You are viewing a potentially older version of this package. View all versions.
daemon47-WeaponVariantBinds-0.0.1 icon

WeaponVariantBinds

Lets you create binds for specific weapons and optionally automatically skip over them in your weapon cycle.

Date uploaded a year ago
Version 0.0.1
Download link daemon47-WeaponVariantBinds-0.0.1.zip
Downloads 153
Dependency string daemon47-WeaponVariantBinds-0.0.1

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100
EternalsTeam-PluginConfigurator-1.10.1 icon
EternalsTeam-PluginConfigurator

Used to configure plugins easily in Ultrakill

Preferred version: 1.10.1

README

WARNING

This mod is in development. Expect issues. Contact me at discord: daemon8363 if you encounter problems.

This mod may conflict with other mods that add or remove weapons. I have attempted to accomodate for these mods, but neither I nor my programming prowess can guarantee compatibility.

OVERVIEW

Have you ever had the issue where you have two shotguns and one jackhammer on your shotgun weapon cycle, making fast shotgun swapping difficult? Have you ever wanted to make a specific bind for the marksman revolver?

Well, you're in luck! That's the kind of problem that this mod aims to solve.

This mod features two configuration options that go hand-in-hand. The first, is specific weapon variation binds. This means that you can pull any weapon variation (ex. SRS rocket launcher) without having to cycle through your rocket launchers.

The second feature is the ability to remove weapons from your weapon cycle, and make them only accessible via the previously mentioned specific weapon variation binds.

Existing features to switch weapons will continue to work as they do in the vanilla game. This mod overrides no vanilla functionality.

CHANGELOG

FRAUD Update: 1.2.1 -> 1.2.2

Fixed vanilla weapon cycles not updating mid-session Updated for FRAUD update.

ULTRA_REVAMP: 1.2.0 -> 1.2.1

Disabling the mod no longer breaks weapon switching

ULTRA_REVAMP: 1.1.7 -> 1.2.0

added "Action Smoothening"

  • Fire actions for weapons can now be queued from before they are pulled out
  • Weapons can do various things upon weapon switch (such as shoot automatically)
  • Disables score submission when enabled for now as it may be unfair / buggy

Can no longer switch weapons after dying in the cybergrind

Fixed internal plugin configuration code to be less awful

Added changelog

1.1.6 -> 1.1.7

fixed specific weapon cycle variant binds not working when they are skipped over normally

1.1.5 -> 1.1.6

fixed scrolling for ULTRA_REVAMP

1.1.4 -> 1.1.5

Fixed not being able to switch to a specific weapon in cycle when ignored via its specific bind

1.1.3 -> 1.1.4

Dualwield should now work correctly

Added ability to skip over weapon cycles

Added specific weapon cycle weapon binds

Slot 6 (misc weapons) are slightly better supported but will be properly addressed later

1.1.2 -> 1.1.3

fixed every weapon from remembering variation to the option now working

1.1.1 -> 1.1.2

Fixed Remember Variation option

Vanilla weapon cycles should now always have variations in the correct order (previous method depended on reading from Prefs.json which seems to not work well)

1.1.0 -> 1.1.1

Fixed an error caused by having any weapon unequipped causing the entire mod to break. Trying to use an unequipped weapon in a weapon cycle will still cause minor issues.

1.0.0 -> 1.1.0

Fixed compatibility with vanilla weapons

Vanilla weapon cycles are now included in the mod config menu, so you can edit them similarly to how it was done in previous versions

Removed some options from weapon cycles that don't really make sense

Created weapon variant binds up to the 100th variant

Weapon cycle limit raised to 100, number weapons per cycle raised to 100

Weapon cycles and weapon options in cycles are now dynamically generated when needed. To prevent save/load errors, you are not able to edit entries that 'don't make sense' (that would otherwise cause loading issues). It will for now aggressively wipe data to prevent this from happening, but a more elegant solution will be added later.

Various bug fixes

Added ability to skip weapons in a cycle (becoming only available by weapon variant bind)

0.2.0 -> 1.0.0

Updated for ULTRA_REVAMP

Did a rewrite on weapon switching code, providing more support for different input schema & probably less janky (still does not mix well with vanilla weapon switching though)

0.1.9 -> 0.2.0

Added Custom Weapon Cycles. This is a much better solution to the problem that the mod is supposed to address. It is able to replicate all of the same behavior as before, and more, and is more maintainable.

It still has some issues that will be fixed, so the old method of input binds still exist.

0.1.7 -> 0.1.9

0.1.8 was a mistake. Prevents weapons from switching during menu & when the terminal is being interacted with.

0.1.5 -> 0.1.7

0.1.6 was not uploaded. 0.1.7 adds more keybind options.

0.1.4 -> 0.1.5

Removed console spam

0.1.3 -> 0.1.4

Now checking if some specific keys exist in prefMap instead of assuming they just exist, should prevent KeyNotFoundExceptions from occuring and bricking the mod for some users.

0.1.2 -> 0.1.3

Fixed Mouse5 not properly working as a bind.

0.1.1 -> 0.1.2

Fixed some minor miscellaneous issues.

Added debug statements because of an ongoing issue with weapon autoswitching. Hopefully this patch secretly fixes it but not sure.

0.0.1 -> 0.1.1

Added text to help guide players

Binding the same key to multiple weapons will allow them to cycle. This functionality is redundant and shouldn't be used but now exists to make the mod less confusing to configure.