None-autofiring weapon
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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- Posts: 43
- Joined: Tue May 13, 2014 3:00 pm
None-autofiring weapon
I have come full circle and am working on doom mods again and I am trying to make a melee weapon where you can't just hold down the fire button and keep swinging. How would I go about doing that? Like, you need to press the fire button each time you want to swing.
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Re: None-autofiring weapon
Simply add the WEAPON.NOAUTOFIRE flag to your weapon.
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- Posts: 43
- Joined: Tue May 13, 2014 3:00 pm
Re: None-autofiring weapon
Aaannnd damn. It doesn't work on Zandronum...
Is there another way?
Is there another way?
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- Location: Scotland
Re: None-autofiring weapon
Remove A_ReFire from your fire state sequence?
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- Posts: 43
- Joined: Tue May 13, 2014 3:00 pm
Re: None-autofiring weapon
Wow I am dumb.
So uh, "NoAutoFire" is a property flag, not a "Weapon." definition. XD
Thank you guys! :3
So uh, "NoAutoFire" is a property flag, not a "Weapon." definition. XD
Thank you guys! :3