Zee's Fatal Contact Weapons
A weapon pack for Arena that comes included by default.
arena-weapons
Arena's whole weapon set: its own weapon definitions (stats, ammunition, reloads, view and aim holds) and the models they wear, from Styloo's Guns Asset Pack, Polyy's two low-poly gun packs and a CC0 knife, all CC0, baked to the family's model contract (origin at the grip, muzzle toward -Z, metres). On zees-games; dot-cloud pack id gamemann/arena-weapons.
game-arena requires it: it registers this pack under plain ids (rifle, not aw_rifle) and runs them on this pack's own runtime (Aw*: rig, view model, world model, net, shot effects, art registry, ADS rules); it links no other weapon addon. A host that mixes packs (game-zombie-zone, game-playground) reads weapon_defs(), art_rows() and spawn_entries() and gets aw_-prefixed ids; role_art() still dresses a host's own weapons by role. Every stat is tunable per weapon in cfg/addons/arena_weapons/weapon/<id>.yml (dot-weapon's DotWeaponProfiles).
| Slot | Weapons (id: model) |
|---|---|
| 1 melee | knife |
| 2 sidearm | pistol, revolver, machine_pistol, derringer |
| 3 primary | smg, carbine, rifle, bullpup, battle_rifle, burst_rifle, shotgun (pump_shotgun), drum_shotgun, marksman, lmg |
| 4 heavy | sniper (sniper_rifle), minigun, launcher (rocket_launcher), quad_launcher, grenade_launcher, beamer (plasma_rifle), charge_rifle (rail_rifle) |
| 5 thrown | frag (frag_grenade), sticky (frag_grenade_alt) |
Equipment models shipped for a host's pickups and effects, with no weapon behind them yet: flash_grenade, smoke_grenade, incendiary_grenade, ammo_box, rocket_launcher_alt and four rounds.
The models use flat emission-style colour (the pack's own advice: not a metallic-roughness workflow), so they ignore scene lighting. The "emission version" is the one shipped.
Layout
addons/arena_weapons/: aw_weapon_pack.gd (AwWeaponPack, the weapon definitions), aw_weapon_art.gd (AwWeaponArt, the only file with a model name), spawn_provider.gd (AwSpawnProvider, the host contract), assets/models/*.glb. tools/bake_models.py (Blender) makes the models from the source packs' folders, tools/measure_sights.py measures the muzzle, sight point and aim hold that go in the table. examples/aw_selftest.tscn is the headless suite (./game.sh test).
Fire modes
Every automatic gun also fires semi, and the submachine guns, carbines and rifles burst as well, declared in fire_modes (first entry is the starting mode) and tunable per weapon in the profile. The host binds DotWeaponCommand.BUTTON_FIRE_MODE; a game plays the click (zee-dot-weapons ships three).
Credits
See CREDITS.md. The models are CC0 1.0; the code in this repository is MIT.
Utility grenade glue (API level 5)
AwUtilityZones is the server side of flash, smoke and incendiary grenades, driven by the host: call detonate(grenade, def) when one goes off and tick(delta) once per game tick. The game plugs its combat in through callables (victims, los built with AwUtilityZones.los_from_ray, damage), so friendly fire and armour stay the game's rules. It runs the fire zones, keeps AwBlindLedger (one capped end time per victim) and emits effect({fx, position, radius, seconds, victim}). On the client AwGrenadeFx.add_defs(catalogue) registers the dot-fx smoke, fire and blind defs and AwGrenadeFx.show(fx, tree, info, own_id) plays an effect; the cloud scenes fx/smoke_cloud.tscn and fx/fire_cloud.tscn ship in the addon (plain scenes with generated soft-sprite gradients, no art files, so nothing in the content pack changes); pass a folder as fx_dir only to override them. AwBlindLedger.strength(victim) and the strength of a blind event (0 to 1, distance and facing scaled) say how hard a flash hit, and AwGrenadeFx.show makes the screen flash that strong. Needs dot-fx linked.
Sounds (API level 7)
The pack ships no audio. Guns play dot-audio's CC0 weapon stock by sound class (sources, authors and licences in dot-audio's stock/CREDITS.md). AwSpawnProvider.sound_classes() gives each gun's class as plain data (lmg, the battle and burst rifles, marksman, carbine, derringer, machine pistol, drum shotgun, grenade launcher and charge rifle each have a recording of their own; prefixed ids included); the host feeds each pair to its weapon-sound table (AwWeaponSound.set_class). Reload, dry click and equip follow the class too. The authors and licences of every sound (KuraiWolf, Tabasco, Michel Baradari, cyklon698, celestialghost8, TAD, Zane Little Music, jc-sounds; all CC0 or CC-BY) are in dot-audio's stock/CREDITS.md, and are repeated in CREDITS.md.
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