This is the code I have. The idea was to have a string variable store the combo order previously inputed so that it does different attack with each new input (ex. "light_light_heavy").
Code: Select all
States
{
Select:
scth a 0 A_Raise(255);
wait;
Ready:
scth abcb 8
{
invoker.previousAttack = "none";
A_WeaponReady(WRF_DISABLESWITCH);
}
loop;
Fire:
tnt1 a 2
{
if (invoker.previousAttack == "light")
A_Jump(256, "Combo_LL");
}
scth de 2;
tnt1 a 2;
lat1 abcde 2 A_CustomPunch(3 * random(1, 5), TRUE, 0);
scth ed 2
{
invoker.previousAttack = "light";
A_WeaponReady(WRF_DISABLESWITCH);
}
goto Ready;
Combo_LL:
lat2 abcd 2 A_CustomPunch(4 * random(1, 5), TRUE, 0);
scth ed 2;
goto Ready;
Deselect:
scth a 2 A_Lower(255);
wait;
}
What am I missing? Or did I set this up incorrectly?
