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daemon47-WeaponVariantBinds-1.2.2 icon

WeaponVariantBinds

Lets you create custom weapon cycles, allowing you to have finer control of your weapon switching.

Date uploaded a day ago
Version 1.2.2
Download link daemon47-WeaponVariantBinds-1.2.2.zip
Downloads 466
Dependency string daemon47-WeaponVariantBinds-1.2.2

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

Updated for ULTRA_REVAMP. As of writing, you must have HideManagerGameObject set to true in BepInEx.cfg.

Raise an issue on the github project or contact me at discord preferably through the New Blood discord ultrakill-modding channel at: daemon8363

This mod will probably conflict with other mods that add or remove weapons.

OVERVIEW

This mod aims to solve issues such as: fast shotgun swapping when a jackhammer is also in your cycle, and not being able to instantly select any specific weapon (slot and variation). This mod can help reduce the number of clicks required to do some actions and prevent possible mistakes caused by confusion when switching weapons.

The mod does this by giving users the ability to create custom weapon cycles that can contain weapons in any order, in any amount (up to a hundred), and from any weapon type.

This mod overrides vanilla weapon switching functionality, which lends itself to weapon mod conflicts.

HOW IT CAN BE USED

The vanilla weapon cycles are included. In the advanced options in the weapon cycle, you may choose to ignore weapons in the cycle. To create a bind for the weapon you ignored, you will need to create a weapon cycle of length 1 for it.

Weapon cycles of length 1 can be used to create a bind for a specific weapon (slot and variation).

Weapon cycles of length 2 will behave how you expect. I find these to be much more manageable than weapon cycles of length 3.

Weapon cycles of high length can be used to plan out combos, which might be useful to speedrunners.

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.