I use Viewmodel Gun System from youtube
(By the way it is open-source)
So the problem is ammo refill is bug. When i hold q at ammo box, output says
and idk how to fix it
Code inside ammo box (server side)
local Players = game:GetService("Players")
local AmmoBox = script.Parent
local ProximityPrompt = AmmoBox.PromptAttachment.ProximityPrompt
local Enabled = true
--==================================================
--Setting
--==================================================
local Ammo = math.huge --Amount of Ammo to give. Set it to "math.huge" to refill the gun's ammo.
local GunToRefillAmmo = {
"M4A1",
--Add more gun here if you want
}
--==================================================
local function Enabler(Player)
if Enabled and Player then
local AmmoRefilled = false
for _, GunName in pairs(GunToRefillAmmo) do
local Tool = Player.Backpack:FindFirstChild(GunName) or Player.Character:FindFirstChild(GunName)
if Tool then
local GunScript = Tool:FindFirstChild("GunScript_Server")
local Setting = Tool:FindFirstChild("Setting")
local Module = require(Setting)
if GunScript and Setting then
local CanBeRefilled = false
for i, v in pairs(Module) do
if v then
if GunScript.Ammo.Value < i.MaxAmmo and (i.LimitedAmmoEnabled) then
AmmoRefilled = true
CanBeRefilled = true
local ChangedAmmo = (Ammo == math.huge or GunScript.Ammo.Value + Ammo >= i.Ammo) and i.MaxAmmo or (GunScript.Ammo.Value + Ammo)
GunScript.Ammo.Value = ChangedAmmo
end
if CanBeRefilled then
GunScript.Ammo.Value = 0
end
end
end
if CanBeRefilled then
local ChangeMagAndAmmo : RemoteEvent = GunScript:FindFirstChild("ChangeMagAndAmmo")
if ChangeMagAndAmmo then
ChangeMagAndAmmo:FireClient(Player, 30, 120)
end
end
end
end
end
if AmmoRefilled then
AmmoBox:Destroy()
end
end
end
ProximityPrompt.Triggered:Connect(Enabler)
and gun module (Inside gun)
--[[ Edited Version
====================================================================================================
Weapons and Tools Pack 2016's Gun by SuperEvilAzmil and edited by thienbao2109
Features:
- FilteringEnabled support
- Easy to edit with a bunch of settings
- No delays between Mouse Click and Gun Fire
====================================================================================================
]]
local Module = {
-- ====================
-- BASIC
-- A basic settings for the gun
-- ====================
Auto = true;
BaseDamage = 10;
FireRate = 0.07; --In second
ReloadTime = 3.1; --In second
AmmoPerMag = 31; --Put "math.huge" to make this gun has infinite ammo and never reload
Spread = 15; --In degree
Range = 5000; --The furthest distance the bullet can travel
HeadshotEnabled = true; --Enable the gun to do extra damage on headshot
HeadshotDamageMultiplier = 2.2;
EquipTime = 1; --In second
IdleAnimationID = nil; --Set to "nil" if you don't want to animate
IdleAnimationSpeed = 1;
FireAnimationID = nil; --Set to "nil" if you don't want to animate
FireAnimationSpeed = 0.6;
ReloadAnimationID = nil; --Set to "nil" if you don't want to animate
ReloadAnimationSpeed = 2;
EquippedAnimationID = nil; --Set to "nil" if you don't want to animate
EquippedAnimationSpeed = 1;
--Viewmodel
VMIdleAnimationID = 17710072334; --Set to "nil" if you don't want to animate
VMIdleAnimationSpeed = 1;
VMFireAnimationID = 17710080527; --Set to "nil" if you don't want to animate
VMFireAnimationSpeed = 1;
VMReloadAnimationID = 17710087662; --Set to "nil" if you don't want to animate
VMReloadAnimationSpeed = 1;
VMEquippedAnimationID = 17710095556; --Set to "nil" if you don't want to animate
VMEquippedAnimationSpeed = 1;
--Enable the user to play second animation. Useful for dual wield
SecondaryFireAnimationEnabled = false; --You need an animation ID in order to enable it
SecondaryFireAnimationID = nil; --Set to "nil" if you don't want to animate
SecondaryFireAnimationSpeed = 1;
--Viewmodel
VMSecondaryFireAnimationID = nil; --Set to "nil" if you don't want to animate
VMSecondaryFireAnimationSpeed = 1;
--Enable the user to play aim animations
AimAnimationsEnabled = false;
AimIdleAnimationID = 12742013083; --Set to "nil" if you don't want to animate
AimIdleAnimationSpeed = 1;
AimFireAnimationID = 12742016301; --Set to "nil" if you don't want to animate
AimFireAnimationSpeed = 1;
AimSecondaryFireAnimationID = nil; --Set to "nil" if you don't want to animate. NOTE: Make sure "SecondaryFireAnimation" setting is enabled
AimSecondaryFireAnimationSpeed = 1;
AutoReload = true; --Reload automatically when you run out of mag; disabling it will make you reload manually
-- ====================
-- SMOKE TRAIL
-- Emit smoke trail while firing. NOTE: This setting is only for client
-- ====================
SmokeTrailEnabled = false;
SmokeTrailRateIncrement = 1;
MaximumRate = 4; --Beyond this will return "CurrentRate" to 0 and emit smoke trail. NOTE: Last smoke trail will be terminated after this
MaximumTime = 1; --Maximum time that smoke trail won't be emitted
-- ====================
-- DAMAGE DROPOFF
-- Calculate how the damage of a single shot decreases when the target hit is at a distance away from the gun shot. NOTE: This setting won't apply with "ExplosiveEnabled"
-- ====================
DamageDropOffEnabled = false;
ZeroDamageDistance = 10000; --Anything hit at or beyond this distance will receive no damage; default is 10000
FullDamageDistance = 1000; --Maximum distance that shots will do full damage. Default is 1000 and anything hit beyond this distance will receive less and less damage as the distance nears "ZeroDamageDistance"
-- ====================
-- GORE VISUALIZER
-- Create gore effect when humanoid died
-- ====================
GoreEffectEnabled = false;
GoreSoundIDs = {1930359546};
GoreSoundPitchMin = 1; --Minimum pitch factor you will acquire
GoreSoundPitchMax = 1.5; --Maximum pitch factor you will acquire
GoreSoundVolume = 1;
FullyGibbedLimbChance = 50; --In percent
-- ====================
-- CRITICAL DAMAGE
-- Damage critically within its chance
-- ====================
CriticalDamageEnabled = false;
CriticalBaseChance = 5; --In percent
CriticalDamageMultiplier = 3;
-- ====================
-- FIRE SOUND EFFECTS
-- Special effects for fire sound
-- ====================
SilenceEffect = false; --Lower volume
EchoEffect = true; --Create echo effect from distance
LowAmmo = true; --Play sound when low ammo
RaisePitch = true; --"LowAmmo" only. The lower ammo is, the higher pitch will play
-- ====================
-- WALK SPEED REDUTION
-- Nerf chraracter's walk speed when equip the gun
-- ====================
WalkSpeedRedutionEnabled = false;
WalkSpeedRedution = 6;
-- ====================
-- INSPECT ANIMATION
-- Inspect the gun just to see how it looks
-- ====================
InspectAnimationEnabled = true;
InspectAnimationID = nil; --Set to "nil" if you don't want to animate
InspectAnimationSpeed = 1;
--Viewmodel
VMInspectAnimationID = 12749112234; --Set to "nil" if you don't want to animate
VMInspectAnimationSpeed = 1;
-- ====================
-- TACTICAL RELOAD ANIMATION
-- Reload the gun that has only fired a few rounds out of its magazine
-- ====================
TacticalReloadAnimationEnabled = false;
TacticalReloadAnimationID = nil; --Set to "nil" if you don't want to animate
TacticalReloadAnimationSpeed = 1;
TacticalReloadTime = 2.5;
--Viewmodel
VMTacticalReloadAnimationID = 12749115135; --Set to "nil" if you don't want to animate
VMTacticalReloadAnimationSpeed = 1;
-- ====================
-- HOLD DOWN ANIMATION
-- Character won't fire if hold down the gun
-- ====================
HoldDownEnabled = false;
HoldDownAnimationID = nil;
HoldDownAnimationSpeed = 0.5;
--Viewmodel
VMHoldDownAnimationID = nil;
VMHoldDownAnimationSpeed = 0.5;
-- ====================
-- BULLET HOLE VISUALIZER
-- Create a bullet hole when a bullet hit something but not character
-- ====================
BulletHoleEnabled = true;
BulletHoleSize = 0.5;
BulletHoleTexture = {2078626}; --You can insert more IDs
BulletHoleVisibleTime = 3; --In second
BulletHoleFadeTime = 1; --In second
PartColor = true; --Set to hit object color
-- ====================
-- HIT VISUALIZER
-- Create hit effect when a bullet hit something but not character(And hit sound, too)
-- ====================
HitEffectEnabled = true;
HitSoundIDs = {186809061, 186809249, 186809250, 186809252};
HitSoundPitchMin = 1; --Minimum pitch factor you will acquire
HitSoundPitchMax = 1.5; --Maximum pitch factor you will acquire
HitSoundVolume = 1;
CustomHitEffect = false; --Emits your custom hit effect. NOTE: If you this setting disabled, hit effect will set to default(material tracker included)
-- ====================
-- BLOOD VISUALIZER
-- Create blood when a bullet hit character(And hit character sound, too)
-- ====================
BloodEnabled = true;
HitCharSndIDs = {3802437008, 3802437361, 3802437696, 3802440043, 3802440388, 3802442962};
HitCharSndPitchMin = 1; --Minimum pitch factor you will acquire
HitCharSndPitchMax = 1; --Maximum pitch factor you will acquire
HitCharSndVolume = 1;
--Blood wound
BloodWoundEnabled = false;
BloodWoundSize = 0.5;
BloodWoundTexture = {2078626}; --You can insert more IDs
BloodWoundTextureColor = Color3.fromRGB(255, 0, 0);
BloodWoundVisibleTime = 3; --In second
BloodWoundFadeTime = 1; --In second
BloodWoundPartColor = true; --Set to hit object color
-- ====================
-- TWEEN SETTING
-- Part of ironsight and sniper aim
-- ====================
TweenLength = 0.1; --In second
EasingStyle = Enum.EasingStyle.Quad; --Linear, Sine, Back, Quad, Quart, Quint, Bounce or Elastic?
EasingDirection = Enum.EasingDirection.InOut; --In, Out or InOut?
-- ====================
-- TWEEN SETTING(NO AIM DOWN)
-- Part of ironsight and sniper aim
-- ====================
TweenLengthNAD = 0.1; --In second
EasingStyleNAD = Enum.EasingStyle.Quint; --Linear, Sine, Back, Quad, Quart, Quint, Bounce or Elastic?
EasingDirectionNAD = Enum.EasingDirection.Out; --In, Out or InOut?
-- ====================
-- BULLET WHIZZING SOUND
-- Create a sound when a bullet travelling through character
-- ====================
WhizSoundEnabled = true;
WhizSoundID = {3809084884, 3809085250, 3809085650, 3809085996, 3809086455};
WhizSoundVolume = 1;
WhizSoundPitchMin = 1; --Minimum pitch factor you will acquire
WhizSoundPitchMax = 1; --Maximum pitch factor you will acquire
WhizDistance = 25;
-- Make sure "CanMovePart" is enabled. Otherwise, it won't work
-- ====================
-- HITMARKER
-- Mark on somewhere when a bullet hit character
-- ====================
HitmarkerEnabled = true;
HitmarkerSoundID = {7172056822, 7172056822, 7172056822};
--Normal
HitmarkerColor = Color3.fromRGB(255, 255, 255);
HitmarkerFadeTime = 0.4;
HitmarkerSoundPitch = 1;
--Headshot
HitmarkerColorHS = Color3.fromRGB(255, 0, 0);
HitmarkerFadeTimeHS = 0.4;
HitmarkerSoundPitchHS = 1.4;
-- ====================
-- CROSSHAIR
-- A gun cursor
-- ====================
CrossSize = 7;
CrossExpansion = 100;
CrossSpeed = 15;
CrossDamper = 0.8;
-- ====================
-- MUZZLE
-- Create a muzzle flash when firing
-- ====================
MuzzleFlashEnabled = true;
MuzzleLightEnabled = true;
LightBrightness = 4;
LightColor = Color3.new(255/255, 283/255, 0/255);
LightRange = 15;
LightShadows = true;
VisibleTime = 0.01; --In second
-- ====================
-- BULLET SHELL EJECTION
-- Eject bullet shells when firing
-- ====================
BulletShellEnabled = true;
BulletShellDelay = 0;
BulletShellVelocity = 17;
BulletShellRotVelocity = 40;
ShellSize = Vector3.new(0.2, 0.2, 0.32); --Scale the part
AllowCollide = false; --If false, a bullet shell will go through any parts
ShellScale = Vector3.new(1.5, 1.5, 1.5); --Scale mesh
ShellMeshID = 95392019;
ShellTextureID = 95391833;
DisappearTime = 5; --In second
-- You can edit velocity by go to GunScript_Local, and scroll down until you see "function EjectShell(ShootingHandle)"
-- ====================
-- IRONSIGHT
-- Allow user to ironsighting
-- ====================
IronsightEnabled = true; --NOTE: If "SniperEnabled" is enabled, this setting is not work
FieldOfViewIS = 39;
MouseSensitiveIS = 0.5; --In percent
SpreadRedutionIS = 0.6; --In percent. NOTE: Must be the same value as "SpreadRedutionS"
CrossScaleIS = 0;
-- ====================
-- LIMITED AMMO
-- Make a gun has a limit ammo
-- ====================
LimitedAmmoEnabled = true;
Ammo = 120;
MaxAmmo = math.huge; --Put "math.huge" to allow user to carry unlimited ammo
-- ====================
-- SHOTGUN
-- Enable the gun to fire multiple bullet in one shot
-- ====================
ShotgunEnabled = false;
BulletPerShot = 8;
ShotgunPump = false; --Make user pumping like Shotgun after firing
ShotgunPumpinAnimationID = nil; --Set to "nil" if you don't want to animate
ShotgunPumpinAnimationSpeed = 1;
ShotgunPumpinSpeed = 0.5; --In second
--Viewmodel
VMShotgunPumpinAnimationID = nil; --Set to "nil" if you don't want to animate
VMShotgunPumpinAnimationSpeed = 1;
SecondaryShotgunPump = false; --Only for dual wield
SecondaryShotgunPumpinAnimationID = nil; --Set to "nil" if you don't want to animate
SecondaryShotgunPumpinAnimationSpeed = 1;
SecondaryShotgunPumpinSpeed = 0.5; --In second
--Viewmodel
VMSecondaryShotgunPumpinAnimationID = nil; --Set to "nil" if you don't want to animate
VMSecondaryShotgunPumpinAnimationSpeed = 1;
ShotgunReload = false; --Make user reloading like Shotgun, which user clipin shell one by one
ShotgunClipinAnimationID = nil; --Set to "nil" if you don't want to animate
ShotgunClipinAnimationSpeed = 1;
ShellClipinSpeed = 0.5; --In second
PreShotgunReload = false; --Make user pre-reloading before consecutive reload. NOTE: "ShotgunReload" must be enabled
PreShotgunReloadAnimationID = nil; --Set to "nil" if you don't want to animate
PreShotgunReloadAnimationSpeed = 1;
PreShotgunReloadSpeed = 0.5; --In second
--Viewmodel
VMShotgunClipinAnimationID = nil; --Set to "nil" if you don't want to animate
VMShotgunClipinAnimationSpeed = 1;
VMPreShotgunReloadAnimationID = nil; --Set to "nil" if you don't want to animate
VMPreShotgunReloadAnimationSpeed = 1;
ShotgunPattern = false;
SpreadPattern = { --{x, y}. This should be the same as "BulletPerShot"
-- inner 3
{0, -0.4};
{-0.35, 0.2};
{0.35, 0.2};
-- outer five
{0, 1};
{0.95, 0.31};
{0.59, -0.81};
{-0.59, -0.81};
{-0.95, 0.31};
};
-- How "ShotgunPump" works [Example 1]:
-- Fire a (shot)gun
-- >>>
-- After "FireRate", user will pump it, creates pumpin delay + "PumpSound"
-- How "ShotgunReload" works [Example 2]:
-- Play "ShotgunClipinAnimation" + Play "ShotgunClipin" Audio
-- >>>
-- Wait "ShellClipinSpeed" second(s)
-- >>>
-- Repeat "AmmoPerClip" - "Current Ammo" times
-- >>>
-- Play "ReloadAnimation" + Play "ReloadSound"
-- >>>
-- Wait "ReloadTime"
-- ====================
-- BURST FIRE
-- Enable the gun to do burst firing like Assault Rifle
-- ====================
BurstFireEnabled = false;
BulletPerBurst = 3;
BurstRate = 0.075; --In second
-- ====================
-- SELECTIVE FIRE
-- Enable the user to switch firemode. NOTE: The following settings: "Auto", "FireRate", "BurstFireEnabled", "BulletPerBurst", "BurstRate" and "ChargedShotAdvanceEnabled" will be disabled if "SelectiveFireEnabled" is enabled
-- ====================
SelectiveFireEnabled = false;
FireModes = {1, 2, 3, true}; --"true" is a boolean which uses for autofire, while integer is being used for burst counts
FireRates = {0.125, 0.5, 0.5, 0.1};
BurstRates = {0, 0.075, 0.075, 0};
FireModeTexts = {"SEMI-AUTO", "2-ROUND-BURST", "3-ROUND-BURST", "AUTO"};
SwitchTime = 0.25; --In second
SwitchAnimationID = nil; --Set to "nil" if you don't want to animate
SwitchAnimationSpeed = 1;
--Viewmodel
VMSwitchAnimationID = nil; --Set to "nil" if you don't want to animate
VMSwitchAnimationSpeed = 1;
-- The priority of firemode is from left to right
-- ====================
-- SNIPER
-- Enable user to use scope
-- ====================
SniperEnabled = false; --NOTE: If "IronsightEnabled" is enabled, this setting is not work
FieldOfViewS = 12.5;
MouseSensitiveS = 0.5; --In percent
SpreadRedutionS = 1; --In percent. NOTE: Must be the same value as "SpreadRedutionOS"
CrossScaleS = 0;
ScopeSensitive = 0.2;
ScopeDelay = 0;
ScopeKnockbackSpeed = 7;
ScopeKnockbackDamper = 0.65;
ScopeSwaySpeed = 10;
ScopeSwayDamper = 0.4;
-- You can edit knockback offset by go to GunScript_Local, and scroll down until you reach line 421 and 486
-- ====================
-- CAMERA RECOILING
-- Make user's camera recoiling when shooting
-- ====================
CameraRecoilingEnabled = true;
Recoil = 71;
AngleX_Min = 1; --In degree
AngleX_Max = 1; --In degree
AngleY_Min = 0; --In degree
AngleY_Max = 0; --In degree
AngleZ_Min = -1; --In degree
AngleZ_Max = 1; --In degree
Accuracy = 0.1; --In percent. For example: 0.5 is 50%
RecoilSpeed = 15;
RecoilDamper = 0.65;
RecoilRedution = 0.5; --In percent.
-- ====================
-- EXPLOSIVE
-- Make a bullet explosive so user can deal a damage to multiple enemy in single shot. NOTE: Explosion won't break joints
-- ====================
ExplosiveEnabled = false;
ExplosionSoundEnabled = true;
ExplosionSoundIDs = {163064102};
ExplosionSoundVolume = 1;
ExplosionSoundPitchMin = 1; --Minimum pitch factor you will acquire
ExplosionSoundPitchMax = 1.5; --Maximum pitch factor you will acquire
ExplosionRadius = 8;
DamageBasedOnDistance = false;
CustomExplosion = false;
ExplosionKnockback = false; --Enable the explosion to knockback player. Useful for rocket jumping
ExplosionKnockbackPower = 50;
ExplosionKnockbackMultiplierOnPlayer = 2;
ExplosionKnockbackMultiplierOnTarget = 2;
ExplosionCraterEnabled = true;
ExplosionCraterSize = 3;
ExplosionCraterTexture = {53875997}; --You can insert more IDs
ExplosionCraterVisibleTime = 3; --In second
ExplosionCraterFadeTime = 1; --In second
ExplosionCraterPartColor = false; --Set to hit object color
-- ====================
-- PROJECTILE VISUALIZER
-- Display a travelling projectile
-- ====================
BulletSpeed = 2000; --Studs/second
BulletAcceleration = Vector3.new(0, 0, 0); --The amount of force applied to the bullet in world space. Useful for wind effects
BulletColor = Color3.fromRGB(255,170,127);
BulletTexture = "rbxassetid://2650195052";
BulletSize = 0.4;
BulletBloom = 0.005;
BulletBrightness = 400;
BulletLifetime = 1;
WindSpeed = 10;
WindResistance = 1;
VisibleBullet = true; --Formerly known as "VisibleBeam"
BulletType = "None";
CanSpinPart = false;
SpinX = 3;
SpinY = 0;
SpinZ = 0;
-- ====================
-- CHARGED SHOT
-- Make a gun charging before firing. Useful for a gun like "Railgun" or "Laser Cannon"
-- ====================
ChargedShotEnabled = false;
ChargingTime = 1;
-- ====================
-- MINIGUN
-- Make a gun delay before/after firing
-- ====================
MinigunEnabled = false;
DelayBeforeFiring = 1;
DelayAfterFiring = 1;
MinigunRevUpAnimationID = nil;
MinigunRevUpAnimationSpeed = 1;
MinigunRevDownAnimationID = nil;
MinigunRevDownAnimationSpeed = 1;
--Viewmodel
VMMinigunRevUpAnimationID = nil;
VMMinigunRevUpAnimationSpeed = 1;
VMMinigunRevDownAnimationID = nil;
VMMinigunRevDownAnimationSpeed = 1;
-- ====================
-- MISCELLANEOUS
-- Etc. settings for the gun
-- ====================
Knockback = 0; --Setting above 0 will enabling the gun to push enemy back.
Lifesteal = 0; --In percent - Setting above 0 will allow user to steal enemy's health by dealing a damage to them.
FlamingBullet = false; --Enable the bullet to set enemy on fire. Its DPS and Duration can be edited inside "IgniteScript"
IgniteChance = 100;
FreezingBullet = false; --Enable the bullet to freeze enemy. Its Duration can be edited inside "IcifyScript"
IcifyChance = 100;
DualEnabled = false; --Enable the user to hold two guns instead one. In order to make this setting work, you must clone its Handle and name it to "Handle2". Enabling this setting will override Idle Animation ID.
PenetrationType = "HumanoidPenetration"; --2 types: "WallPenetration" and "HumanoidPenetration"
PenetrationDepth = 0; --"WallPenetration" only. This is how many studs a bullet can penetrate into a wall. So if penetration is 0.5 and the wall is 1 studs thick, the bullet won't come out the other side. NOTE: It doesn't work with "ExplosiveEnabled"
PenetrationAmount = 0; --"HumanoidPenetration" only. Setting above 0 will enabling the gun to penetrate up to XX victim(s). Cannot penetrate wall. NOTE: It doesn't work with "ExplosiveEnabled"
RicochetAmount = 0; --Setting above 0 will enabling the gun to bounce objects in amount of bounces. NOTE: This will disable "PenetrationDepth"
BounceElasticity = 1;
FrictionConstant = 0;
NoExplosionWhileBouncing = false; --Enable the bullet to be prevented from exploding on bounce. NOTE: "NoExplosionWhileBouncing" will be disabled after reaching 0 bounce
StopBouncingOnHitHumanoid = false; --Enable the bullet to be forced to stop bouncing after hitting humanoid
SuperRicochet = false; --Enable the bullet to bounce objects in countless bounces. NOTE: This doesn't affect "RicochetAmount" but won't remove bullet regardless of its limited amount of bounces
TouchEventOnTimeout = false; --Yield "ontouch" event after timing out (exceed maximum life time). Useful for a TF2 styled grenade launcher
SelfKnockback = false; --Enable the gun to knockback player. Useful for shotgun jumping
SelfKnockbackPower = 50;
SelfKnockbackMultiplier = 2;
SelfKnockbackRedution = 0.8;
ProjectileMotion = false; --Enable the gun to visible trajectory. Useful for projectile arc weapon
-- ====================
-- CHARGED SHOT ADVANCE
-- Unlike "ChargedShot", this advanced version will allow gun to charge by holding down input. NOTE: This setting will disable some features such as "Auto", "ChargedShot", "MinigunEnabled"
-- ====================
ChargedShotAdvanceEnabled = false;
AdvancedChargingTime = 5; --Known as Level3ChargingTime
Level1ChargingTime = 1;
Level2ChargingTime = 2;
ChargingSoundIncreasePitch = true;
ChargingSoundPitchRange = {1, 1.5};
ChargingAnimationEnabled = false; --You need an animation ID in order to enable it
ChargingAnimationID = nil; --Set to "nil" if you don't want to animate
ChargingAnimationSpeed = 1;
AimChargingAnimationID = nil; --Set to "nil" if you don't want to animate
AimChargingAnimationSpeed = 1;
ChargeAlterTable = {
};
-- ====================
-- END OF SETTING
-- ====================
}
return Module