View unanswered posts | View active topics It is currently Sat Jun 29, 2024 3:24 am



Reply to topic  [ 4 posts ] 
 Burst Fire Taking Up Multiple Bullets 
Author Message

Joined: Wed Jan 27, 2010 11:38 pm
Posts: 36
Reply with quote
Post Burst Fire Taking Up Multiple Bullets
Hey.
I've got a mod that uses burst fire for two of the guns (it's in Releases), but I want to have each of the three-shot bursts take up three ammo instead of just one. How would I do this?


Wed Feb 10, 2010 1:38 am
Profile
User avatar

Joined: Mon Mar 16, 2009 10:50 pm
Posts: 2175
Location: Neverwhere
Reply with quote
Post Re: Burst Fire Taking Up Multiple Bullets
You could do the thing that happens with alt fire guns. Where when you do something it changes to a different gun. Just every time it's fired change it to an identical gun with 3 less ammo count. :P


Wed Feb 10, 2010 7:30 am
Profile
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: Burst Fire Taking Up Multiple Bullets
That would work, or you can use that ammo system that cavecricket used in his shotgun.
Then you can have autofire that is innaccurate, bursts for medium range and semi auto for long ranges.


Wed Feb 10, 2010 8:09 am
Profile
User avatar

Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
Reply with quote
Post Re: Burst Fire Taking Up Multiple Bullets
I'm just pulling Lua out of the back of my head, but because you can activate weapons from scripts, then perhaps the burst mode could activate a counter which then fires the gun two more times is quick succession.

So:
shoot ->
first bullet gets the ID of the gun that fired it ->
shot reads counter, IF counter < 3 then add one to counter and activate the gun again, Else set counter to 0 and destroy self

I'm not sure how your guns are set up though, so the firing rate might not be high enough to allow this to work. In that case one could incorporate code from the dual-mode gun template to actually switch to a gun that has a higher rate of fire, an switch back after.

That's all just pulled out of thin air, but unless I am very wrong it ought to work.
Probably not the best way to do this though.


Wed Feb 10, 2010 6:26 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 4 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.034s | 13 Queries | GZIP : Off ]