THANK YOU!
Basically, I was doing this completely wrong... oh, well, live and learn.
Search found 36 matches
- Sat Sep 28, 2024 9:47 am
- Forum: Scripting
- Topic: [ZScript] EventHandler/AttachToOwner question (Solved)
- Replies: 2
- Views: 431
- Fri Sep 27, 2024 4:24 pm
- Forum: Scripting
- Topic: [ZScript] EventHandler/AttachToOwner question (Solved)
- Replies: 2
- Views: 431
[ZScript] EventHandler/AttachToOwner question (Solved)
Greetings all. Thanks again to everyone that stops by to offer assistance. I'm having an issue with a ZScript EventHandler, and.. I'm actually pretty sure I'm coding this wrong, but I can't figure out where I'm going wrong. I'm trying to, with a button press, give a Player an item named FireToken ...
- Sat Sep 21, 2024 12:30 am
- Forum: Scripting
- Topic: [ZScript] Special Ammo (SOLVED!)
- Replies: 14
- Views: 649
Re: [ZScript] Special Ammo
I was thinking about what I'd said in my response, and managed to work out something that works as intended, using some of the code you showed me before. class LooseSGSHOTBase : Inventory { Default { Inventory.Amount 1; Inventory.PickupSound "pickup/ammogeneral"; Inventory.PickupMessage "12 Gauge ...
- Sat Sep 21, 2024 12:20 am
- Forum: Scripting
- Topic: [ZScript] Special Ammo (SOLVED!)
- Replies: 14
- Views: 649
Re: [ZScript] Special Ammo
The code does function as written. However, now, when I pick up Shot shells, it gives me Slug shells when "SGType1SL" is in inventory/equipped. Is there some way to simply ignore checking ammo type at all? And grant ONLY the "Shot00BK" ONLY IF one of the weapons is in inventory? The Player will only ...
- Fri Sep 20, 2024 11:39 am
- Forum: Scripting
- Topic: [ZScript] Special Ammo (SOLVED!)
- Replies: 14
- Views: 649
Re: [ZScript] Special Ammo
This works, BUT.. if I have slug shells equipped (SGType1SL/SGtype2SL), it won't let me pick up shotshells. And I don't know how to convert, say, this code bit: else if (weap.Ammo2 is ammocls) { aa = weap.Ammo2; } To something like: else if (weap.Ammo1 is (Some Identifier for Slug Shells)) { aa ...
- Fri Sep 20, 2024 7:47 am
- Forum: Scripting
- Topic: [ZScript] Special Ammo (SOLVED!)
- Replies: 14
- Views: 649
Re: [ZScript] Special Ammo
Still getting the error "Unknown Class Name" on boot. Specifically: Script error, "Project_PreA_0.3.5.2.pk3:zscript/bullet.zs" line 303: Unknown class name 'SGType1SL' of type 'GWeaponDM' Script error, "Project_PreA_0.3.5.2.pk3:zscript/bullet.zs" line 303: Unknown class name 'SGType100' of type ...
- Fri Sep 20, 2024 7:22 am
- Forum: Scripting
- Topic: [ZScript] Special Ammo (SOLVED!)
- Replies: 14
- Views: 649
Re: [ZScript] Special Ammo
This is the base code for the class "GWeaponDM" class GWeaponDM : Weapon //DM - Detachable Magazine { action void DropReserveAmmo (class<Inventory> AmmoReserve, class<Inventory> ReserveToDrop) // Call this function when you want to drop all ammo, the parameter is the type of ammo to drop. // Not ...
- Fri Sep 20, 2024 6:51 am
- Forum: Scripting
- Topic: [ZScript] Special Ammo (SOLVED!)
- Replies: 14
- Views: 649
Re: [ZScript] Special Ammo
This line: static const class<Weapon> aWeapons[] = { 'SGType100', 'SGType1SL', 'SGType2SL', 'SGType200' }; // <--- Weapons go here... It causes a crash, (I think) since my Weapons are not defined as conventional "Weapons" but a custom class called "GWeaponDM." Changing this to "Inventory" or even ...
- Fri Sep 20, 2024 5:11 am
- Forum: Scripting
- Topic: [ZScript] Special Ammo (SOLVED!)
- Replies: 14
- Views: 649
Re: [ZScript] Special Ammo
Yes. While maintaining the functionality of determining the "aa.Amount += toGive" to make sure it only gives the Player as much ammo as the player can still carry, and no more. Since the Player should only be able to pick up this ammo if they have a compatible weapon, I couldn't figure out how to ...
- Wed Sep 18, 2024 5:20 pm
- Forum: Scripting
- Topic: [ZScript] Special Ammo (SOLVED!)
- Replies: 14
- Views: 649
[ZScript] Special Ammo (SOLVED!)
Greetings, everyone. Thanks to everyone that takes the time to read this and offer their help. I'm.. hitting kind of a wall, here. I have things set up so that "one weapon" (actually all separate ACTORS) can use multiple types of ammo. When I originally got help for an issue involving ammo, this ...
- Fri Nov 24, 2023 3:11 pm
- Forum: Scripting
- Topic: Key Press Delay (as in, forcing one)
- Replies: 2
- Views: 548
- Fri Nov 24, 2023 10:02 am
- Forum: Scripting
- Topic: Key Press Delay (as in, forcing one)
- Replies: 2
- Views: 548
Key Press Delay (as in, forcing one)
Greetings, everyone. I hope everyone is having a stress-free holiday season. Thanks to everyone that stops by to help! I was wondering, if there's a way to force either a momentary delay, or force a re-press of a key, for either the RELOAD or ZOOM functions, in DECORATE, other than having a long ...
- Sat Nov 18, 2023 4:52 pm
- Forum: Off-Topic
- Topic: New Member Introductions
- Replies: 794
- Views: 201397
Re: New Member Introductions
How old? Old enough to remember living through the Cold War, maybe? Just curious.
- Thu Nov 09, 2023 1:21 am
- Forum: General
- Topic: little help with something
- Replies: 3
- Views: 838
Re: little help with something
The same process can be used to directly replace the textures, yes.
- Thu Apr 27, 2023 6:01 pm
- Forum: Scripting
- Topic: PowerWeaponLevel2/Powered_Up Question
- Replies: 2
- Views: 272
Re: PowerWeaponLevel2/Powered_Up Question
Sorry for the late reply. I see what you're saying. Thank you, that's perfect.