BGS V1
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BGS — A Complete Tactical Weapon System for Roblox Milsim-grade gunplay: real ballistics, penetration, ricochet, full attachments, and native Xbox support. Everything your players need to feel the weight of every round — out of the box.
CURRENT Feature highlights
Full native gamepad support — the whole weapon system is playable on an Xbox controller, not just movement.
Default Xbox layout
- Fire: RT · Aim: LT
- Reload: X · Rack/Chamber: B
- Fire mode: D-Pad Left · Bipod: D-Pad Down · Night vision: D-Pad Right
- Magnifier / Mag check: Y (magnifier while aiming, mag-check when not)
- Sprint/Jog: L3 · Crouch: R3 · Stand: A
- Lean left: LB · Lean right: RB
- Interaction menu: View/Select button (custom radial menu with controller navigation)
- Attachments (hold LT to aim): D-Pad Up = Laser · D-Pad Right = Laser 2 · D-Pad Left = Flashlight · D-Pad Down = Suppressor
Controller aim is smoothed, the radial interaction menu is fully controller-navigable.
Default keyboard/mouse (all rebindable in config): Reload R · Chamber F · Magnifier T · Fire mode V · Bipod B · Mag check M · NVG N · Lean Q/E · Steady Z · Crouch C · Stand X · Blindfire L · Zeroing [ ] · Laser H / G · Flashlight Y · Strobe P · Suppressor U · Ping K · Interaction Tab.
Every weapon is fully configurable
Each gun ships with a settings module exposing: caliber, magazine size, RPM / burst RPM / burst count, fire modes, vertical & horizontal recoil, punch, recoil ramp, aim recoil reduction, min/max spread, move/stamina spread penalty, sway, head/torso/limb damage, penetration %, damage falloff, bullet velocity & drop, max range, suppression range/time, tracer behavior, jamming, holster position, FOV/zoom, and full viewmodel + third-person poses
Handling, movement & immersion
- Stances: stand, crouch, prone, plus high/low ready and steady-hold
- Lean left/right (hold or toggle) and corner peek
- Freelook — look around while your gun stays put (fixed this build so the gun no longer follows the head for other players)
- Sprint / jog / walk / slow-walk speeds, all configurable
- Holstering — primary, secondary, and tertiary weapons visibly slung on the body
- Spring-based recoil (vertical + horizontal), recoil that ramps over sustained fire, and recoil recovery
- Muzzle flash, shell ejection with configurable casing lifetime, animated bolts/slides
Attachments & optics
- Aiming lasers (two independent laser slots) — visible or realistic-invisible, IR-capable
- Weapon flashlights — visible or IR, plus a strobe mode
- Suppressors — toggle on/off with sound and muzzle-flash changes
- Night-vision-reactive projector sights with adjustable NV brightness
- Suppressor auto-detected by attachment name
Ballistics (real projectile simulation, not hit scan)
- Physical bullets with travel time, bullet drop, and per-caliber velocity
- Supersonic crack / whizz flyby audio (speed of sound modeled)
- Suppression: rounds passing near a player flinch and pressure them
- Wall penetration (wallbang): per-material hardness (wood, concrete, metal, glass, sandbags, armor…) and per-caliber penetrating power
- Ricochet: bullets bounce off surfaces at shallow angles, with energy/damage loss per material
- Bullet splash / shrapnel damage near impacts (optional per gun)
- Bullet holes, impact FX, and tracers sized per calibe
Core gunplay (Built on top of ACS framework)
- True first-person viewmodel with per-weapon hand/gun positioning
- Aim-down-sights with per-optic zoom (FOV change), focus-on-sight, and aim blur
- Fire modes: Semi, Burst (configurable burst count), Full-Auto, Bolt-Action, Pump-Action, Explosive — switchable live per weapon
- Realistic reloads with magazine or shell-by-shell reload types
- Chamber / bolt / slide simulation: chambered-round tracking, bolt lock on empty, auto-chamber, chamber-while-aiming, manual rack
- Weapon jamming (optional per gun) with a manual clear
- Magazine check and chamber check animations
- Bipod deployment with dramatically reduced sway when supported
- Adjustable zeroing (range dial up/down) for long-range holds
- Aim-when-obstructed (gun pushes back off walls instead of clipping)