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retrogamer97

Help with Decorate

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Can someone help me fix this weapon.  The reload is via the altfire button but I want to make it the reload button instead. I know it sounds silly but im planning to add an altfire in the future. 

 

ACTOR M1x : Weapon
{
    Scale 0.5
    Weapon.SlotNumber 3
    Weapon.AmmoType1 "M1Clip"
    Weapon.AmmoUse1 1
    Weapon.AmmoGive1 0
    Weapon.AmmoType2 "OughtSixAmmo"
    //+NOEXTREMEDEATH
    Weapon.AmmoGive2 25
    AttackSound "Garand/Fire"
    Inventory.PickupMessage "You got the M1 Garand!"
    inventory.amount 100
    +AMMO_OPTIONAL
    +WEAPON.NOAUTOFIRE
    States
    {
    Spawn:
        M1GG Z -1
        Stop
    Select:
        M1GG A 1 A_Raise
        Loop
    Deselect:
        M1GG A 1 A_Lower
        Loop
    Ready:
        M1GG A 1 A_WeaponReady
        //FMWU A 1 A_WeaponReady
        Loop
     Fire:
        M1GG A 0 A_JumpIfNoAmmo("Altfire")
        //M1GG A    0     A_FireBullets(1,1,1,50,"BulletPuff",1))
        M1GG A 1 
        M1GG A 0    A_FireBullets(1,1,1,75,"BuletPuff",FBF_NORANDOM|FBF_USEAMMO)
        M1GG A 0 A_FireProjectile("BulletCasingSpawner3", 0, 0)
        NULl    A 2 A_GunFlash
        M1GG A 0 A_JumpIfNoAmmo("Ping")
    //    M1GG A 1
       // M1GG A 1 A_ReFire
        Goto Ready
    Ping:
        M1GG A    2 A_PlaySoundEx("Garand/Ping","SoundSlot6",0)
//M1GG CFEDCBAGA 1
        //M1GG A 0 A_FireProjectile("RevlCase",-80+Random(-2,2),0,0,0,FPF_NOAUTOAIM,-24+Random(-14,14))
        //M1GG A 0 A_FireProjectile("BulletCasingSpawner8", 0, 0,-8)
    //    M1GG A 0 A_FireProjectile("GunSmokeSpawner", 0,0,-9,-16,0)
        
        Goto Altfire
    Altfire:
        M1GG A 0 A_JumpIfInventory("M1Clip",8,2)
        M1GG A 0 A_JumpIfInventory("OughtSixAmmo",1,2)
        TNT1 A 0
        Goto Ready
    Reload:
        M1GG A 0 A_FireProjectile("BulletCasingSpawner8", 0, 0,6)//-8
        M1GG A    2 A_PlaySoundEx("Garand/Ping","SoundSlot6",0)
        M1GG A 2 A_PlaySoundEx("Garand/Load","SoundSlot5",0)
    ReloadWork:
        M1GG A 0 A_TakeInventory("OughtSixAmmo",1)
        M1GG A 0 A_GiveInventory("M1Clip",1)
        M1GG A 0 A_JumpIfInventory("M1Clip",8,"ReloadFinish")
        M1GG A 0 A_JumpIfInventory("OughtSixAmmo",1,"ReloadWork")
    ReloadFinish:
        //M1GG AAAAAAA 2
        M1GG AAAAAAA 1 A_Lower
        M1GG A 35
        M1GG AAAAAAA 1 A_Raise
        Goto Ready
    Flash:
        M1GF A 2    A_Light1//i think the error is here
        //M1GF A    2    A_light2    
        goto LightDone
    }
}

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Well, I think you just need to add the WRF_ALLOWRELOAD flag to A_WeaponReady, so that it will automatically go to the Reload state when you press R (or whatever you use) and of course swap the frames between your current AltFire state and Reload state.

 

Quote

M1GF A 2    A_Light1//i think the error is here

What you mean with this though? And what's with this instead?
 

Quote

NULl    A 2 A_GunFlash

 

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