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 Dual Weapon Mode Template *Pie 
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Dual Weapon Mode Template *Obsolete!
Heh, with the new build out this is quite obsolete. However, if you post what you have, I can try to resolve the issue.

I might write up a little tutorial on how to get multiple weapon modes later on (when pie menus get fixed) (although it's quite easy anyways).


Fri Aug 19, 2011 2:02 pm
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Post Re: Dual Weapon Mode Template *Update - Extremely Reliable
If you would I'd be eternally in your debt (euh.. which I already am I think).
This version has all lua files changed to your latest template:
http://avatar.home.xs4all.nl/downloads/ ... _v100a.rar

I double checked all non-lua parts.
I didn't try to make custom changes to the lua files like last time. Important to know. :lol:
The .lua files are in /Devices/Lua
The non-lua bits are in /Devices/Ammo.ini and Standard Weapons.ini, but I am positive they're fine.

I wouldn't mind waiting for this new and easy way if you can't find it though. :grin:


Fri Aug 19, 2011 2:57 pm
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Post Re: Dual Weapon Mode Template *Obsolete
The problem seems to be with the template itself. Build 25 seems to have broken it.


Sun Aug 21, 2011 5:49 am
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Post Re: Dual Weapon Mode Template *Obsolete
Aw. Ah well. Hopefully another solution will turn up soon.

Thanks for your help once again. :)


Sun Aug 21, 2011 3:09 pm
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Post Re: Dual Weapon Mode Template *Working
Got these working for build 25. They're a hell of a lot easier to implement now, and bug free.


Tue Aug 23, 2011 6:42 am
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Post Re: Dual Weapon Mode Template *Working
They work like a charm. :)
It does switch to the next weapon in your inventory upon changing fire mode, but you will have the alternate fire mode gun in your inventory as well. Not that much of a problem.

Thank you so bloody much for this. :grin:


Tue Aug 23, 2011 5:00 pm
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Post Re: Dual Weapon Mode Template *Working
Gotcha! wrote:
It does switch to the next weapon in your inventory upon changing fire mode, but you will have the alternate fire mode gun in your inventory as well. Not that much of a problem.

I've managed to solve that issue, but I'm not sure how stable this is. If you want to give it a thorough test, here's the updated version:


(DL moved to OP)


Tue Aug 23, 2011 8:18 pm
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Post Re: Dual Weapon Mode Template *Working
Seems really perfect so far. :) I'll change the rest of the scripts and will test it some more tonight. Thanks!


Tue Aug 23, 2011 8:44 pm
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Post Re: Dual Weapon Mode Template *Working
This method is only really useful if you only have the one weapon in your inventory which can be pretty useless when it switches to some other weapon that isn't the one you wanted to use. Is there an update that fixes this on the horizon? :)


Wed Aug 24, 2011 3:36 am
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Post Re: Dual Weapon Mode Template *Working
2 posts above you. :oops:


Wed Aug 24, 2011 10:24 am
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Post Re: Dual Weapon Mode Template *Working
That's the one I used :/

EDIT: Oh, I got it working! Great stuff as usual! :D


Wed Aug 24, 2011 11:34 pm
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Post Re: Dual Weapon Mode Template *Working
To my experience, this doesn't work with grenades. Am I doing something wrong or is it not supposed to work with grenades?


Thu Sep 08, 2011 3:34 am
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Post Re: Dual Weapon Mode Template *Working
Should work with grenades as well. Just be sure not to forget this:

Code:
function Create(self)

   self.switchToWeapon = "Grenade";
   self.switchToClass = "HDFirearm"; <---------------------- change to TDExplosive
   self.switchPhase = 0;

end


Thu Sep 08, 2011 3:44 am
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Post Re: Dual Weapon Mode Template *Working
I found the problem! The grenades need to be GetsHitByMOs = 1. I guess it's a simple fix, but my first test made the grenades in my actors inventory explode once I threw one and it blew up. I guess this can just be a super special secret feature :P


Thu Sep 08, 2011 6:23 pm
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Post Re: Dual Weapon Mode Template *Pie
Posted the most recent version of this in the OP, for those who prefer the old gun-switching method instead of mag-switching.


Sun Sep 18, 2011 6:43 pm
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