> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/main-components/weapon-manager/mweapon-general-properties.md).

# MWeapon \[General] Properties

## Overview

All weapons inherit from the MWeapon class and share the following General properties.

## General Properties

<figure><img src="/files/irU8FiXcoANMk4an9Paz" alt="" width="422"><figcaption></figcaption></figure>

### General

<figure><img src="/files/4SKEUsoObrkkgBOuy4uU" alt="" width="409"><figcaption></figcaption></figure>

#### Active

Enable/disable the Weapon logic. Disable weapons will not cause any damage

#### Debug

It shows in the console all the logic a weapon is doing while it is being used.&#x20;

#### Index \[Generate]

Unique Index to differentiate a same weapon type from another ... (e.g. a sword made of wood and another made of steel. Both have almost the same values. only changing the damage it does).

### Layer

#### Hit Layer

Layers that interact with the weapon. What objects the weapon can hit.

#### Trigger Interaction

Will the weapon hit triggers or not

#### Attack Direction

When **true**, the weapon will apply forces to rigidbodies using the velocity of the weapon.&#x20;

When **false**, it will use the Forward direction of the Owner, to apply forces to the hit rigidbodies.

<figure><img src="/files/qM6AOQ0ysvQgSupL7Tv3" alt=""><figcaption></figcaption></figure>

#### Don't Hit Owner

It allows to ignore internal colliders inside the Owner of the weapon. Useful if the weapon hits an arm or a Leg inside the character.

### Weapon Data

<figure><img src="/files/Hl8H7jVptOAnGLVmpDiX" alt=""><figcaption></figcaption></figure>

#### Type

Gets the Weapon Type ID. This value is used in the Animator to Play the correct animation for the weapon. It also is the Mode Animations the weapon will have inside the Animal Controller inside the  Character.&#x20;

<figure><img src="/files/apvHDCd8vQo3qE8RtAw5" alt="" width="514"><figcaption></figcaption></figure>

#### Ground Arm Pose

Use a Arm Pose when the weapon is equipped while Grounded. It will keep playing  an animation for an arm while the weapon is equipped

<figure><img src="/files/HeXGHP7PTeb9ENg0h0CH" alt=""><figcaption></figcaption></figure>

This weapon arm animations are located in the Arms Layers in the Animator Controller:

<div data-full-width="true"><figure><img src="/files/HZ0HX8OaLV55cjA5KWj2" alt=""><figcaption></figcaption></figure></div>

#### Riding Pose

Use an Arm Pose when the weapon is equipped while Grounded. It will keep playing an animation for an arm while the weapon is equipped.

<div align="center" data-full-width="false"><figure><img src="/files/JxmOTpoSnE0eGel8J3k3" alt="" width="375"><figcaption><p>Riding Arm Off</p></figcaption></figure></div>

<figure><img src="/files/czEfl7LYS9Gst77xlITE" alt="" width="375"><figcaption><p>Ridding Arm On</p></figcaption></figure>

### Holsters Parameters

<figure><img src="/files/Q4Gha861zpz8VKjVoOSb" alt=""><figcaption></figcaption></figure>

#### Holsters

The identifier value of the Holster any weapon can be stored. The Holsters are set on the [**Weapon Manager**](/animal-controller/main-components/weapon-manager.md)

This value is also used to play the store/sheathe and draw/unsheathe weapon animations.

<figure><img src="/files/tV36P8J1deBwdVGp2Dui" alt="" width="563"><figcaption></figcaption></figure>

#### Holster Anim

It overrides the Animation value of the holster. But the weapon will still be stored on the original holster.\
E.g The Spear uses the Left Holster(For melee weapons) but it will play the Back Holster animations

<figure><img src="/files/HkgL12PnogDCQHE6TRqz" alt="" width="563"><figcaption></figcaption></figure>

#### Holster Index

Index of the Array of Holster gameobjects a weapon can be stored. E.g. The **Sword** and the **Spear** both share the same Holster ID **\[Left Holster]** for Melee Weapons. This means they cannot be stored at the same time. The **sword** will make the **spear** drop to the ground and vice versa when equipped.

<figure><img src="/files/oOiMUQk3GghN4URVMkl7" alt="" width="536"><figcaption><p>Both weapons share the same Holster ID but they do not share the same Hoslter Index</p></figcaption></figure>

&#x20;The sword's Holster Index is 0 and the weapon will be stored in the Hip, the spear uses Holster Index = 1 and it will be stored in the back.

#### Ignore Draw

No Draw Animations will be played only for this weapon

#### Ignore Store

No Store Animations will be played only for this weapon

<figure><img src="/files/VVYAltiIdttQVGbQYKKY" alt="" width="563"><figcaption><p>Ingores Draw and Store Animations when enabled</p></figcaption></figure>

### Animal Controller

<figure><img src="/files/IYJiDHBIgqXfwfczGp81" alt=""><figcaption></figcaption></figure>

#### Stance

When the weapon is equipped. it will also activate a stance. Useful for weapons that changes completely the way the character moves

#### Strafe On Aim

When the weapon is aiming, **strafe** will be activated on the animal controller. Useful for Shooteable weapons

#### Strafe on Equip

When the weapon is equipped, **strafe** will be activated on the animal controller. Useful for Shooteable weapons

<figure><img src="/files/qQTs8E7zqIz1pm45Jovm" alt="" width="563"><figcaption></figcaption></figure>

#### Aim Side

Which Aim Camera activates when Aiming.. Left, Right or None

### Hand & Holster

<figure><img src="/files/7OWVCZuCN5gzMSQj4NnZ" alt=""><figcaption></figcaption></figure>

#### Right Hand (Left Hand)

Set the hand to be Right Handed or Left Handed. This will activate the Right Hand Parameter on the Animator Controller to mirror the Animation and set the weapon on a different hand

<figure><img src="/files/wse9wytHbS5aqoHM9FwI" alt="" width="551"><figcaption></figcaption></figure>

#### Hand Offset

Offset to apply to the weapon when it set as a child of the hand

#### Holster Offset

Offset to apply to the weapon when is set as a child of the Holster.


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter, and the optional `goal` query parameter:

```
GET https://malbersanimations.gitbook.io/animal-controller/main-components/weapon-manager/mweapon-general-properties.md?ask=<question>&goal=<endgoal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
