Reloadable Hand Cannons
Reload Rope Cannons, Anti-Rope Cannons and Chain Launchers with pitons, rope, or anti-grav rope. Empty stays empty. Pairs with Bridge Launcher!
By tony4twenty
CHANGELOG
Changelog
[1.1.1] - 2026-09-13
- Empty Hand Cannons now use a dedicated inventory icon; piton loads use a piton icon
- Chain / Bridge bodies show the matching rope or anti-grav cannon icon after you reload those ammo types
- Empty guns stay empty when pocketed, swapped, dropped, or picked up by another player
- Fresh item-spawner Chain / Bridge Cannons load as chain instead of looking empty
- Pairs cleanly with Bridge Launcher (Bridge Cannon name, no refill after a shot)
- Inventory icon refresh no longer hits a
FieldAccessExceptionon private UI fields
[1.1.0] - 2026-08-16
- Chain Launchers are now reloadable to be used as piton/rope/antirope cannon (does not reload into a chain launcher again because there is no chain item... YET)
- Improved item spawn sync so all clients see the correct item and visuals!
- Improved the reload menu to lock camera, have game font, and just look better in general!
- New mod icon
[1.0.0] - 2026-08-06
- Initial release of Reloadable Hand Cannons
- Unifies Rope Cannon and Anti-Rope Cannon into reloadable Hand Cannons
- Both cannon types can reload with piton, normal rope, or anti-grav rope
- Reload key (default R) while holding an empty cannon
- Ammo picker menu opens only when multiple ammo types are available; a single valid option reloads instantly
- Rope reloads use real spool lengths (full shot cost in segments/meters)
- Can combine multiple spools (including partials) to make up enough length for a shot
- Optional backpack ammo consumption
- Dynamic item names and barrel visuals based on loaded ammo
- Configurable piton spawn chance for Rope Cannons, backpack reload toggle, and reload key
- Basic multiplayer ammo sync via item data + host RaiseEvent