by Post » Fri Aug 19, 2005 1:52 am
How 'bout that?
Something like this is existing in Edge...That'll be a nice solution for Gunsmiths who loves Decorate...
Imagine , you don't have to add lots of A_JumpIfInventory stuff...
Just declare how many ammunition clip can hold , like:
Actor blablabla
{
Weapon.SelectionOrder 200
Inventory.PickupMessage "got the blablabla gun"
Inventory.PickupSound "misc/blablabla"
Weapon.AmmoGive 24
Weapon.AmmoUse 1
Weapon.Kickback 10
AttackSound "weapons/Blam"
ClipHold 18
and then , we have only to fill the Reload state...Like:
States
{
...
Reload
BLAG ABCDE 3
BLAG F 3 A_Reload
Goto Ready
How 'bout this idea?
I think it's tough...
How 'bout that?
Something like this is existing in Edge...That'll be a nice solution for Gunsmiths who loves Decorate...
Imagine , you don't have to add lots of A_JumpIfInventory stuff...
Just declare how many ammunition clip can hold , like:
Actor blablabla
{
Weapon.SelectionOrder 200
Inventory.PickupMessage "got the blablabla gun"
Inventory.PickupSound "misc/blablabla"
Weapon.AmmoGive 24
Weapon.AmmoUse 1
Weapon.Kickback 10
AttackSound "weapons/Blam"
[b]ClipHold 18[/b]
and then , we have only to fill the Reload state...Like:
States
{
...
Reload
BLAG ABCDE 3
[b]BLAG F 3 A_Reload[/b]
Goto Ready
How 'bout this idea?
I think it's tough...