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Creating Weapons in RE:COM:

Creating Weapons in RE:COM

How to use the new tool system in RE:COM

  • You must name your weapon in client and server with the prefix _ (The client and server model must be named the same thing)
  • For example: _MCX
  • ToolType = "Gun"; -- Do not change this
  • StorageName = "_MCX"; -- Change this to the name of your weapon in client
  • Duplicate one of the tools inside StarterPack (Or where you keep your tools) and then change the StorageName to the name of your weapon in client
  • The tool name doesn't matter except it CANNOT be the same name as the one in client; this is why you have to name the client and server with the prefix

Creating New Weapons

  • Duplicate the template which can be found in "GunModels" then "Client" out of the folder and place it in the workspace
  • Move the gun model you want to turn into a weapon to where the template is
  • Ensure your model is correctly aligned with the template for animations to carry over smoothly
  • Pay special attention to aligning the Mag on the new model with the template; it should match closely for proper functionality. Grip alignment is less critical.
  • Once aligned, place your new model in the Model folder and delete the template model
  • Extract the Mag from your model and place it in the folder named Mag. Then, place the model inside the Base folder and delete the existing mag model.
  • Weld the Base to your new mag.
  • Proceed with setting up the rest of the gun as you would normally. If needed, perform any necessary posing corrections.
  • Bring the client model back into the workspace.
  • Select the Weapon folder, along with the Handle and AimPart. Move the weapon around relative to AnimRoot since it acts as the camera.

Tip: Make sure to test your new weapon in-game to ensure proper functionality and address any issues that may arise during gameplay.