
 Re: Weapon Gibs based on remaining ammo/mag status?
Arcalane wrote:
 either spawning a set number of particles/etc. for each round remaining,
Code:
function Create(self)
   if self.Magazine then
      self.ammoCounter = self.Magazine.RoundCount;
   else
      self.ammoCounter = 0;
   end
end
function Update(self)
   if self.Magazine ~= nil then
      self.ammoCounter = self.Magazine.RoundCount;
   else
      self.ammoCounter = 0;
   end
end
function Destroy(self)
   for i = 1, self.ammoCounter do
      self.gib = CreateTDExplosive("Frag Grenade");
      self.gib.Pos = self.Pos;
      MovableMan:AddParticle(self.gib);
   end
end
Arcalane wrote:
or based on steps (if more than x spawn a projectiles, if more than y spawn b projectiles, etc. etc.). 
Code:
function Create(self)
   if self.Magazine then
      self.ammoCounter = self.Magazine.RoundCount;
   else
      self.ammoCounter = 0;
   end
end
function Update(self)
   if self.Magazine ~= nil then
      self.ammoCounter = self.Magazine.RoundCount;
   else
      self.ammoCounter = 0;
   end
end
function Destroy(self)
   if self.ammoCounter > 3 and self.ammoCounter < 5 then
      self.gib = CreateTDExplosive("Frag Grenade");
      self.gib.Pos = self.Pos;
      MovableMan:AddParticle(self.gib);
   end
   if self.ammoCounter >= 5 and self.ammoCounter < 10 then
      self.gib = CreateTDExplosive("Pineapple Grenade");
      self.gib.Pos = self.Pos;
      MovableMan:AddParticle(self.gib);
   end
end