Heres the current code I have from the decorate if its any help
Spoiler:

high res image upload
Spoiler:

Code: Select all
AltFire:
TNT1 A 0 A_Jump(128,3) //50% chance that it'll use the alternate firing frame
AN9F A 2 BRIGHT A_FireBullets (0,0,1,9) //Decreased frame duration - the AN-94 fires the two-round burst at a staggering 1800 RPM, technically warranting a frame duration of 1
TNT1 A 0 A_Jump(256,2) //Prevents second bullet from being fired until burst-fire catch
AN9F B 2 BRIGHT A_FireBullets (0,0,1,8)
PDRG A 0 A_JumpIfInventory("BurstCounter", 2, 2) //Skips firing second bullet if already fired
TNT1 A 0 A_Jump(256, "Altfire") //Returns to Altfire state if only one bullet has fired
TNT1 A 0 A_TakeInventory("BurstCounter",999) //Allows weapon to keep firing bursts
AN94 C 2 A_SetPitch(pitch-0.2)
AN94 A 1 A_SetPitch(pitch-0.3)
AN94 A 1 A_SetPitch(pitch+0.3)
AN94 A 0 A_SetPitch(pitch+0.2)
AN94 A 0 A_WeaponReady //Weapon can be fired semi-automatically, but won't refire if the trigger is held
Goto Ready Code: Select all
ACTOR BurstCounter : Inventory
{
Inventory.MaxAmount 2
}Can you PM me with a link to the mod, perhaps? I can see what the issue is more easily when I have freedom to playtest.Graaicko wrote:I put this in but it does not want to work for some reason, I tried deleting and pasting the code in several times...