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ipaqmaster
Warming Up


Posts: 22
Registered: 09-09


Hello,

I have this issue with a weapon,I want it to be a real acting weapon, not one you can just hold the shoot key and auto fire.

EG. A pistol that doesnt loop, it neads a second key press to re enter the "fire:" state

Is that possable?

(kinda like thecall of duty weapons how you need to basicly tap, no matter how fast so simulate squeezing the trigger at the same rate)


thanks for all help in advance = )

Old Post 04-02-10 00:20 #
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Gez
Why don't I have a custom title by now?!


Posts: 7036
Registered: 07-07


All you need for that is not to call A_Refire.

Old Post 04-02-10 00:51 #
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ipaqmaster
Warming Up


Posts: 22
Registered: 09-09


Yeah I have tried that but when the weapon gets back to the ready state it refires anyway,

Old Post 04-02-10 01:13 #
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wooze
Warming Up


Posts: 10
Registered: 08-05


ACTOR LanceCarbine : Weapon replaces Shotgun
{
obituary "%o was ambushed by %k"
inventory.PickupMessage "you have aquired the Lance Carbine"
radius 20
height 16
weapon.selectionorder 700
weapon.ammotype1 "LanceRound"
weapon.ammouse1 2
Weapon.AmmoType2 "Clip"
Weapon.AmmoUse2 0
Weapon.AmmoGive2 36
weapon.kickback 0
decal bulletchip
+NOAUTOFIRE
+AMMO_OPTIONAL
+NOALERT
states
{
Ready:

I put this so you can understand where you should put the line of code. Put +NOAUTOFIRE above the "states" line shown in my example.
This will make the weapon fire like a semi auto instead of the "machine gun effect" you get with the normal Doom weapons. I hope this helps.

Old Post 04-04-10 08:34 #
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Ninjalah
Member


Posts: 524
Registered: 07-09



ipaqmaster said:
Hello,


(kinda like thecall of duty weapons how you need to basicly tap, no matter how fast so simulate squeezing the trigger at the same rate)


Bad comparison. A huge percentage of FPS's do this. Huge.

Old Post 04-06-10 03:03 #
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Mr. T
Senior Member


Posts: 1270
Registered: 12-03


bind mwheelup +fire he he

Old Post 04-07-10 08:07 #
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