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HDFirearm/Magazine functions
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Author:  Grif [ Thu Aug 04, 2011 1:16 am ]
Post subject:  HDFirearm/Magazine functions

Code:
HeldDevice::GetSupportPos
HeldDevice::GetMagazinePos
HeldDevice::GetMuzzlePos
HeldDevice::GetMuzzleOffset
HeldDevice::GetStanceOffset
HeldDevice::GetSharpLength
HeldDevice::IsWeapon
HeldDevice::IsTool
HeldDevice::IsShield
HeldDevice::IsOneHanded
HeldDevice::Activate
HeldDevice::Deactivate
HeldDevice::Reload
HeldDevice::IsActivated
HeldDevice::IsReloading
HeldDevice::DoneReloading
HeldDevice::NeedsReloading
HeldDevice::IsFull


Code:
Magazine::GetRoundCount
Magazine::SetRoundCount
Magazine::IsEmpty
Magazine::IsFull
Magazine::IsOverHalfFull
Magazine::GetCapacity
Magazine::IsDiscardable

RoundCount is also a directly definable property, eg. self.Magazine.RoundCount = 400.

Code:
HDFirearm::GetRateOfFire
HDFirearm::SetRateOfFire
HDFirearm::GetRoundInMagCount
HDFirearm::GetMagazine
HDFirearm::SetNextMagazineName

Note SetRateOfFire and SetNextMagazineName. That will directly switch the next reloaded mag to any other .ini defined magazine.

Author:  Asklar [ Thu Aug 04, 2011 1:18 am ]
Post subject:  Re: HDFirearm/Magazine functions

No friggen way.
That was pretty quick!

Author:  Coops [ Thu Aug 04, 2011 1:19 am ]
Post subject:  Re: HDFirearm/Magazine functions

Fantastic.

Do we have anything for defining pointers to sounds in lua?

Author:  Roast Veg [ Thu Aug 04, 2011 1:20 am ]
Post subject:  Re: HDFirearm/Magazine functions

Nice one Grif. More reliable than the Wiki it seems.

Author:  Grif [ Thu Aug 04, 2011 1:23 am ]
Post subject:  Re: HDFirearm/Magazine functions

Coops9753 wrote:
Fantastic.

Do we have anything for defining pointers to sounds in lua?


Negative. PlaySound seems to be impossible to get to work.

Author:  Coops [ Thu Aug 04, 2011 1:26 am ]
Post subject:  Re: HDFirearm/Magazine functions

Guess we're staying classy with Emitters.

Sunovabitch

Author:  Asklar [ Thu Aug 04, 2011 2:22 am ]
Post subject:  Re: HDFirearm/Magazine functions

You should add this topic over here.

Author:  Coops [ Thu Aug 04, 2011 3:21 am ]
Post subject:  Re: HDFirearm/Magazine functions

SetNextMagazineName() doesnt seem to respond.

Unless Im doing something wrong, it doesn't work.


Nevermind, A fresh CC restart makes it work.

Author:  Awesomeness [ Thu Aug 04, 2011 3:33 am ]
Post subject:  Re: HDFirearm/Magazine functions

Idea: You know how actors epicly fail with a weapon that has infinite ammo? Well you can have the ammo always stay at 1 with SetRoundCount().

Author:  Coops [ Thu Aug 04, 2011 3:35 am ]
Post subject:  Re: HDFirearm/Magazine functions

Data fixed actors with weapons that had infinite ammo.

Author:  Awesomeness [ Thu Aug 04, 2011 3:44 am ]
Post subject:  Re: HDFirearm/Magazine functions

Darn. I thought I had a good idea for once... would've been a first for me :)

Author:  Shook [ Thu Aug 04, 2011 3:23 pm ]
Post subject:  Re: HDFirearm/Magazine functions

Oh my goodness, this is most interesting. Many of these can be used for obscene levels of awesome. Thanks Grif!

Author:  Geti [ Thu Aug 04, 2011 3:37 pm ]
Post subject:  Re: HDFirearm/Magazine functions

Jesus. Imma have to make some zombies +survivors when I get some free time, no more massive, unreliable workarounds.

Author:  Darlos9D [ Thu Aug 04, 2011 4:13 pm ]
Post subject:  Re: HDFirearm/Magazine functions

Welp, time to engage in absurd amounts of magazine/ammo swapping. I didn't realize they'd make it THIS easy.

Author:  Asklar [ Wed Aug 10, 2011 2:46 am ]
Post subject:  Re: HDFirearm/Magazine functions

Isn't there something like self.EjectionPos?

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