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[ 6 posts ] |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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manual reload question
Is there a way to stop the gun from reloading once the clip is empty till you hit a certain key?
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Fri Aug 12, 2011 6:40 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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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.
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Fri Aug 12, 2011 5:23 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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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.
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Fri Aug 12, 2011 7:06 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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.
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Fri Aug 12, 2011 8:28 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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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.
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Fri Aug 12, 2011 9:58 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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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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Fri Aug 12, 2011 10:12 pm |
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