well, i gave up for now, its fine if the semifire loops, doesnt affect gameplay.
Read my post above yours.
Upvote
0
well, i gave up for now, its fine if the semifire loops, doesnt affect gameplay.
Mate you can do it! nah seriously you've done so well mate. Don't let it defeat youwell, i gave up for now, its fine if the semifire loops, doesnt affect gameplay.
ok i'll try that, i did see that function, but i wasnt sure what it meant.
That really such a great idea? Must be a way round it like an if statement that will see which is being fired etc to do what fire rate, if not make a second fire rate code that will affect the fire?it didnt work either, so i now got everything working correctly, except the altfire uses healingcharge instead of primary ammo...
it didnt work either, so i now got everything working correctly, except the altfire uses healingcharge instead of primary ammo...
simulated function bool StartFire(int Mode)
{
if( Mode == 1 )
return super.StartFire(Mode);
if( !super.StartFire(Mode) ) // returns false when mag is empty
return false;
if( AmmoAmount(0) <= 0 )
{
return false;
}
AnimStopLooping();
if( !FireMode[Mode].IsInState('FireLoop') && (AmmoAmount(0) > 0) )
{
FireMode[Mode].StartFiring();
return true;
}
else
{
return false;
}
return true;
}
simulated function AnimEnd(int channel)
{
local name anim;
local float frame, rate;
if(!FireMode[0].IsInState('FireLoop'))
{
GetAnimParams(0, anim, frame, rate);
if (ClientState == WS_ReadyToFire)
{
if ((FireMode[0] == None || !FireMode[0].bIsFiring) && (FireMode[1] == None || !FireMode[1].bIsFiring))
{
PlayIdle();
}
}
}
}
simulated function bool CanZoomNow()
{
Return (!FireMode[0].bIsFiring && Instigator!=None && Instigator.Physics!=PHYS_Falling);
}
did that now reload anim doesnt work.
i needed reloadanimrate=1.
ironsights dont work though.
WeaponReloadAnim="Reload_[COLOR=red]WeaponChoice[/COLOR]"