[WFDS] A_NoFireReturn

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A_NoFireReturn

Postby wildweasel » Mon Jul 25, 2005 10:07 pm

I don't see any existing feature that works like this, so I'm requesting it.

The way EDGE's nofire_return pointer works is when it encounters the pointer, it acts as if nothing is there, but if the player is currently not firing the weapon when the pointer is reached, the weapon will pick up where it left off in the firing state the next time the trigger is pulled. For example, an akimbo pistol definition:
Code: Select allExpand view
(...)
Attack:
PS1F A 2 BRIGHT A_FireBullets(...)
PS1G A 2 A_NofireReturn
PS1F B 2 BRIGHT A_FireBullets(...)
PS1G A 2
Goto Ready
(...)

On the first fire, the first two frames would play. The next fire plays the second two frames and continue as normal, resetting the state.

I realize a similar effect can be hacked together with A_JumpIfInventory and several extra states, but this would be a more elegant and user-friendly system.
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Postby Ryan Cordell » Tue Jul 26, 2005 7:33 am

Basicly, you want like another command, but instead of the A_Jumpifinventory one, it would similarily act kind of like another attack on the same button.. Probably didn't write that right, but you need this option so you could make Akimbo Pistols work properly, IE. Make one gun shoot, and depending how long the user wants to wait, he'll shoot on the other gun after he presses the fire button again.. Kinda right?
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Postby wildweasel » Tue Jul 26, 2005 12:51 pm

I cite Immoral Conduct SE's dual 1911's as an example. The way they work normally (ie. when the button is held), they fire in an alternating pattern. If one were to merely click the button once, only one of the pistols would fire. If they were to click the button again, the other pistol would fire, and the cycle starts over on the next click after that.

A more complicated example would be the Helix Cannon in my own EDGE mod, WW-BNI.
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Postby Xaser » Tue Jul 26, 2005 2:47 pm

This can be emulated using A_JumpIfInventory and stuff (Zen's Nailgun is a good example), but I do agree that adding this would help out a hell of alot.
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Postby ant1991331 » Tue Jul 26, 2005 11:54 pm

I WAS going to say that, but you bet me...
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Re: A_NoFireReturn

Postby wildweasel » Wed Jul 27, 2005 2:16 am

wildweasel, in the first friggin post, wrote:I realize a similar effect can be hacked together with A_JumpIfInventory and several extra states, but this would be a more elegant and user-friendly system.
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Postby ant1991331 » Wed Jul 27, 2005 3:47 am

Ahh, its the same thing my friend. Calm down.

Try using A_Jump(chance,howmany?)

THE GUY HAS SPOKEN!!
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Postby wildweasel » Wed Jul 27, 2005 11:53 am

How does that help me? I need a nofire_return to emulate the Helix Cannon from WW-BNI. JumpIfInventory would be totally ridiculous to use, and A_Jump doesn't even help in this case. If you don't know what I'm talking about, I don't see how I could explain it any better.
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