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HDFirearm/Magazine functions http://45.55.195.193/viewtopic.php?f=1&t=24928 |
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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 |
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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