3 round bursts for handgun?
- NourPrince
- Topic Author
- Chaingunner
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- Posts: 63
9 years 2 months ago - 9 years 1 week ago #1
by NourPrince
3 round bursts for handgun? was created by NourPrince
I have recently made a handgun that is semi-auto and has 3 round burst when you press altfire.
Heres the decorate:
I have a problem at the alt-fire, if i have limited ammo and the clip almost ran out (the amount of clip is 2 for example) i would make the gun burst 2 rounds instead of 3. so any decorate coding help here? Thanks
Heres the decorate:
Code:
Actor .50Handgun : Weapon
{
Weapon.SlotNumber 2
Weapon.AmmoType "Clip"
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Tag "Bluetail .50 Caliber Handgun"
Inventory.Pickupmessage "You've got Bluetail Handgun!"
+WEAPON.NOAUTOFIRE
+AMMO_OPTIONAL
States
{
Spawn:
2XKP A -1
Stop
Select:
2XKG C 1 A_Raise
Loop
Deselect:
2XKG AB 1
2XKG C 1 A_lower
Goto Deselect+2
Ready:
2XKG BA 3
2XKG A 1 A_WeaponReady
Goto Ready+2
Fire:
2XKF A 0 A_JumpIfInventory("Clip",1,2)
2XKG A 1
Goto Ready+2
2XKF A 0 A_TakeInventory("Clip",1)
2XKF A 0 A_Playweaponsound("Bluetail/Fire")
2XKF A 0 A_FireBullets (11.2, 0, 1, 5, "BulletPuff")
2XKF BC 1 Bright
2XKG BCBA 2
Goto Ready+2
AltFire:
2XKF A 0 A_JumpIfInventory("Clip",1,2)
2XKG A 1
Goto Ready+2
2XKF A 0 A_JumpIfInventory("Clip",0,15)
2XKF A 0 A_TakeInventory("Clip",1)
2XKF A 0 A_Playweaponsound("Bluetail/Fire")
2XKF A 0 A_FireBullets (11.2, 0, 1, 5, "BulletPuff")
2XKF BC 1 Bright
2XKF A 0 A_JumpIfInventory("Clip",0,10)
2XKF A 0 A_TakeInventory("Clip",1)
2XKF A 0 A_Playweaponsound("Bluetail/Fire")
2XKF A 0 A_FireBullets (11.2, 0, 1, 5, "BulletPuff")
2XKF BC 1 Bright
2XKF A 0 A_JumpIfInventory("Clip",0,5)
2XKF A 0 A_TakeInventory("Clip",1)
2XKF A 0 A_Playweaponsound("Bluetail/Fire")
2XKF A 0 A_FireBullets (11.2, 0, 1, 5, "BulletPuff")
2XKF BC 1 Bright
2XKG BCBA 2
Goto Ready+2
}
}
I have a problem at the alt-fire, if i have limited ammo and the clip almost ran out (the amount of clip is 2 for example) i would make the gun burst 2 rounds instead of 3. so any decorate coding help here? Thanks
Last edit: 9 years 1 week ago by NeuralStunner. Reason: Code tags? Code tags!
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- Blue Shadow
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9 years 2 months ago #2
by Blue Shadow
Replied by Blue Shadow on topic 3 round bursts for handgun?
You need some form of ammo check after each bullet fired. Try this:
Code:
AltFire:
2XKF A 0 A_JumpIfInventory("Clip", 1, 2)
2XKG A 1
Goto Ready+2
2XKF A 0 A_Playweaponsound("Bluetail/Fire")
2XKF A 0 A_FireBullets(11.2, 0, 1, 5, "BulletPuff")
2XKF BC 1 Bright
2XKF A 0 A_JumpIfInventory("Clip", 1, 1)
Goto AltFireEnd
2XKF A 0 A_Playweaponsound("Bluetail/Fire")
2XKF A 0 A_FireBullets (11.2, 0, 1, 5, "BulletPuff")
2XKF BC 1 Bright
2XKF A 0 A_JumpIfInventory("Clip", 1, 1)
Goto AltFireEnd
2XKF A 0 A_Playweaponsound("Bluetail/Fire")
2XKF A 0 A_FireBullets (11.2, 0, 1, 5, "BulletPuff")
2XKF BC 1 Bright
AltFireEnd:
2XKG BCBA 2
Goto Ready+2
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- NourPrince
- Topic Author
- Chaingunner
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- Posts: 63
9 years 2 months ago #3
by NourPrince
Replied by NourPrince on topic 3 round bursts for handgun?
Thank you so much!
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