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ipaqmaster

How do I make weapons require manual fire? not looping

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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 = )

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All you need for that is not to call A_Refire.

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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.

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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.

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