Thanks for the feedback everyone. I'm glad you like it. We'll see if I can come up with any other interesting weapon ideas to add to this as the year goes on.
Matt wrote:One bug: the gun doesn't start out loaded, but if you IDFA for it the status bar counter will show as loaded when you first select it.
Yeahhh, that's because the secondary ammo isn't actually used for conditionals and IDFA gives maximum ammo. The actual local variable holding the barrel status always initializes at zero (or more accurately, you can't initialize a variable at declaration) and I couldn't figure out the best way to set the variable at spawn. I tried setting it at the Spawn label, but that had no discernible effect. ¯\_(⁰_ₒ)_/¯
Adding to the Select label
Code: Select all
TNT1 A 0 {if(CountInv("ShellRound") == 2) invoker.barrelbool = 3;}
would
partially fix the issue of the mismatch, but I would much rather have the gun actually start loaded even without cheats.