Sora101Ven-Nerf_Armory icon

Nerf Armory

Nerf meets H3VR, the first party foam flinging blasters of a modern age. This pack is the core dependency of the NERF experience.

Last updated 5 months ago
Total downloads 9878
Total rating 2 
Categories Items Ammo Mods
Dependency string Sora101Ven-Nerf_Armory-2.0.0
Dependants 14 other packages depend on this package

This mod requires the following mods to function

devyndamonster-OtherLoader-1.3.0 icon
devyndamonster-OtherLoader

A whole new loader

Preferred version: 1.3.0
Arpy-PuppyScripts-1.3.7 icon
Arpy-PuppyScripts

Lots of cool scripts, why don't you give em a try? Unless....you can't Unity? Shame.

Preferred version: 1.3.7
WFIOST-H3VRUtilities-8.11.0 icon
WFIOST-H3VRUtilities

H3VR Utilities is a dependency mod that is required for many custom items.

Preferred version: 8.11.0
cityrobo-OpenScripts2-2.1.0 icon
cityrobo-OpenScripts2

OpenScripts2: Return of the Impossible!

Preferred version: 2.1.0
cityrobo-OpenScripts-1.4.0 icon
cityrobo-OpenScripts

Collection of scripts to make your modding life more funky! And make impossible things possible.

Preferred version: 1.4.0

README

IMPORTANT -- All NERF blasters can be found in the Tools/Toys branch of the item spawner. They are only in the new spawner.

imageimgur

NERF Guns in H3VR are now here!

Foam Flinging was a hobby of mine long before I was introduced into modmaking for H3VR. My very first nerf blaster was the Strongarm, and I was incredibly impressed with how far the foam went, alongside the fun I had in reloading and priming the blaster.

The next blaster I would pick up, the Retaliator, opened the door even further to attachments and magazines, where the hobbyist collectathon took off, needed all the pieces to mix and match across the entire roster.

It was the reason I wanted to get a job. The reason I wanted to get a license. The motivations behind me getting through the day by day and, honestly, the construction of my own sense of identity. Reach out to other fans of the hobby to buy and sell blasters once the collection got out of hand, I have or had an opportunity to try out NERF blasters during its peak, right when they introduced ELITE and the fellow performance touting subseries' following it.

So, it does mean a lot to me that I now have the opportunity to deliver NERF to the game I've modded for years.

The Darts

Firing and reloading the blasters are only part of the story. The other part is the task of cleaning up. When the darts are scattered across the lawn of your house's backyard, your eye tries to pick up on the outlandish orange tips amongst green grass, and maybe the foam reds and blues.

Here, in H3VR, the same can be said about the darts. Unlike regular H3VR ammo, after you fire the dart, you can reuse the dart. Picking up the practices of Devyn with his APS ammo, the dart is registered as an infinite source of ammo for the blaster as it should be.

It should be mentioned however, for performances reasons, the darts come with a "Smart Decay" system. You'll have twenty seconds to decide to find the dart you fired, or if you don't want them anymore. Since each dart is still considered a prefab post firing, too many could cause your game to slow down. Therefore, smart decay will treat them like casings with an extended kill timer if you, yourself, treat them as such, and you can treat them like darts and stop that timer by grabbing the dart. Best of all worlds I'd say! After a while I'll figure out if the timer needs to be tweaked or not, especially when we introduce electric blasters to the mix.

Besides that, the ballistics of the dart are true to its counterpart. Down to the weight, dimensions, imitating the velocity, and even an aspect of innaccuracy, it will fire truly like a nerf dart.

Remixing the nature of the dart with fictatious spinoffs is planned, taking advantage of the digital world of fiction, but the core of each dart is built off a strong foundation, and so will the blasters.

The Blasters

Paired with the true to life darts are the nicest looking 3D models of Nerf's modern blasters, majority of which are sourced from the 2021 PC game "Nerf Legends". Although the game was the flop, where there was saving grace was the models used in that game. Top tier quality down to the finer detailings on the plastic mold, they did there best to deliver, and I hope all the artists involved find success in their fields for it.

Not every blaster will be from this game, however. Some models are open for downloads, some will be bought from markets, and some are just relics I happen to have picked up in my occassional scourging the internet. There aren't a lot to choose from, so we can only be so picky with quality, but I have a feeling they'll make the cut no less.

Of course, every blaster featured will be credited in their mod release readmes, and if its from an individual talent, it will be sourced.

As I added with the darts, Blasters will have both true to nature counterparts alongside the occassional fun, fictional spin-offs to satisfy my creative demons.

So I hope you are as excited as I am to bring these toys to life in the world of H3VR!

For Devs

For any blaster you are making, turn on the "suppresses caseless deletion" bool of your chamber! Otherwise, removing rounds from chambers / dart storage will result in the dart disappearing!

Ammo/Magazine Enums:

Nerf Elite (Ammo / Magazine Enum): -1025001

Nerf Mega (Ammo / Magazine Enum): -1025002

Nerf Missile (Ammo Enum): -1025003

Nerf Ultra (Ammo Enum): -1025004

Nerf Vortex (Ammo Enum): -1025005

Nerf Mega XL (Ammo Enum): -1025006

Nerf Trilogy Shell (Magazine Enum): -1025003 [I FUCKIN WISH URGJJGJG]

Regular Dart: FMJ Round Class

HVP Dart: HighVelHP Round Class

B Dart: Incendiary

F Dart: Flechette

T Dart: Tracer

OHK Dart: Ball

Nerf Barrel Attachment Enum: -1025001

Nerf Stock Attachment Enum: -1025002

For Item IDs, it will literally be Nerf.[SERIES] [NAME OF ITEM]. So for example, the Elite Jolt it will be Nerf.Elite Jolt. I will do my best to streamline this naming style for convenience of modders.

All Attachments ISE: Nerf.Attachments

All Magazines ISE: Nerf.Magazines

If a mod is not installed that has an entry under these blanket ISEs, it will simply not appear, no errors to worry about. It will be updated with further releases. Recommended those who make their own blaster mods to tuck these in.


Updates

V1.0.0 -- Launch! Introducing the starting roster of blasters, attachments, as well as the fundamental darts / starting pack of magazines.

This pack includes the:

  • Elite & Mega Darts
  • 6 Dart Magazine, 12 Dart Magazine
  • (Temporary) 25, 35, and 50 Dart Drums
  • Meta Data (All Attachments / Magazines ISEs)

Planned Updates for this pack:

  • Dart Variations (High Velocity, High Damage, Explosive, Toxic, Ice, Incendiary, OHK)
  • MEGA Dart Magazine Starting Pack
  • Moving Drums to respective blasters' mod releases (once the blasters are made) for file size convenience

V1.0.1

Made 12 round mag grab trigger bigger

Fixed all magazines having their eject position not far away enough for the dart to eject completely (was going right back into the magazine)

Streamline reshading for all magazines. Blues, whites, and oranges should hopefully match better with the blaster colors.

V1.1.0

The dart variations are here! For both Elite and Mega darts, introducing

  • HVP Darts (Tripled muzzle velocity)
  • B Darts (Tag = lit on fire)
  • T Darts (Makes sosigs vomit and does slow damage over time)
  • F Darts (Turns sosigs into ice cubes on the spot)
  • OHK Darts (Vaporizes sosigs instantaneously)

Mix things up by using these fictional variants. See how fun dart blasting can get! To balance B, T, F, and OHK darts, they will transform back to regular darts after being used.

In terms of fixes, all darts have been made caseless, properly. All blasters have been adjusted to accomodate caseless rounds. Thank you Drummerdude for your support in regards to this.

I will have to retract my wishlist desire of adding tag damage to these darts, though. The unfortunate matter is that explosions caused the respawning ammo to immediately fire, causing more explosions, causing chain reactions and undesired behaviors. Whats most likely to happen is two brand new darts down the line that only give tag damage, these two hypothetical darts acting like bullets with no way to pick them back up. But, that'll be for a later date. For now, lets enjoy the five special rounds!

V1.1.1

Smart Decay systems somehow got corrupted and lost data. This update fixes that, among other things like grabbing colliders being disabled (one of the many tests I did to try to get tag damage, all failures)

V2.0.0

This is a big update. Mainly a lot of changes in meta data and scrambling stuff around.

Additions:

  • Added 10 round magazines (straight and banana)
  • Added Elite Trilogy shells (propietary magazines)
  • Ultra Darts (Regular)
  • Vortex Discs (Regular, HVP)
  • Mega XL Darts (Regular)

Special Ammo types for the new ammo is not available just yet. Down the line, predicting that they will come, but testing with existing darts will come first.

Changes:

  • Data sorting. Temp magazines and new ammo type in secondary asset packs. Hoping this helps settle load times somewhat as dart roster is expanding bigger than anticipated.
  • Front Area adjustments to all darts. Darts now register kinetic damage to sosigs and players! 1 HP per hit is not a lot, but a tag is a tag! Now say the hypothetical I-cannot-test-this scenario of an H3MP game with one health for all players? Now this could come in handy!

I'm struggling with the Trilogy Shell blasters, like really bad. Additional Barrel script from OpenScripts is giving me lip over having more than two muzzle outputs, making me wonder how in the fuck did I make the AUG Davy Jones NXT work with the three muzzles there, but not here?? Not to mention operating the blasters is clunky and... Not fun! Not fun at all. Potentially scrapping the entire line of shell blasters but sunken cost fallacy wants me to keep trying. We'll see.