SWORDS of GARGANTUA

SWORDS of GARGANTUA

SWORDS of GARGANTUA is a fast-paced arena combat action game featuring realistic swordplay in an immersive VR-enabled online environment.

Learn more and find the game on Steam, Oculus Quest, Oculus Rift, Viveport.

How to make Mods

This guide will explain you how to create Parameter Mods in “SWORDS of GARGANTUA”

Posted by on (updated ago)


1. Overview

Parameters Mods allows you to change your character

Attack/Defense power and other parameters as you prefer

when playing “SWORDS of GARGANTUA”.

Choose your playstyle and enjoy the game

as much as you want with this new feature.


2. About the creation of Mods data

Ⅰ. Json data creation

Prepare a Json file according to the Mods that will be created.

▲When creating Mods to change the player's basic parameters

 ◇You can change the basic values of players such as HP.

  Create “playerdefault.json”


▲When creating Mods for changing player movement related parameters

 ◇You can change the value related to the movement of the player such as the movement speed.

  Create “player_movement.json”


▲When creating Mods to change the weapon's parameters

 ◇You can change the values related to weapons such as weapon attack power.

   Create “weapon○○ .json”

  *Please change the ○○ with the weapon's name (refer to the chart on step Ⅲ for the list).


▲When creating Mods to alter the WAVE


 ◇You can change the MAP designation, enemy designation, etc.

  When creating a Wave, please use at least three files.

  ・For specifying the number of Quest,

   set the number of Quest。

   Create “quest.json”

  ・For specifying each quest WAVE,

   decide which Wave to use for each quest。

   Create “quest10001.json”

    *Please insert numbers in the file name sequentially from 10001, according to the number set in “quest.json”.

  ・For specifying the WAVE contents

   Create “Wave_Mod001.json”

   *Please insert numbers in the file name sequentially from 001, according to the number set in [quest.json].

Ⅱ. About the Folder Structure

▲For player basic parameters

  Please put the “playerdefault.json” file directly under the “Character” folder.

image01 2

▲For player movement speed parameters

 Please put the “player_movement.json” file directly under the “Character” folder.

image02

▲For weapons' parameters

 Please put the “weapon○○ .json” file directly under the “Weapon” folder.

image03

▲For changes in the WAVE

 Please put the “quest.json” and the “ quest10001.json” files directly under the “Quest” folder.

 *If there is more than one quest file, please put them together in the same folder.

image04

Please put the “Wave_Mod001.json” file directly under the “Wave” folder.

*If there is more than one Wave file, please put them together in the same folder.

image05

Ⅲ. Change to ZIP folder

・Please compress the folder created in step Ⅱ into Zip.

・If there is more than one folder as shown above,

please compress each folder to Zip SEPARATELY.

* Please note that if you compress them in one folder, the data will not be reflected correctly.

* Please write the file name in alphabet.


3. About each parameter

Ⅰ. Player basic parameters “playerdefault”

Please set the parameters referring to the following sample data.

*We recommend that you change ONLY the necessary parts from the sample.

{
  "Health": 500,
  "AttackDamage": 0.0,
  "DrainHealthValuePerSeconds": 100,
  "Energy": {
    "MaxValue": 100,
    "DelaySecondsForIncrementValue": 1,
    "IncrementValuePerSecond": 30
  },
  "SpecialGage": {
    "MaxValue": 100,
    "DecreaseSpeed": 10,
    "IncreaseValues": {
      "TakeDamage": 2,
      "DodgeByVHS": 20
    }
  },
  "ResuscitateDelayTime": 0.5,
  "NotDominantHandDamageRate": 0.4,
  "NotDominantHandDamageRate_Throw": 0.5,
  "KnockBackLevels": [
    {
      "Level": 1,
      "Distance": 150.0,
      "Time": 0.1,
      "WholeTime": 0.5,
      "CameraBackDistance": 0.0,
      "CameraUpDistance": 0.0
    },
    {
      "Level": 2,
      "Distance": 300.0,
      "Time": 0.2,
      "WholeTime": 1.00,
      "CameraBackDistance": 0.0,
      "CameraUpDistance": 0.0
    },
    {
      "Level": 3,
      "Distance": 400.0,
      "Time": 0.3,
      "WholeTime": 1.25,
      "CameraBackDistance": 100.0,
      "CameraUpDistance": 15.0
    },
    {
      "Level": 4,
      "Distance": 800.0,
      "Time": 0.3,
      "WholeTime": 1.5,
      "CameraBackDistance": 100.0,
      "CameraUpDistance": 15.0
    },
    {
      "Level": 5,
      "Distance": 1000.0,
      "Time": 0.3,
      "WholeTime": 1.75,
      "CameraBackDistance": 100.0,
      "CameraUpDistance": 15.0
    }
  ],
  "GuardCrash": {
    "Time": 2.2,
    "CameraBackDistance": 100.0,
    "CameraUpDistance": 15.0
  },
  "VHSCoolDownTime": 1.5
}


■ Details of changeable parts ■

Be careful that setting parts other than those that can be changed, making spelling mistakes, or entering unexpected values, may cause the game to crash.


Health

Player's Health Points (HP)

AttackDamage

The attack power of the player. This number is added to the weapon's attack power.

DrainHealthValuePerSeconds

The amount of life mana that can be absorbed in one second.

Energy

MaxValue

Maximum amount of stamina.

DelaySecondsForIncrementValue

The amount of stamina that can be healed in one second.

IncrementValuePerSecond

Interval before stamina recovers.

SpecialGage

MaxValue

Maximum value of the special gauge.

DecreaseSpeed

Special gauge decreasement speed during enchantment activation (speed per second).

If MaxValue is 100 and DecreaseSpeed is 10, the enchantment duration will be 10 seconds.

IncreaseValues

TakeDamage

Amount of special gauge accumulated when receiving damage from enemies.

DodgeByVHS

Amount of special gauge accumulated when promptly avoiding enemy attacks.

ResuscitateDelayTime

Time required to revive an ally.

NotDominantHandDamageRate

Damage multiplier for non-dominant hand.

NotDominantHandDamageRate_Throw

Throw damage multiplier for non-dominant hand.

KnockBackLevels

Level

Settings for each level.

Distance

Drop back distance after a knockback.

Time

Drop back time after a knockback

WholeTime

Knockback evaluation overall time。

CameraBackDistance

Distance that the camera retreats when it shifts to the third-person view when knocking back.

CameraUpDistance

Distance that the camera rises when it shifts to the third-person view when knocking back.

GuardCrash

Time

Overall time of a guard crash.

CameraBackDistance

Distance that the camera retreats when it shifts to the third-person view after a guard crash.

CameraUpDistance

Distance that the camera rises when it shifts to the third-person view after a guard crash.

VHSCoolDownTime

Cool time when performing steps.


Ⅱ. Player movement speed parameters “player_movement.json”

Please set the parameters referring to the following sample data.

*We recommend that you change ONLY the necessary parts from the sample.

{
	"ContinuedSpeedForward": 480.0,
	"ContinuedSpeedBackward": 100.0,
	"ContinuedSpeedHorizontal": 330.0,
	"StepLengthForward": 300.0,
	"StepLengthBackward": 300.0,
	"StepLengthHorizontal": 500.0,
	"StepMoveTime": 0.2,
	"StepRigidTime": 0.0,
	"LockOnRotateSpeed": 360.0,
	"LockOnRotateLimit": 60.0,
	"LockOnHeadLimit": 30.0,
	"LockOnDistanceLimit": 1500.0,
	"TurnAngle": 22.5,
	"TurnAngleAuto": 45.0,
	"TurnTime": 0.1,
	"TurnInterval": 0.2,
	"FreeRotationSpeed": 13.0
}


■ Details of changeable parts ■

Be careful that setting parts other than those that can be changed, making spelling mistakes, or entering unexpected values, may cause the game to crash.

ContinuedSpeedForward

Forward speed during normal movement (cm / s)

ContinuedSpeedBackward

Backward speed during normal movement (cm / s)

ContinuedSpeedHorizontal

Lateral speed during normal movement (cm / s)

StepLengthForward

Forward movement distance during step movement (cm)

StepLengthBackward

Backward movement distance during step movement (cm)

StepLengthHorizontal

Lateral movement distance during step movement (cm)

StepMoveTime

Time required for step movement (s)

StepRigidTime

Rigidity time after step movement (s)

LockOnRotateSpeed

Rotation speed when using lock-on (degree / s)

Lock-on is forcibly released if the angle with the target increases more than this.

LockOnRotateLimit

Limit angle of rotation when using lock-on (degree)

Lock-on is forcibly released by rotating more than this.

LockOnHeadLimit

Limit angle of head when using lock-on (degree)

Lock-on is forcibly released if you shake your head more than this.

LockOnDistanceLimit

Lock-on distance between player and locked-on enemy.

Lock-on is forcibly released if the distance with the target increases more than this.

TurnAngle

The amount of rotation (degree) in one turn.

TurnAngleAuto

The amount of rotation per automatic turn (degree).

TurnTime

Time required for rotation (s).

TurnInterval

Interval (s) before automatic turn starts.

FreeRotationSpeed

Free rotation speed degree.


Ⅲ. Weapons' parameters “weapon○○”

Please use the name of the weapon for the file name.

For Example > when changing Sword Lv.1, Json file name will be

“weaponPmid1100.json”

Please set the file name by referring to the following chart.

■ Weapon names ■

Be careful that making spelling mistakes may cause the game to crash.

Sword Lv.1

weaponPmid1100

Sword Lv.2

weaponPmid1101

Sword Lv.3

weaponPmid1102

Rapier Lv.1

weaponPmid1200

Rapier Lv.2

weaponPmid1201

Rapier Lv.3

weaponPmid1202

Mace Lv.1

weaponPmid1300

Mace Lv.2

weaponPmid1301

Mace Lv.3

weaponPmid1302

Short Sword Lv.1

weaponPmid1400

Short Sword Lv.2

weaponPmid1401

Short Sword Lv.3

weaponPmid1402

Medium Sword Lv.1

weaponPmid1500

Medium Sword Lv.2

weaponPmid1501

Medium Sword Lv.3

weaponPmid1502

Long Sword Lv.1

weaponPmid1600

Long Sword Lv.2

weaponPmid1601

Long Sword Lv.3

weaponPmid1602

Axe Lv.1

weaponPlong1100

Axe Lv.2

weaponPlong1101

Axe Lv.3

weaponPlong1102

Destroyer Sword Lv.1

weaponPlong1200

Destroyer Sword Lv.2

weaponPlong1201

Destroyer Sword Lv.3

weaponPlong1202

Battle Axe

weaponPmid2100

Assassin's Dagger

weaponPmid2200

Katana

weaponPlong2100

Sledge Hammer

weaponPlong2200

Club

weaponPlong2400

Great Sword

weaponPlong2500


Please set the parameters referring to the following sample data.

*We recommend that you change ONLY the necessary parts from the sample.

{
  "DamageAmount": 20,
  "MinimumDamageRate" : 0.4,
  "KnockBackAmount": 0,
  "DamageAmountCorrectionRateByWeakPoint": 1.0,
  "MaxPowerChargeTime": 1.5,
  "EnergyDamageAmount": 40,
  "EnergyDamageAmount_Parry": 60,
  "Durability": 220,
  "DurabilityDamageRate_Parry": 1.0,
  "DurabilityDamageRate_Guard": 2.0,
  "ParryThreshold": 94.0,
  "WalkSpeed" : 0.7,
  "CrackDamageRate": 0.03,
  "WearingRecoveryDurabilityAmount":32.0,
  "TwoHandCorrections": {
    "DamageAmount": 2.5,
    "KnockBackAmount": 1.3,
  },
  "SpecialGage": {
    "IncreaseValues": {
      "Hit": 10,
      "Guard": 5,
      "Parry": 5
    }
  },
  "DamageAmountCorrectionRateByThrown": 0.5,
  "KnockBackAmountCorrectionRateByThrown": 1.0,
  "ConsumeDurabilityCorrectionRateByThrown": 1.0
}

■ Details of changeable parts ■

Be careful that setting parts other than those that can be changed, making spelling mistakes, or entering unexpected values, may cause the game to crash.

DamageAmount

Weapon attack power.

MinimumDamageRate

Minimum damage rate value (0.0 to 1.0). Minimum damage value when attacking. If DamageAmount is 30 and MinimumDamageRate is 0.2, "30 x 0.2 = 6" is the minimum damage.

KnockBackAmount

Value of the weapon's knockback.

DamageAmountCorrectionRateByWeakPoint

Damage multiplier for weak point attack.

MaxPowerChargeTime

Time required to complete enchantment.

EnergyDamageAmount

Amount of enemy stamina reduction when guarding from an attack.

EnergyDamageAmount_Parry

Amount of enemy stamina reduction when parrying from an attack.

Durability

Weapon durability.

DurabilityDamageRate_Parry

Durability loss value when parrying.

DurabilityDamageRate_Guard

Durability loss value when guarding.

ParryThreshold

Parry evaluation threshold level.

WalkSpeed

Speed change when held. Default speed is 1.0

CrackDamageRate

Damage multiplier when cracked.

WearingRecoveryDurabilityAmount

Durability recovery speed (/ s) when using a sword.

TwoHandCorrections

DamageAmount

Damage multiplier for when holding with both hands.

KnockBackAmount

Value of the weapon's knockback when holding with both hands.

SpecialGage

IncreaseValues

Hit

Special gauge accumulation when attacking enemies.

Guard

Special gauge accumulation when guarding from enemies.

Parry

Special gauge accumulation when parrying enemies.


Ⅳ. Wave setting

In order to create a Wave, please create the following 3 files.

MAP setting “quest”

Please set the parameters referring to the following sample data.

*We recommend that you change ONLY the necessary parts from the sample.

<< When the number of questions is one >>

{
  "OtherList" : [
    {
      "Id": 10001,
      "Name": "1",
      "Level": "/Game/Map/PRO_Single/Tutorial_Base",
      "LifeManaRate": 1.0,
      "bNextLevelEnable": false
    }
  ]
}


■ Details of changeable parts ■

Be careful that setting parts other than those that can be changed, making spelling mistakes, or entering unexpected values, may cause the game to crash.

Enter the number of quest in the number of "Id".

Write the notation number in the place of "Name".

Specify the MAP to be used at "Level".

There are three types of MAP that can be specified.

   ・Tutorial_Base "/Game/Map/PRO_Single/Tutorial_Base",

   ・SingleMap_05 "/Game/Map/PRO_Single/SingleMap_05",

   ・SingleMap_07 "/Game/Map/PRO_Single/SingleMap_07",

map01

Specify the appearance of Life Mana of "LifeManaRate".

"bNextLevelEnable" determines whether it is the last quest, so please always write it at the end.


<< When the number of quest is more than one >>

{
  "OtherList" : [
    {
      "Id": 10001,
      "Name": "1",
      "Level": "/Game/Map/PRO_Single/Tutorial_Base",
      "LifeManaRate": 1.0
    },
    {
      "Id": 10002,
      "Name": "2",
      "Level": "/Game/Map/PRO_Single/SingleMap_07",
      "LifeManaRate": 1.0
    },

  "Please add as many quests as you need"


    {
      "Id": 10012,
      "Name": "12",
      "Level": "/Game/Map/PRO_Single/SingleMap_07",
      "LifeManaRate": 1.0
    },
    {
      "Id": 10013,
      "Name": "13",
      "Level": "/Game/Map/PRO_Single/Tutorial_Base",
      "LifeManaRate": 1.0,
      "MapColor":1,
      "bNextLevelEnable": false
    }
  ]
}


■ Details of changeable parts ■

Be careful that setting parts other than those that can be changed, making spelling mistakes, or entering unexpected values, may cause the game to crash.

Enter the number of quest in the number of "Id".

Write the notation number in the place of "Name".

Specify the MAP to be used at "Level".

There are three types of MAP that can be specified.

   ・Tutorial_Base "/Game/Map/PRO_Single/Tutorial_Base",

   ・SingleMap_05 "/Game/Map/PRO_Single/SingleMap_05",

   ・SingleMap_07 "/Game/Map/PRO_Single/SingleMap_07",

map01

Specify the appearance of Life Mana of "LifeManaRate".

"bNextLevelEnable" determines whether it is the last quest, so please always write it at the end.

  1. Wave settings for each quest [quest10001]

Must be created according to the number of quests to be created.

Please set the parameters referring to the following sample data.

<~INNERCODE~ class="hljs json">[
 [
  { "PlayerStartTagPrefix":"SQ1", "RoomId":"Tut1", "Wave":"Wave_Mod001" }
 ]
]

Please do NOT change “PlayerStartTagPrefix”.

Please do NOT change “RoomId”.

Specify the Wave to be called in the "Wave" field.


Wave contents[Wave_Mod001]

You can set the enemies that appear in each quest.

Please set the parameters referring to the following sample data.

{
 "SpawnWaves": [
{
"DelayTime" : 2.0,
"Spawn" : [
{
"EnemyId": "enemy_small_00",
"Point": "ESP2-1",
"Count" : 1,
"Limit" : 4
},

{
"EnemyId": "enemy_small_00",
"Point": "ESP6-3",
"Count" : 1,
"Limit" : 4
}
],
"Weapon": [
{
"SpawnPointActor": "WSP5-1",
"WeaponClass": "/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1100_MC",
"Weight": 1.0
},
{
"SpawnPointActor": "WSP5-3",
"WeaponClass": "/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Shield1100_MC",
"Weight": 1.0
},
{
"SpawnPointActor": "WSP5-2",
"WeaponClass": "/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1100_MC",
"Weight": 1.0
},
{
"SpawnPointActor": "WSP5-4",
"WeaponClass": "/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Shield1200_MC",
"Weight": 1.0
}
],
"WeaponSpawnIntervalTime": 0.0,
"StartSpawnWeaponCount": 4
},
{
"DelayTime" : 2.0,
"Spawn" : [
{
"EnemyId": "enemy_small_00",
"Point": "ESP5-1",
"Count" : 1,
"Limit" : 4
},
{
"EnemyId": "enemy_small_00",
"Point": "ESP8-1",
"Count" : 1,
"Limit" : 4
},
{
"EnemyId": "enemy_small_00",
"Point": "ESP8-2",
"Count" : 1,
"Limit" : 4
},
{
"EnemyId": "enemy_small_00",
"Point": "ESP1-1",
"Count" : 1,
"Limit" : 4
},
{
"EnemyId": "enemy_small_00",
"Point": "ESP3-1",
"Count" : 1,
"Limit" : 4
}
]
}
],
"ShowHUD": true,"AutoCleanUpEnemies": true, "WillShowAreaResult": true, "IsLoop": false,

"RequiredRank": 1,
"Achievement": {
"TeamRank": [
{
"Rank": 5,
"Mana": 200,
"Time": 180
},
{
"Rank": 4,
"Mana": 180,
"Time": 240
},
{
"Rank": 3,
"Mana": 150,
"Time": 300
},
{
"Rank": 2,
"Mana": 100,
"Time": 360
},
{
"Rank": 1,
"Mana": 0,
"Time": 0
}
],
"SoloRank": [
{
"Rank": 5,
"Time": 180
},
{
"Rank": 4,
"Time": 180
},
{
"Rank": 3,
"Time": 180
},
{
"Rank": 2,
"Time": 180
},
{
"Rank": 1,
"Time": 180
}
]
}
}


■ Details of changeable parts ■

Be careful that setting parts other than those that can be changed, making spelling mistakes, or entering unexpected values, may cause the game to crash.

・ Enemy placement

DelayTime

Processing does not proceed for the time specified in the place described.

You can specify the number of seconds including one decimal place.

Example > When delaying 1 second - "DelayTime" : 1.0,


EnemyId

Specify which enemy appears.

Example > "EnemyId": "enemy_balance_01",


Point

Specify the position where the enemy appears

Example > "Point": "ESP1-1",


Count

Specify the number of enemies appearing from the spot.

Please insert only numbers without decimal point.

* If you enter more than one number, enemies will appear from the same spot, but will be automatically shifted so that they do not overlap.

Example > "Count" : 1,


Limit

Specify the MAX number displayed on the screen so that no more enemies will appear.

Please insert only numbers without decimal point.

Example >"Limit" : 6

In the above case, the next enemy will not appear unless there are less than 6 enemies on the screen.


SkippableWait

Processing does not proceed for the time specified at the place described.

If the enemy in the MAP is defeated, proceed to the next process even before the specified time.

Please insert only numbers without decimal point.

Example > when delaying 20 seconds - "SkippableWait":20,


・ Weapon placement

The timing at which weapons appear depends on where they are placed.


SpawnPointActor

Specify the weapon appearance position.

Example > "SpawnPointActor": "WSP5-1",

* Be careful as it is WSP, unlike the appearance of enemies.


WeaponClass

Specify which weapons will appear.

Example > For Sword Lv.1 "WeaponClass":"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1100_MC"

Sword Lv.1

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1100_MC

Sword Lv.2

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1101_MC"

Sword Lv.3

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1102_MC"

Rapier Lv.1

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1200_MC"

Rapier Lv.2

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1201_MC"

Rapier Lv.3

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1202_MC"

Mace Lv.1

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1300_MC"

Mace Lv.2

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1301_MC"

Mace Lv.3

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1302_MC"

Short Sword Lv.1

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1400_MC"

Short Sword Lv.2

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1401_MC"

Short Sword Lv.3

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1402_MC"

Medium Sword Lv.1

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1500_MC"

Medium Sword Lv.2

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1501_MC"

Medium Sword Lv.3

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1502_MC"

Long Sword Lv.1

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1600_MC"

Long Sword Lv.2

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1601_MC"

Long Sword Lv.3

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid1602_MC"

Axe Lv.1

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long1100_MC"

Axe Lv.2

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long1101_MC"

Axe Lv.3

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long1102_MC"

Destroyer Sword Lv.1

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long1200_MC"

Destroyer Sword Lv.2

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long1201_MC"

Destroyer Sword Lv.3

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long1202_MC"

Battle Axe

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid2100_MC"

Assassin's Dagger

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Mid2200_MC"

Katana

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long2100_MC"

Sledge Hammer

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long2200_MC"

Club

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long2400_MC"

Great Sword

:"/Game/Item/Weapon/Blueprint/MeshConstraint/BP_p_wp_Long2500_MC"


■ Designation of enemy and weapon appearance locations

Weapons and enemies have different notations depending on their location, so be careful that when making spelling mistakes it may cause the game to crash.

The enemy spawn point actor name is "ESP"

The weapon spawn point actor name is "WSP"

The green area inside the frame is where you can place your weapon.

The white area inside the frame is where you can place the enemy.

map02

map04map03



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