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Loadout: Guns, Bows, Blades and Spells Kit

27 multiplayer-ready weapons for any Zero game, from pistols and railguns to longbows, foam swords and fireballs, in one drop-in Weapon component. Swap a rifle for a bow by changing one word, restyle anything as realistic, sci-fi, fantasy or cartoon toy, and get crosshairs, hit markers, sound, recoil, impact effects, health and phone controls out of the box. The host judges every hit and each shot is handled exactly once for every player. One install brings everything, and two guides show how to add weapons to your game and how to build a small arena with targets that fight back.

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Updated Oct 31, 20261 launch
weaponsfpsshootermultiplayercombatgunsbowmeleespellskittoolkitfiring-range

Loadout: Guns, Bows, Blades and Spells Kit (weaponsKit 1.2.9)

Give your players guns, bows, swords and spells in any multiplayer Zero game. Put one Weapon component on the player, pick a weapon with one word, and pick its look with another.

What you get

  • 27 weapons in six families: guns (pistol, SMG, assault rifle, shotgun, sniper, railgun, pulse rifle, toy blaster), projectiles (rocket launcher, plasma pistol, longbow, crossbow), beams (flamethrower, laser), thrown (frag grenade, thrown spear, water balloon), melee (dagger, fists, longsword with a 3-hit combo, war hammer, spear, squeaky hammer, foam sword) and spells (fireball, chain lightning, ice shard).
  • Four looks for every weapon: realistic, sci-fi, fantasy and cartoon toy. Each has its own model paint, muzzle flash, tracer, marks, sounds and crosshair.
  • Fair multiplayer: the room's host checks every shot (fire rate, ammo, range, line of sight, real targets) and every player sees the same health. Each shot and every other network message is handled exactly once, however often the code reloads or Play restarts.
  • Health and respawn through the SecondWind health kit, with a hit marker and damage number for every hit you land, from the very first one in a brand-new world, and a kill marker.
  • Controls for keyboard and mouse, gamepad and phone (Fire, Reload, Aim and Swap buttons beside the movement stick, upright and sideways).
  • A straw training dummy model that ships with the kit, and a firing range in this world with standing, armoured and walking dummies and turrets that shoot back.

Install

One install brings everything the kit needs (health, crosshairs and hit markers, effects, sound and controls):

zeromind_install guid=4cd5faf2-ede8-48a1-9c75-bdb16b451c65

Then, in your main scene's build script, after the player's body is created:

local Weapons = require("weaponsKit.api")
body.component.add(Weapons.WEAPON, { def = "rifle", loadout = "rifle,shotgun,bow,sword,fireball" })

Press Play: the rifle is in your hand, the crosshair is on screen, and Q / X switch weapons.

Guides in the package

  • How to add guns, bows, swords and spells to your game with weaponsKit: what the kit is, how the parts fit together and what to do first.
  • Example: build a small arena with targets that fight back: from an empty world to cover, training dummies, turrets that shoot back and a monster that chases you, with weaponsKit, SecondWind and aiKit.

The guides arrive with the install but don't come up in a ZeroMind library search yet (#22181); open them with the guides tool at weaponsKit.package/howToUse and weaponsKit.package/arenaExample.

75 tests come with the kit and pass in a brand-new world straight after installing. The package README lists every weapon's numbers, the API and the known limits.

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