ipaqmaster Posted April 1, 2010 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 = ) 0 Share this post Link to post
Gez Posted April 1, 2010 All you need for that is not to call A_Refire. 0 Share this post Link to post
ipaqmaster Posted April 2, 2010 Yeah I have tried that but when the weapon gets back to the ready state it refires anyway, 0 Share this post Link to post
wooze Posted April 4, 2010 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. 0 Share this post Link to post
Ninjalah Posted April 6, 2010 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. 0 Share this post Link to post