retrogamer97 Posted October 2, 2022 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 } } 0 Share this post Link to post
Kan3 Posted October 2, 2022 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 0 Share this post Link to post
retrogamer97 Posted October 2, 2022 Im sorry thats an old comment I probably should have deleted long ago. 0 Share this post Link to post