Flammable Posted October 7, 2013 Hi, i having a problem with altfire. I want my plasmagun have altfire and be something like plasma shotgun. The problem is that when Cells are out it still can shoot with zero ammo... How do i resolve it? There is my code //Weapon: Plasma2 //By: Flammable4444 ACTOR PlasmaRifle : DoomWeapon 2004 { Game Doom SpawnID 30 Weapon.SelectionOrder 100 Weapon.AmmoUse 1 Weapon.AmmoGive 50 Weapon.AmmoType "Cell" Inventory.PickupMessage "$GOTPLASMA" Tag "$TAG_PLASMARIFLE" States { Ready: PLSG A 1 A_WeaponReady Loop Deselect: PLSG A 1 A_Lower Loop Select: PLSG A 1 A_Raise Loop Fire: PLSG A 3 A_FirePlasma PLSG B 20 A_ReFire Goto Ready AltFire: PLSF B 30 PLSG A 0 A_FireCustomMissile("PlasmaBall", 0, 1, 0, 0) PLSG A 0 A_FireCustomMissile("PlasmaBall", 5, 1, -1, 10) PLSG A 0 A_FireCustomMissile("PlasmaBall", -7, 1, 3, 0) PLSG A 0 A_FireCustomMissile("PlasmaBall", 7, 1, -3, 0) PLSG A 0 A_FireCustomMissile("PlasmaBall", 5, 1, 1, -10) PLSG A 0 A_FireCustomMissile("PlasmaBall", -5, 1, 1, 10) PLSG A 0 A_FireCustomMissile("PlasmaBall", -5, 1, -1, -10) PLSG A 0 A_FireCustomMissile("PlasmaBall", 0, 1, 0, 0) PLSG A 0 A_FireCustomMissile("PlasmaBall", 5, 1, -1, 10) PLSG A 0 A_FireCustomMissile("PlasmaBall", -7, 1, 3, 0) PLSG A 0 A_FireCustomMissile("PlasmaBall", 7, 1, -3, 0) PLSG A 0 A_FireCustomMissile("PlasmaBall", 5, 1, 1, -10) PLSG A 0 A_FireCustomMissile("PlasmaBall", -5, 1, 1, 10) PLSG A 0 A_FireCustomMissile("PlasmaBall", -5, 1, -1, -10) PLSG A 0 A_TakeInventory("Cell", 20) Goto Ready Flash: PLSF A 4 Bright A_Light1 Goto LightDone PLSF B 4 Bright A_Light1 Goto LightDone Spawn: PLAS A -1 Stop } } 0 Share this post Link to post
Krispy Posted October 7, 2013 Try using Weapon.AmmoUse2 instead of Takeinventory. Also set the Weapon.AmmoType2 property. 0 Share this post Link to post
Flammable Posted October 8, 2013 Krispy said:Try using Weapon.AmmoUse2 instead of Takeinventory. Also set the Weapon.AmmoType2 property. Works just as it should work, You are awesome, realy :) 0 Share this post Link to post