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manual reload question http://45.55.195.193/viewtopic.php?f=73&t=25118 |
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Author: | salt_1219 [ Fri Aug 12, 2011 6:40 am ] |
Post subject: | manual reload question |
Is there a way to stop the gun from reloading once the clip is empty till you hit a certain key? |
Author: | Coops [ Fri Aug 12, 2011 5:23 pm ] |
Post subject: | Re: manual reload question |
Try this. Code: if self:NeedsReloading() then self.IsEmpty = true end Im not entirely sure if that works though. Having the weapon empty and then clicking is hardcoded to make you reload. |
Author: | salt_1219 [ Fri Aug 12, 2011 7:06 pm ] |
Post subject: | Re: manual reload question |
Hard coded you say.... Ok well thanks coops, i downloaded the manual reloading shotgun, i will take a look at its code too. |
Author: | Grif [ Fri Aug 12, 2011 8:28 pm ] |
Post subject: | Re: manual reload question |
Yeah, it sucks. If you've got a fullauto weapon, and you hold down the fire key, the weapon will loop through the first magazine and auto-reload the second regardless of what you do. If you don't have it fullauto, the transition from 0 rounds to 'reloading' is still hardcoded and instantaneous. |
Author: | salt_1219 [ Fri Aug 12, 2011 9:58 pm ] |
Post subject: | Re: manual reload question |
Thanks grif, maybe i will just come up with a different fix then. The real problem is the gun i have lags the game if you spam too many rounds without detonating them. I thought preventing a new mag from loading till the last was detonated would fix that. |
Author: | Coops [ Fri Aug 12, 2011 10:12 pm ] |
Post subject: | Re: manual reload question |
You could just have the weapon check if there are too many of whatever and disable the weapon if there is, or delete the oldest in simulation of said whatever. |
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