D_GARG Posted August 9, 2015 Yes, you have probably seen these before, ZDoom forums is probalby better bust still .. normal fire is full-auto standard, you hold the fire button and it keeps going. AltFire is suposed to be a single shot, no continuing fire even tho you hold the fire button. I am coding in decorate, I kinda suck at it, but here is the code Spoiler ALTFIRE: M16G B 0 A_JumpIfNoAmmo("Deselect") M16G B 0 A_GiveInventory("M16Single", 1) M16G B 0 A_JUMP (47,"AM161") // M16F A 3 bright A_FireBullets (6.4,6,1,5.5,"BulletPuff") M16G B 0 A_JUMP (47,"AM162") M16G B 0 A_JUMP (47,"AM163") M16G B 0 A_JUMP (47,"AM164") M16G B 0 A_JUMP (47,"AM165") M16G B 0 A_JUMP (47,"AM166") M16G B 0 A_JUMP (47,"AM167") M16G B 0 A_JUMP (47,"AM168") M16G A 1 A_Refire Goto Ready AM161: M16G A 0 A_jumpIfInventory("Clip", 0, "Deselect" ) M16G A 0 A_jumpIfInventory("M16Single", 0, "Reload" ) M16G A 0 A_TakeInventory("M16Single", 1) M16F A 3 bright A_FireBullets (3,3,1,5,"BulletPuff") M16G A 7 (-altfire A_WeaponReady M16G A 0 A_Refire Goto Ready AM162: M16G A 0 A_jumpIfInventory("Clip", 0, "Deselect" ) M16G A 0 A_jumpIfInventory("M16Single", 0, "Reload" ) M16G A 0 A_TakeInventory("M16Single", 1) M16F B 3 bright A_FireBullets (2.5,2.5,1,5.5,"BulletPuff") M16G A 7 M16G A 0 A_Refire Goto Ready AM163: M16G A 0 A_jumpIfInventory("Clip", 0, "Deselect" ) M16G A 0 A_jumpIfInventory("M16Single", 0, "Reload" ) M16G A 0 A_TakeInventory("M16Single", 1) M16F A 3 bright A_FireBullets (6,6,1,5.8,"BulletPuff") M16G A 7 M16G A 0 A_Refire Goto Ready AM164: M16G A 0 A_jumpIfInventory("Clip", 0, "Deselect" ) M16G A 0 A_jumpIfInventory("M16Single", 0, "Reload" ) M16G A 0 A_TakeInventory("M16Single", 1) M16F B 3 bright A_FireBullets (2.5,2.5,1,4,"BulletPuff") M16G A 7 M16G A 0 A_Refire Goto Ready AM165: M16G A 0 A_jumpIfInventory("Clip", 0, "Deselect" ) M16G A 0 A_jumpIfInventory("M16Single", 0, "Reload" ) M16G A 0 A_TakeInventory("M16Single", 1) M16F A 3 bright A_FireBullets (6,6,1,4.5,"BulletPuff") M16G A 7 M16G A 0 A_Refire Goto Ready AM166: M16G A 0 A_jumpIfInventory("Clip", 0, "Deselect" ) M16G A 0 A_jumpIfInventory("M16Single", 0, "Reload" ) M16G A 0 A_TakeInventory("M16Single", 1) M16F B 3 bright A_FireBullets (2.5,2.5,1,6,"BulletPuff") M16G A 7 M16G A 0 A_Refire Goto Ready AM167: M16G A 0 A_jumpIfInventory("Clip", 0, "Deselect" ) M16G A 0 A_jumpIfInventory("M16Single", 0, "Reload" ) M16G A 0 A_TakeInventory("M16Single", 1) M16F A 3 bright A_FireBullets (2.5,2.5,1,6.5,"BulletPuff") M16G A 7 M16G A 0 A_Refire Goto Ready AM168: M16G A 0 A_jumpIfInventory("Clip", 0, "Deselect" ) M16G A 0 A_jumpIfInventory("M16Single", 0, "Reload" ) M16G A 0 A_TakeInventory("M16Single", 1) M16F B 3 bright A_FireBullets (6,6,1,7.5,"BulletPuff") M16G A 7 M16G A 0 A_Refire Goto Ready Reload: M16G A 1 M16G A 1 M16G A 1 so how should I do to make this work? it has been spinning in my head for days now 0 Share this post Link to post
scifista42 Posted August 9, 2015 Give "+WEAPON.NOAUTOFIRE" flag to the weapon, and remove all lines with A_Refire from the ALT attack states. Or: Give "+WEAPON.NOAUTOFIRE" flag to the weapon, then define an "AltHold" state that immediately jumps into "Ready" state, and keep the lines with A_Refire. 1 Share this post Link to post
D_GARG Posted August 9, 2015 It Works! however, if I make AltHold call the Refire, then wouldnt accuracy be added if I tap the fire button instead of holding it, while holding it will add spread? edit: the ideal would be that the faster you click the larger is the chance that the shot will be affected by the set A_FIREBULLETS(X,Y) spread 0 Share this post Link to post
scifista42 Posted August 9, 2015 D_GARG said:however, if I make AltHold call the Refire, then wouldnt accuracy be added if I tap the fire button instead of holding it, while holding it will add spread? Yes, indeed. But I told you something different: Make an AltHold state that contains only one instruction: "Goto Ready". The "A_Refire" should stay in AltFire only. When I said "keep the lines with A_Refire", I meant "keep them where you already have them". 0 Share this post Link to post