"Reload" state in DECORATE
Moderator: GZDoom Developers
"Reload" state in DECORATE
How 'bout that?
Something like this is existing in Edge...That'll be a nice solution for Gunsmiths who loves Decorate...
Imagine , you don't have to add lots of A_JumpIfInventory stuff...
Just declare how many ammunition clip can hold , like:
Actor blablabla
{
Weapon.SelectionOrder 200
Inventory.PickupMessage "got the blablabla gun"
Inventory.PickupSound "misc/blablabla"
Weapon.AmmoGive 24
Weapon.AmmoUse 1
Weapon.Kickback 10
AttackSound "weapons/Blam"
ClipHold 18
and then , we have only to fill the Reload state...Like:
States
{
...
Reload
BLAG ABCDE 3
BLAG F 3 A_Reload
Goto Ready
How 'bout this idea?
I think it's tough...
Something like this is existing in Edge...That'll be a nice solution for Gunsmiths who loves Decorate...
Imagine , you don't have to add lots of A_JumpIfInventory stuff...
Just declare how many ammunition clip can hold , like:
Actor blablabla
{
Weapon.SelectionOrder 200
Inventory.PickupMessage "got the blablabla gun"
Inventory.PickupSound "misc/blablabla"
Weapon.AmmoGive 24
Weapon.AmmoUse 1
Weapon.Kickback 10
AttackSound "weapons/Blam"
ClipHold 18
and then , we have only to fill the Reload state...Like:
States
{
...
Reload
BLAG ABCDE 3
BLAG F 3 A_Reload
Goto Ready
How 'bout this idea?
I think it's tough...
- wildweasel
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- masterofpsi
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- DoomRater
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Not to mention the ammo display! Putting the clip left of the ammo type would be nice, instead of making a seperate ammo display.wildweasel wrote:This would make things much easier, not to mention it would allow for weapons that reload and have a secondary fire without convoluting the Decorate code.
- chaoscentral
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if anything the two properties could be
That could work if people want multiple reloads
Code: Select all
ClipSize1 //Attack
ClipSize2 //AltAttack
Code: Select all
States
{
Reload:
...
...
...
AltReload:
...
...
...
}
- wildweasel
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