend mode

bone

The bone that the weapon is attached to. Click on 2) to select.

size

Overall size of the weapon.

Scales the collision hull and hitboxes as well.

scale

Scale of the weapon on each axis (X Y Z).

This only scales the visual model.

bone merge

legacy transform

aim part name

Aims the weapon at another part. Set angles to 0 0 0 for this to work properly.

position

Changes the position of the weapon on each axis (X Y Z).

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angles

Changes the angle of the weapon on each axis (X Y Z).

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eye angles

Aims the weapon at whatever you're looking at. Set angles to 0 0 0 for this to work properly.

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position offset

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angle offset

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aim part

Aims the weapon at another part. Set angles to 0 0 0 for this to work properly.

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parent

Parent of the weapon. Click on 3) to select.

This section only appears if the model has bodygroups that can be changed. All of the available bodygroups can be changed here.

This section allows you to change all of the submaterials on the model. Works with in-game materials (Click to select), materials created in PAC (type in the name of the material part), or texture links. Changing any material on this list disables the :material: material-override functionality.


1) , 2) , 3)
Right Click on to list all available options.
  • Last modified: 2 years ago
  • (external edit)