From 6a753bfc7eca0bff43333ca0c03f3cd32d934adb Mon Sep 17 00:00:00 2001 From: XxFran10xX <318299142+XxFran10xX@users.noreply.github.com> Date: Thu, 12 Nov 2026 19:02:59 +0100 Subject: [PATCH 1/2] GunsAndGadgets: the arclock aims like any gun, the scope rises while right-click is held; skins scope key Co-Authored-By: Claude Opus 5.5 --- projects/GunsAndGadgets/operations.md | 24 ++++++++++++++++++------ 1 file changed, 18 insertions(+), 6 deletions(-) diff --git a/projects/GunsAndGadgets/operations.md b/projects/GunsAndGadgets/operations.md index e4e1d20..b8e9318 100644 --- a/projects/GunsAndGadgets/operations.md +++ b/projects/GunsAndGadgets/operations.md @@ -267,6 +267,12 @@ needs ServerAssets' `tfmc_guns` ItemsAdder pack folder, generated by plus `_` once the material is chosen. Blank shows each part's own `item`. - A skin's `ads` material is used for the aiming pose (default: its `aim`). +- A skin's `scope` key turns on a pose for a raised scope (see "Draw time and + aiming"): a forged skin then shows `_scope` on a spyglass. The + bundled `forged_rifle` has `scope: spyglass`; without the key a raised scope + shows the `_ads` model. Add the key only once the pack has + `tfmc_guns:rifle_scope`, or the raised scope has no model. An existing + `skins.yml` is never rewritten, so a live server needs the key added by hand. Sound and effect keys: @@ -308,13 +314,19 @@ a loaded, drawn gun raises it: - walking slows by `slow` (0 to 0.9), which also narrows the field of view. Players with FOV effects off get only the slowdown. -A gun with a `scoped` part (the arclock) becomes a spyglass while aimed: hold -right-click to look through it, then release to fire. The release fires only +A gun with a `scoped` part (the arclock) aims like any other gun. While aimed, +holding right-click raises the scope: the gun becomes a spyglass, and the +client's repeated click starts looking through it about 0.2 s after the press. +Releasing fires. The release fires only after `aiming.scope-settle-seconds` (0.6 in the bundled config; 0, at once, when -left out); an earlier release lowers the -scope without a shot. A click sound and "Steady" on the action bar mark the -moment. Releasing the crouch, changing item or running empty lowers the gun. A -gun moved, dropped or lost on death while aimed goes back to its normal look. +left out); an earlier release, or a tap that never looks through (10 ticks), +lowers the scope back to the aimed gun without a shot. A click sound and +"Steady" on the action bar mark the moment. A gun in the off hand never raises +the scope. Releasing the crouch, changing item or running empty lowers the gun. +After the crouch is released while looking through, the still-held key's clicks +with that gun are ignored instead of firing from the hip, until the key has been +let go for 10 ticks (2 s after the aim at the latest). A gun moved, dropped or +lost on death while aimed goes back to its normal look. `handling.spread-multipliers.hip` (1.75 in the bundled config) widens the spread of shots fired without aiming, only while `aiming` is on. Aimed shots still take From ad5e101a34a37e041ddde4434d55d637e213064e Mon Sep 17 00:00:00 2001 From: XxFran10xX <318299142+XxFran10xX@users.noreply.github.com> Date: Thu, 12 Nov 2026 19:11:09 +0100 Subject: [PATCH 2/2] GunsAndGadgets: held-key window wording Co-Authored-By: Claude Opus 5.5 --- projects/GunsAndGadgets/operations.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/projects/GunsAndGadgets/operations.md b/projects/GunsAndGadgets/operations.md index b8e9318..816f647 100644 --- a/projects/GunsAndGadgets/operations.md +++ b/projects/GunsAndGadgets/operations.md @@ -324,8 +324,8 @@ lowers the scope back to the aimed gun without a shot. A click sound and "Steady" on the action bar mark the moment. A gun in the off hand never raises the scope. Releasing the crouch, changing item or running empty lowers the gun. After the crouch is released while looking through, the still-held key's clicks -with that gun are ignored instead of firing from the hip, until the key has been -let go for 10 ticks (2 s after the aim at the latest). A gun moved, dropped or +with that gun are ignored instead of firing from the hip: for at least 1 s, then +until the key has been let go for 10 ticks, and 2 s after the aim at the latest. A gun moved, dropped or lost on death while aimed goes back to its normal look. `handling.spread-multipliers.hip` (1.75 in the bundled config) widens the spread