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 force reload 
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Joined: Tue Jan 12, 2010 8:25 pm
Posts: 400
Location: mukilteo, wa
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Post force reload
how would i force a gun to reload?
I'm editing the duel fire mode template to be triggered by a key, not the pie menu & to force the gun to reload when it switches between modes.
Also i plan to make it play a sound (probably to device switch noise from base files) to let you know you changed modes.
I know how to set it to be triggered by a key, the reloading part has me stumped.

-thanks


Sat Sep 10, 2011 11:06 am
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
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Post Re: force reload
Code:
HDFirearm:Reload();


Sat Sep 10, 2011 3:41 pm
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Joined: Tue Jan 12, 2010 8:25 pm
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Location: mukilteo, wa
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Post Re: force reload
thank you

I seem to have missed something when making it switch by pressing F
I'm not sure what i did wrong. also I'm thinking that adding AEmitter to play a sound at switch would be redundant due to the reload sound would already play.
... Just ignore the AEmitter I'm going to edit it out.

Mode1 code
Code:
-- this edit is a work in progress

function Create(self)

   self.switchToWeapon = "Spiderbot Grenade Launcher Alt-Fire"; -- PresetName of gun to switch to
   self.switchToClass = "HDFirearm";

end

function Update(self)

   local actor = MovableMan:GetMOFromID(self.RootID);
   if MovableMan:IsActor(actor) then
      local actor = ToAHuman(actor);
      if UInputMan:KeyHeld(6) then                                -- press f to switch modes
         HDFirearm:Reload();                                 -- force reload as soon as weapon switches
--         ?????? = CreateAEmitter("SwitchSound", "X-9.rte");  -- play sound... might not need this due to it reloading
         if self.switchToClass == "HDFirearm" then
            local switchGun = actor:AddInventoryItem(CreateHDFirearm(self.switchToWeapon));
         elseif self.switchToClass == "TDExplosive" then
            local switchGun = actor:AddInventoryItem(CreateTDExplosive(self.switchToWeapon));
         elseif self.switchToClass == "HeldDevice" then
            local switchGun = actor:AddInventoryItem(CreateHeldDevice(self.switchToWeapon));
         end
         actor:GetController():SetState(Controller.WEAPON_DROP,true);
         self.ToDelete = true;
      end
   end

end


Last edited by salt_1219 on Sat Sep 10, 2011 9:14 pm, edited 1 time in total.



Sat Sep 10, 2011 8:26 pm
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
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Post Re: force reload
Could you put some code tags around that? Kinda hard to read.

Edit: When I said "HDFirearm:Reload()," you're supposed to replace 'HDFirearm' with the pointer to an HDFirearm.


Sat Sep 10, 2011 8:57 pm
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Joined: Tue Jan 12, 2010 8:25 pm
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Location: mukilteo, wa
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Post Re: force reload
Ok thanks, sorry im typing on my cell.
I will add code blocks & add the pointer.

Okay stupid question here, the pointer in this case would be the guns name?

self.wepname = "Grenade Launcher";
or
gun.PresetName == "Grenade Launche"; -- no, that would be for a if statement, and would mean equal to.
("Grenade Launcher"):Reload();

I really need to look at more scripts, I clearly have trouble even doing a simple edit.


Sat Sep 10, 2011 9:12 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
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Post Re: force reload
Well, if the script is attached to the weapon, then the weapon is "self" pointer. And if you want to reload the weapon then you do self:Reload().


Sun Sep 11, 2011 6:10 am
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