by Matt » Sat Apr 16, 2016 7:46 pm
Sorry, got distracted and wanted a placeholder before I forgot.
Spoiler:
Code: Select all
actor badrl : rocketlauncher replaces rocketlauncher
{
weapon.slotnumber 5
states
{
select:
MISG A 5{
A_Raise;
A_Raise;
A_Raise;
} loop
deselect:
MISG A 5{
A_Lower;
A_Lower;
A_Lower;
} loop
}
}
actor badrl2 : chaingun
{
weapon.slotnumber 5
states
{
select:
CHGG A 5{
A_Raise;
A_Raise;
A_Raise;
} loop
deselect:
CHGG A 5{
A_Lower;
A_Lower;
A_Lower;
} loop
}
}
actor goodrl : rocketlauncher replaces plasmarifle
{
weapon.slotnumber 6
states
{
select:
MISG A 0 A_Raise
MISG A 0 A_Raise
MISG A 0 A_Raise
MISG A 5
loop
deselect:
MISG A 0 A_Lower
MISG A 0 A_Lower
MISG A 0 A_Lower
MISG A 5
loop
}
}
actor goodrl2 : chaingun
{
weapon.slotnumber 6
states
{
select:
MISG A 0 A_Raise
MISG A 0 A_Raise
MISG A 0 A_Raise
CHGG A 5
loop
deselect:
MISG A 0 A_Lower
MISG A 0 A_Lower
MISG A 0 A_Lower
CHGG A 5
loop
}
}
IDFA. Hit 5 repeatedly.
Expected: choppy raise and lower for both. This still happens with 6.
Actual: if you hit 5 just as a weapon is about to raise again, it will immediately disappear no matter how far up it is and the other weapon will start coming up.
This does not happen if only one A_Raise/Lower is called in the anonymous function, or at least I haven't been able to replicate it that way.
Sorry, got distracted and wanted a placeholder before I forgot.[spoiler][code]actor badrl : rocketlauncher replaces rocketlauncher
{
weapon.slotnumber 5
states
{
select:
MISG A 5{
A_Raise;
A_Raise;
A_Raise;
} loop
deselect:
MISG A 5{
A_Lower;
A_Lower;
A_Lower;
} loop
}
}
actor badrl2 : chaingun
{
weapon.slotnumber 5
states
{
select:
CHGG A 5{
A_Raise;
A_Raise;
A_Raise;
} loop
deselect:
CHGG A 5{
A_Lower;
A_Lower;
A_Lower;
} loop
}
}
actor goodrl : rocketlauncher replaces plasmarifle
{
weapon.slotnumber 6
states
{
select:
MISG A 0 A_Raise
MISG A 0 A_Raise
MISG A 0 A_Raise
MISG A 5
loop
deselect:
MISG A 0 A_Lower
MISG A 0 A_Lower
MISG A 0 A_Lower
MISG A 5
loop
}
}
actor goodrl2 : chaingun
{
weapon.slotnumber 6
states
{
select:
MISG A 0 A_Raise
MISG A 0 A_Raise
MISG A 0 A_Raise
CHGG A 5
loop
deselect:
MISG A 0 A_Lower
MISG A 0 A_Lower
MISG A 0 A_Lower
CHGG A 5
loop
}
}[/code][/spoiler]IDFA. Hit 5 repeatedly.
Expected: choppy raise and lower for both. This still happens with 6.
Actual: if you hit 5 just as a weapon is about to raise again, it will immediately disappear no matter how far up it is and the other weapon will start coming up.
This does not happen if only one A_Raise/Lower is called in the anonymous function, or at least I haven't been able to replicate it that way.