tAPI Trekko727's Guns Mod

What should be the next update for 0.8.7?

  • Work on the Gun system, View Range, and Gun Accuracy (takes alot of time, 3-5 months)

    Votes: 9 56.3%
  • Work on 33 more guns

    Votes: 7 43.8%

  • Total voters
    16
  • Poll closed .
I would need at the most: (30)
G18
G17
Makarov
SKS
Mosin Nagant
M14
RPK
Barrett .50 cal
M107
M1014 Benelli
SPAS 12
AK-47
Thompson M1A1
FN FAL
G36k
Armsel Striker
M3 Submachine gun
Uzi
KAC-PDW
M4 grenade launcher
-- My guns designed by me --
Bolt S-575 C (machine gun)
Bolt Battle S-140 E (battle rifle)
GTX BR/S I 520 (battle sniper rifle)
BPR-15 PDW (submachine gun)
S-81 .50 cal (sniper rifle)
______________________ 5 empty slots for any gun you pick (real or imaginative gun)
Please show the guns' stats for your own imaginative gun and dont make it OP by giving unrealistic stats (i.e. fire rate, caliber, clip (small/mid/biggest or if not then max clip), view range.)
Thanks Trekko! Ill try make a uzi sprite for you! Also i completely forgot to scale the G-18 properly! Here is the correct version
 

Attachments

  • G-18.png
    G-18.png
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Hello back guys!
I've been thinking about terraria and the gun mod. (yes, its still going to happen!)
Things to note about the massive update:
- I've planned to eliminate the aim time because its just not worth it. (unless you have tanks or what not.)
- The reticle will be a simple A, without the reload bar around it (^ shape)
- planned to reduce all gun's view range by 25% and increase gun range by 30%
+ CLASSES! You will be able to load your class that gets you perks, also note that gun class will be available. (boost for gun's stats)
+ Plan to implement Standard shells (100% dmg), Armour Piercing Shells (150% dmg) and Incendiary Shells (225% dmg with blast radius).
 
Awesome mod, but bullets take way to much crafting materials... I mean... 2 hellstone, 1 iron for 4 shells + 2 lead per bullet extra...
I didn't even have lead in my original world so I had to make another one, farming it is absolutely boring and the work it takes to make one bullet is just way to much for just a bullet, lol.
 
Awesome mod, but bullets take way to much crafting materials... I mean... 2 hellstone, 1 iron for 4 shells + 2 lead per bullet extra...
I didn't even have lead in my original world so I had to make another one, farming it is absolutely boring and the work it takes to make one bullet is just way to much for just a bullet, lol.
I'm very sorry!
Maybe 2 copper? I think thats much worth it.
NOTE: I have updated the download link realising that I have 3 mod files that are of slight differences.
 
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AK-47 and Uzi for you.Tell me if they are good. :)
EDIT: Changed Ak47 to AK-47, just in case. Also tell me if you want them bigger. These are 32x32 and scaled to 64x64 so they look bigger.
EDIT2: Gonna try to make the Mosin, also if you could gimme a size for the guns, since I'm new with Terraria spriting.
EDIT3: Too many edits, tell me if you want the Mosin with scope or without :D
 

Attachments

  • Uzi.png
    Uzi.png
    466 bytes · Views: 342
  • AK-47.png
    AK-47.png
    568 bytes · Views: 1,126
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AK-47 and Uzi for you.Tell me if they are good. :)
EDIT: Changed Ak47 to AK-47, just in case. Also tell me if you want them bigger. These are 32x32 and scaled to 64x64 so they look bigger.
EDIT2: Gonna try to make the Mosin, also if you could gimme a size for the guns, since I'm new with Terraria spriting.
EDIT3: Too many edits, tell me if you want the Mosin with scope or without :D
I'm fine without scope, thanks!
64x64 scale would be great! thanks!
great work on the guns! I appreciate it!
 
I'm fine without scope, thanks!
64x64 scale would be great! thanks!
great work on the guns! I appreciate it!
Alright, gonna start spriting :p
EDIT: Done. Looks pretty sucky imo, also took longer than expected because the colors are tricky.
EDIT2: Made a Colt too :p
 

Attachments

  • Mosin.png
    Mosin.png
    604 bytes · Views: 380
  • Colt.png
    Colt.png
    544 bytes · Views: 314
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Hi all! I'm back. I admit that I couldn't do much last year and it was indeed a disappointment for me and all of you.
So to sum it up last October till now:

I was learning programming/coding/scripting. I have to admit it's great news! I am currently working on something bigger and also finding time to work on this as well!
I haven't touch this project for a long time perhaps for the reason that I was doing the other project.
What I was learning was through Khan Academy. It's free, please take your time to check it out and learn programming!
I'm currently scripting with Lua.
below is my code, that I took 1 and a half month to finish.
Code:
wait()
Tool = script.Parent;
damage = Tool.Damage.Value
Att = Tool.Attachments.Value
ACCURA = script.Parent.ACC
RangeFinder = Tool.EffectiveRange.Value
HIP = (ACCURA.HIP.Value/10)*1.2
HIPCHANCE = ACCURA.HIP.CHANCE.Value/10
BULLSEYEHIP = HIP*0.9
ADS = ACCURA.ADS.Value/100
ADSCHANCE = ACCURA.ADS.CHANCE.Value/1000
BULLSEYEADS = ADS*0.95
FIRED = ACCURA.FIRED.Value/100
MOVING = ACCURA.MOVING.Value/100
JUMPING = ACCURA.JUMPING.Value/100
CROUCHING = (ACCURA.CROUCHING.Value/100)*-1
AttVal1 = Tool.Attachments.Sights.Validity.Value
AttVal2 = Tool.Attachments.Suppressor.Validity.Value
AttVal3 = Tool.Attachments.Underbarrel.Validity.Value
AttVal4 = Tool.Attachments.Stock.Validity.Value
pock = Tool.Attachments.Stock
sight = Tool.Attachments.Sights
supp = Tool.Attachments.Suppressor
underbarrel = Tool.Attachments.Underbarrel
mag1V = Tool.MagType:FindFirstChild("Mag1")
mag2V = Tool.MagType:FindFirstChild("Mag2")
mag3V = Tool.MagType:FindFirstChild("Mag3")
--Modes; 1 for pump, 2 for bolt, 3 for semi, 4 for auto and semi, 5 for auto semi and burst, 6 for auto semi burst and autohit
--Start; 1 for auto ,2 for semi, 3 burst, 4 autohit, 5 pump and 6 bolt
Type = Tool.Modes.Value
CURRENT = Tool.Modes.Start.Value
desc = Tool.VanityStats.Description.Value
name = Tool.VanityStats.GunName.Value
player = game.Players.LocalPlayer
torso = player.Character:FindFirstChild("Torso")
Gungui = Tool.Gunrounds
reload = 2.1
weleds = {}
really = false
potato = false
debounce = false
faiyah = false
cloned = false

local guigun = Gungui
local timer = time()
local fried = false
local triggered = false
local actualhits = 0
local shotsfired = 0
local bloom = 0
local bipbop = game:GetService("UserInputService")
local ow = Tool.autohit
local mod = 1
local guigun = nil
local anim1 = nil
local anim2 = nil
local anim3 = nil
local equipe = Instance.new("Animation")
equipe.AnimationId = "https://www.roblox.com/item.aspx?id=440116335"
local prefire = Instance.new("Animation")
prefire.AnimationId = "https://www.roblox.com/item.aspx?id=440217580"
local firing = Instance.new("Animation")
firing.AnimationId = "https://www.roblox.com/item.aspx?id=440224699"
local CurrentClip = 20
local Clip = 20
local Totalclip = 400
local player = game.Players.LocalPlayer
local cam = game.Workspace.CurrentCamera
local mouse = player:GetMouse()
local body = player.Character.Torso
local sniping = false
local bulh = 0
local bulads = 0
local ignore = game.Players.LocalPlayer.Character
local hip = nil
local ads = nil
local hips = nil
local adss = nil
--[[
local PPOSR = Vector3.new(-0.7,0.1,-1.1)
local PANGR = Vector3.new(math.rad(-75),math.rad(-60),math.rad(0))
local PPOSL = Vector3.new(1.95,0.7,-0.2)
local PANGL = Vector3.new(math.rad(20),math.rad(20),math.rad(-50))

local FPPOSR = Vector3.new(-0.7,0.1,-1.1)
local FPANGR = Vector3.new(math.rad(-90),math.rad(-10),math.rad(0))
local FPPOSL = Vector3.new(1.95,0.7,-0.2)
local FPANGL = Vector3.new(math.rad(20),math.rad(-20),math.rad(-50))
local FPPOSH = Vector3.new(0,-1.5,0)
local FPANGH = Vector3.new(math.rad(0),math.rad(40),math.rad(0))
]]--

local ADSPOSR = Vector3.new(-1.3,0,0)
local ADSANGR = Vector3.new(math.rad(-90),math.rad(0),math.rad(0))
local ADSPOSL = Vector3.new(1,0,-1)
local ADSANGL = Vector3.new(math.rad(-90),math.rad(0),math.rad(-30))

if Type == 4 then
    mod = 2
elseif Type == 5 then
    mod = 3
elseif Type == 6 then
    mod = 4
end
function fire(Unit) --needs buffing for server-sided type
    bulh = math.random(0,100)
    bulads = math.random(0,100)
    local bro = Tool.Parent
    local hit,position = nil
    local ignore = FindIgnorance()
    local Dispersion = 0
    if CurrentClip > 0 and not debounce then
        debounce = true
        if not sniping and bulh >= 100-HIPCHANCE then --bro.Head.Position, **LINE BELOW**
            local ray = Ray.new(player.Character.Head.Position,(Unit*(975)+Vector3.new(math.random(-BULLSEYEHIP,BULLSEYEHIP),math.random(-BULLSEYEHIP,BULLSEYEHIP),math.random(-BULLSEYEHIP,BULLSEYEHIP))))
             hit, position = game.workspace:FindPartOnRayWithIgnoreList(ray, ignore)
        elseif not sniping and bulh < 100-HIPCHANCE then
            local ray = Ray.new(player.Character.Head.Position,(Unit*(975)+Vector3.new(math.random(-HIP,HIP),math.random(-HIP,HIP),math.random(-HIP,HIP))))
             hit, position = game.workspace:FindPartOnRayWithIgnoreList(ray, ignore)
        elseif sniping and bulads >= 100 - ADSCHANCE then
            local ray = Ray.new(script.Parent.ADSFocus.Position,(Unit*(975)+Vector3.new(math.random(-BULLSEYEADS,BULLSEYEADS),math.random(-BULLSEYEADS,BULLSEYEADS),math.random(-BULLSEYEADS,BULLSEYEADS))))
             hit, position = game.workspace:FindPartOnRayWithIgnoreList(ray, ignore)
        else
            local ray = Ray.new(script.Parent.ADSFocus.Position,(Unit*(975)+Vector3.new(math.random(-ADS,ADS),math.random(-ADS,ADS),math.random(-ADS,ADS))))
             hit, position = game.workspace:FindPartOnRayWithIgnoreList(ray, ignore)
        end
        --shotsfired = shotsfired + 1
            if hit then
                local newdamage = damage
                if hit.Name == "Left Arm" or hit.Name == "Left Leg" or hit.Name == "Right Arm" or hit.Name == "Right Leg" then
                    newdamage = math.ceil(damage * 0.8)
                elseif hit.Name == "Head" then
                    newdamage = math.floor(damage * 1.9)
                end
                local humanoid = hit.Parent:findFirstChild("Humanoid")
                if not humanoid and hit.Parent ~= game.Workspace then
                humanoid = hit.Parent.Parent:findFirstChild("Humanoid")
            end
            if not humanoid and hit.Parent ~= game.Workspace and hit.Parent.Parent ~= game.Workspace then
                humanoid = hit.Parent.Parent.Parent:findFirstChild("Humanoid")
            end
            if humanoid then
                local targetcharacter = humanoid.Parent
                local prey = game.Players:GetPlayerFromCharacter(targetcharacter)
                humanoid.Health = humanoid.Health - newdamage
            end
        end
        Tool.Handle.Fire:Play()
        debounce = false
    end
end

function autokill(victim)
    local tuget = workspace:FindFirstChild(victim)
    local bodyparts = tuget:GetChildren()
    local rng = math.random(1,6) 
    if not debounce then
        debounce = true
        if tuget then
        local newdamage = damage
            if rng == 1 then -- body
                newdamage = damage
            elseif rng > 1 and rng < 6 then -- left arm
                newdamage = damage * 0.8
            else
                newdamage = damage * 1.9
            end
            local atm = tuget:FindFirstChild("Humanoid")
            if atm then
                atm.Health = atm.Health - newdamage
            end
        else
        local warning = Instance.new("TextBox")
        warning.Text = (tuget.." hasn't spawn in yet.")
        warning.BackgroundTransparency = 1
        warning.TextColor3 = Color3(255/255,162/255,0/255)
        warning.BorderSizePixel = 0
        warning.Position = UDim2.new(0,500,0,70)
        warning.Size = UDim2.new(0,400,0,18)
        warning.Parent = player.PlayerGui
        end
    Tool.Handle.Fire:Play()
    debounce = false
    end
end

function FindIgnorance()
    local damn = {}
    table.insert(damn, player.Character)
    local bull = game.Workspace:GetChildren()
    for sheet = 1, #bull do
        if bull[sheet]:FindFirstChild("Shooter",true) then
            table.insert(damn,bull[sheet]:FindFirstChild("Shooter",true).Parent)
        end
    end
return damn end

function snipster()
    sniping = true
 
end

function check()
    if not really or not Tool.Enabled then
        return true
    else
        return false
    end
end

Tool.Enabled = true

function updategui()
    CurrentClip = CurrentClip - 1
    guigun.ammo.Roundsleft.Text = CurrentClip
end

function facetarg()
    local character = player.Character-- thank you nicemike40
    local atan2, pi, dir, torso, torsoPos = math.atan2, math.pi
    torso = character:FindFirstChild("Torso")
    if torso then
        torsoPos = torso.Position
        dir = (mouse.Hit.p - torsoPos).unit
        torso.CFrame = CFrame.new(torsoPos) * CFrame.Angles(0, atan2(dir.X, dir.Z) + pi, 0)
    end
end

--Modes; 1 for pump, 2 for bolt, 3 for semi, 4 for auto and semi, 5 for auto semi and burst, 6 for auto semi burst and autohit --(2 lines)
--Start; 1 for auto ,2 for semi, 3 burst, 4 autohit, 5 pump and 6 bolt
function rots(mouse)--pls modify CurrentClip to inventory in next update
    if not potato then
        potato = true
        facetarg()
        local targ = Tool.Modes.Target.Value
        local targetPos = mouse.Hit.p
        local dist = (targetPos - player.Character.Head.Position).magnitude
        local lookAt = (targetPos - player.Character.Head.Position).Unit
        while check() and faiyah and CurrentClip > 0 do
            triggered = true
            updatech()
            if CURRENT == 1 then
                anim3:Play()
                fire(lookAt)
                updategui()
                wait(60/Tool.Modes.firerate.Value)
                if faiyah then
                    potato = false
                    rots(mouse)
                end
            elseif CURRENT == 2 then
                anim3:Play()             
                fire(lookAt)
                updategui()
                wait(60/600)
                faiyah = false
            elseif CURRENT == 3 then
                for i=1,3 do
                    if CurrentClip > 0 then
                        anim3:Play()
                        autokill(targ)
                        updategui()
                        wait(60/900)
                    end
                end
            elseif CURRENT == 5 then
                fire(lookAt)
                updategui()
                wait(60/100)
            elseif CURRENT == 4 then
                anim3:Play()
                autokill(targ)
                updategui()
                wait(60/900)
                if faiyah then
                    potato = false
                    rots(mouse)
                end
            elseif CURRENT == 6 then
                fire(lookAt)
                updategui()
                wait(60/100)
            end
        end
        triggered = false
    end
    potato = false
end

function KeyDown(key)
    local temp = CurrentClip
    if not potato and not really then
        really = true
        if (key =="r") and CurrentClip >= 0 and Totalclip > 0 and Totalclip >= Clip then
            Tool.Handle.Reload:Play()
            wait(reload)
            Totalclip = Totalclip + temp
            Totalclip = Totalclip - Clip
            CurrentClip = Clip
            wait()
            guigun.ammo.RoundsTotal.Text = Totalclip
            guigun.ammo.Roundsleft.Text = CurrentClip
        elseif (key == "r") and CurrentClip >= 0 and Totalclip < Clip and Totalclip > 0 then
            Tool.Handle.Reload:play()
            wait(reload)
            Totalclip = Totalclip + temp
            CurrentClip = Totalclip
            Totalclip = 0
            guigun.ammo.RoundsTotal.Text = Totalclip
            guigun.ammo.Roundsleft.Text = CurrentClip
        end
        if key == "v" and not faiyah then
            wait()
            if Type > 3 then
                CURRENT = CURRENT + 1
                if CURRENT > mod then
                    CURRENT = 1
                end
            end
            if CURRENT == 1 then
                guigun.ammo.Mode.Text = "Automatic"
            elseif CURRENT == 2 then
                guigun.ammo.Mode.Text = "Semi-Auto"
            elseif CURRENT == 3 then
                guigun.ammo.Mode.Text = "Burst-Fire"
            elseif CURRENT == 4 then
                guigun.ammo.Mode.Text = "Auto-Hit"
                ow = Tool.autohit:Clone()
                ow.Parent = player.PlayerGui
            elseif CURRENT == 5 then
                guigun.ammo.Mode.Text = "Pump-Action"
            elseif CURRENT == 6 then
                guigun.ammo.Mode.Text = "Bolt-Action"
            end
            if not CURRENT == 4 then
                local vov = player.PlayerGui:FindFirstChild("autohit")
                if vov then
                    vov:Destroy()
                end
            end
        end
    end
    really = false
end

function bloomer()
    local bl = player.PlayerGui:WaitForChild("Gunrounds")
    local ret = bl:WaitForChild("CH")
    local x, y = mouse.X, mouse.Y
    ret.Position = UDim2.new(0,x,0,y)
end

function updatech()
    if triggered then
        local ret = guigun.CH
        local boom = 75
        local Dispersion = (HIP * 0.1)*1.5
        Dispersion = Dispersion + FIRED
        Dispersion = Dispersion * 0.3
        ret:TweenSize(UDim2.new(0,Dispersion*boom*2+50,0,Dispersion*boom*2+50),"Out","Linear",0.24)
        bloom = 0
    end
end

function onActivated(mouse)
    wait()
    if CurrentClip > 0 and not triggered then
        anim3:Play()
        faiyah = true
        rots(mouse)
    end
end

function onDeactivated(mouse)
    faiyah = false
end

function onEquip(mouse)
    guigun = Gungui:Clone()
    guigun.Parent = player.PlayerGui
    guigun.ammo.RoundsTotal.Text = Totalclip
    guigun.ammo.Roundsleft.Text = CurrentClip
    if CURRENT == 1 then
        guigun.ammo.Mode.Text = "Automatic"
    elseif CURRENT == 2 then
        guigun.ammo.Mode.Text = "Semi-Auto"
    elseif CURRENT == 3 then
        guigun.ammo.Mode.Text = "Burst-Fire"
    elseif CURRENT == 5 then
        guigun.ammo.Mode.Text = "Pump-Action"
    elseif CURRENT == 6 then
        guigun.ammo.Mode.Text = "Bolt-Action"
    end
    bipbop.MouseIconEnabled = false
    anim1 = player.Character.Humanoid:LoadAnimation(equipe)
    anim2 = player.Character.Humanoid:LoadAnimation(prefire)
    anim3 = player.Character.Humanoid:LoadAnimation(firing)
    anim1:Play()
    mouse.Move:connect(function() bloomer() end)
    mouse.Idle:connect(function() bloomer() end)
    mouse.Button1Down:connect(function() onActivated(mouse) end)
    mouse.Button1Up:connect(function() onDeactivated(mouse) end)
    mouse.KeyDown:connect(KeyDown)
end

function onUnequip()
    bipbop.MouseIconEnabled = true
    anim1:Stop()
    anim2:Stop()
    anim3:Stop()
    guigun:Destroy()
    local bm = player.PlayerGui:FindFirstChild("autohit")
    if bm then
    bm:Destroy()
    end
end

script.Parent.Equipped:connect(onEquip)
script.Parent.Unequipped:connect(onUnequip)

while true do
    wait(0.033)
    local fierr = (60/Tool.Modes.firerate.Value)
    if CURRENT == 1 then
        fierr = (60/Tool.Modes.firerate.Value)
    elseif CURRENT == 2 then
        fierr = (60/650)
    elseif CURRENT == 3 then
        fierr = (60/950)
    elseif CURRENT == 4 then
        fierr = (60/950)
    elseif CURRENT == 5 then
        fierr = (60/200)
    elseif CURRENT == 6 then
        fierr = (60/200)
    end
    local tim = time()
    if guigun then
        local ret = guigun.CH
        if not triggered and tim - timer > (fierr*1.04) then
            ret:TweenSize(UDim2.new(0,70,0,70),"Out","Linear",0.2)
        end
    end
end
Hey i was wondering if someone could tell me how the accuracy thing works, i couldnt find any documentation on it.
@godpowers2 -- It's just a dispersion value that is generated by RNG (Random Number Generator, or math.random). Furthermore, since the weapon in general is OP, this reduces the chances of it hitting any targets.
 
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