I am trying to get the red dot sight to zoom and fire but it just zooms and nothing else?? i am new with modding
actor 416 : Weapon 16001
{
attacksound "Weapons/416GFIR"
inventory.pickupmessage "You got the 416!"
weapon.selectionorder 1
weapon.slotnumber 4
Weapon.Kickback 100
weapon.ammotype "Clip"
weapon.ammouse 1
weapon.ammogive 30
Decal "bulletChip"
states
{
Ready:
416G A 0 A_TakeInventory("416Token1",1)
416G A 1 A_WeaponReady
416G A 0 A_TakeInventory("416Token2",1)
loop
Deselect:
416G A 1 A_Lower
loop
Select:
416G A 0 A_JumpIfInventory("416Token1",1,"Ready")
416G A 1 A_Raise
loop
Fire:
416F AB 3 bright A_FireBullets (3,1.6,1,4,"BulletPuff")
416F A 1 A_ReFire
Goto Ready
Flash:
TNT1 A 3 bright
Stop
Spawn:
416P A -1
stop
AltFire:
416G A 0 A_JumpIfInventory("416Token2",1,"Ready")
416G A 0 A_GiveInventory("416Token2")
416G A 0
416G A 0 A_GiveInventory("RedDotSight")
416G A 0 A_SelectWeapon("RedDotSight")
416G A 0 A_Lower
416G A 0 A_Lower
416G A 0 A_Lower
416G A 0 A_Lower
416G A 0 A_Lower
goto AltFire+3
}
}
Actor RedDotSight: Weapon //NOT TO BE SPAWNED
{
obituary "%o was Picked-Off By %k's 416 RedDotSight."
weapon.kickback 80
weapon.ammotype "Clip"
weapon.ammouse 1
weapon.ammogive 0
+DONTBOB
States
{
Spawn:
416P A -1
Loop
Ready:
416G T 0
416G T 2 A_WeaponReady
416G T 0 A_TakeInventory("416Token2",1)
Loop
Deselect:
416G T 0
416G T 0
Goto AltFire+2
Select:
416G T 0 A_ZoomFactor(1.0)
416G T 0
416G T 0 A_Raise
Loop
Fire:
416G T 0 A_AlertMonsters
416G T 0
416G T 0 A_PlayWeaponSound("Weapons/416GFIR")
416G T 0 A_FireBullets (0.1, 0.1, -1, 25, "NoRedDotSightGibPuff")
416G T 0 A_Refire
Goto Ready
AltFire:
416G T 0 A_JumpIfInventory("416Token2",1,"Ready")
416G T 0 A_JumpIfInventory("416Token3",2,"AltFireDeselect")
416G T 0 A_ZoomFactor(3.0)
416G T 0 A_GiveInventory("416Token2")
416G T 0 A_JumpIfInventory("416Token3",1,"AltFire2")
416G T 0 A_GiveInventory("416Token3")
Goto Ready
AltFire2:
416G T 0 A_ZoomFactor(6.0)
416G T 0 A_GiveInventory("416Token3")
Goto Ready
AltFireDeselect:
416G T 0 A_TakeInventory("416Token3")
416G T 0 A_TakeInventory("416Token3")
416G T 0 A_GiveInventory("416Token1")
416G T 0 A_GiveInventory("416Token2")
416G T 0 A_ZoomFactor(1.0)
416G T 0 A_SelectWeapon("416")
416G T 0 A_Lower
416G T 0 A_Lower
416G T 0 A_Lower
416G T 0 A_Lower
416G T 0 A_Lower
416G T 0
goto AltfireDeselect+7
}
}
ACTOR 416Token1 : Ammo
{
Inventory.MaxAmount 1
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 1
}
ACTOR 416Token2 : Ammo
{
Inventory.MaxAmount 1
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 1
}
ACTOR 416Token3 : Ammo
{
Inventory.MaxAmount 2
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 2
}
ACTOR NoRedDotSightGibPuff : BulletPuff
{
+NOEXTREMEDEATH
}
I am trying to get the red dot sight to zoom and fire but it just zooms and nothing else?? i am new with modding
actor 416 : Weapon 16001
{
attacksound "Weapons/416GFIR"
inventory.pickupmessage "You got the 416!"
weapon.selectionorder 1
weapon.slotnumber 4
Weapon.Kickback 100
weapon.ammotype "Clip"
weapon.ammouse 1
weapon.ammogive 30
Decal "bulletChip"
states
{
Ready:
416G A 0 A_TakeInventory("416Token1",1)
416G A 1 A_WeaponReady
416G A 0 A_TakeInventory("416Token2",1)
loop
Deselect:
416G A 1 A_Lower
loop
Select:
416G A 0 A_JumpIfInventory("416Token1",1,"Ready")
416G A 1 A_Raise
loop
Fire:
416F AB 3 bright A_FireBullets (3,1.6,1,4,"BulletPuff")
416F A 1 A_ReFire
Goto Ready
Flash:
TNT1 A 3 bright
Stop
Spawn:
416P A -1
stop
AltFire:
416G A 0 A_JumpIfInventory("416Token2",1,"Ready")
416G A 0 A_GiveInventory("416Token2")
416G A 0
416G A 0 A_GiveInventory("RedDotSight")
416G A 0 A_SelectWeapon("RedDotSight")
416G A 0 A_Lower
416G A 0 A_Lower
416G A 0 A_Lower
416G A 0 A_Lower
416G A 0 A_Lower
goto AltFire+3
}
}
Actor RedDotSight: Weapon //NOT TO BE SPAWNED
{
obituary "%o was Picked-Off By %k's 416 RedDotSight."
weapon.kickback 80
weapon.ammotype "Clip"
weapon.ammouse 1
weapon.ammogive 0
+DONTBOB
States
{
Spawn:
416P A -1
Loop
Ready:
416G T 0
416G T 2 A_WeaponReady
416G T 0 A_TakeInventory("416Token2",1)
Loop
Deselect:
416G T 0
416G T 0
Goto AltFire+2
Select:
416G T 0 A_ZoomFactor(1.0)
416G T 0
416G T 0 A_Raise
Loop
Fire:
416G T 0 A_AlertMonsters
416G T 0
416G T 0 A_PlayWeaponSound("Weapons/416GFIR")
416G T 0 A_FireBullets (0.1, 0.1, -1, 25, "NoRedDotSightGibPuff")
416G T 0 A_Refire
Goto Ready
AltFire:
416G T 0 A_JumpIfInventory("416Token2",1,"Ready")
416G T 0 A_JumpIfInventory("416Token3",2,"AltFireDeselect")
416G T 0 A_ZoomFactor(3.0)
416G T 0 A_GiveInventory("416Token2")
416G T 0 A_JumpIfInventory("416Token3",1,"AltFire2")
416G T 0 A_GiveInventory("416Token3")
Goto Ready
AltFire2:
416G T 0 A_ZoomFactor(6.0)
416G T 0 A_GiveInventory("416Token3")
Goto Ready
AltFireDeselect:
416G T 0 A_TakeInventory("416Token3")
416G T 0 A_TakeInventory("416Token3")
416G T 0 A_GiveInventory("416Token1")
416G T 0 A_GiveInventory("416Token2")
416G T 0 A_ZoomFactor(1.0)
416G T 0 A_SelectWeapon("416")
416G T 0 A_Lower
416G T 0 A_Lower
416G T 0 A_Lower
416G T 0 A_Lower
416G T 0 A_Lower
416G T 0
goto AltfireDeselect+7
}
}
ACTOR 416Token1 : Ammo
{
Inventory.MaxAmount 1
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 1
}
ACTOR 416Token2 : Ammo
{
Inventory.MaxAmount 1
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 1
}
ACTOR 416Token3 : Ammo
{
Inventory.MaxAmount 2
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 2
}
ACTOR NoRedDotSightGibPuff : BulletPuff
{
+NOEXTREMEDEATH
}
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