after i fire the single 40mm round, i press the zoom button and it still fires!
so i need help. 'cause i need tetriary fire that uses the M203...
here's the code:
Code: Select all
Actor M4A1 : FaustWeapon
{
inventory.pickupmessage "Colt M16A2 assault rifle with M203 Grenade Launcher (5)"
Weapon.SlotNumber 5
weapon.kickback 100
Weapon.AmmoType "M4A1Mag"
Weapon.AmmoUse1 1
weapon.ammotype2 "556Ammo"
weapon.ammouse2 1
weapon.ammogive2 30
ConversationID 195
Tag "Colt M16A2 w/ M203"
+Weapon.NoAutofire
States
{
Ready:
M4A1 A 0 A_JumpIfInventory("M4A1Mag",0,2)
M4A1 A 0 A_JumpIfInventory("556Ammo",1,2)
M4A1 A 0 A_JumpIfInventory("M203Loaded",0,2)
M4A1 A 0 A_JumpIfInventory("40mmAmmo",1,2)
M4A1 A 1 A_WeaponReady(WRF_ALLOWZOOM)
Loop
M4A1 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
Loop
Deselect:
M4A1 A 0 A_Lower
M4A1 A 1 A_Lower
Loop
Select:
M4A1 A 0 A_Raise
M4A1 A 1 A_Raise
Loop
Fire:
TNT1 A 0
BurstMe:
M4A1 A 0 A_JumpIfInventory("M4A1Mag",1,1)
Goto Dryfire
M4A1 A 0 A_JumpIfInventory ("BurstFireCapabilityStuffy",0,"DoneFiring")
M4A1 A 0 A_Jump(250,2)
M4A1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
M4A1 A 0 A_GunFlash
M4A1 A 0 A_Jump(128, "BurstMe2", "BurstMe3")
M4A1 A 0 A_PlayWeaponSound("m4a1/fire")
M4A1 B 1 bright A_FireCustomMissile("556Tracer",frandom(-1.5,1.5),2,6,4.3,3.5,frandom(-1.5,1.5))
M4A1 D 2 Offset(0,37) A_SetPitch(pitch - 0.5)
DoneBursting:
M4A1 A 0 A_GiveInventory("BurstFireCapabilityStuffy", 1)
TNT1 A 0 A_ReFire("BurstMe")
TNT1 A 0 A_CheckReload
Goto DoneFiring
BurstMe2:
M4A1 A 0 A_JumpIfInventory("M4A1Mag",1,1)
Goto Dryfire
M4A1 A 0 A_PlayWeaponSound("m4a1/fire")
M4A1 C 1 bright A_FireCustomMissile("556Tracer",frandom(-1.5,1.5),2,6,4.3,3.5,frandom(-1.5,1.5))
M4A1 D 2 Offset(0,37) A_SetPitch(pitch - 0.5)
Goto DoneBursting
BurstMe3:
M4A1 A 0 A_JumpIfInventory("M4A1Mag",1,1)
Goto Dryfire
M4A1 A 0 A_PlayWeaponSound("m4a1/fire")
M4A1 B 1 bright A_FireCustomMissile("556Tracer",frandom(-1.5,1.5),2,6,4.3,3.5,frandom(-1.5,1.5))
M4A1 D 2 Offset(0,37) A_SetPitch(pitch - 0.5)
Goto DoneBursting
DoneFiring:
M4A1 D 1 Offset(0,36) A_TakeInventory ("BurstFireCapabilityStuffy")
M4A1 E 1 Offset(0,34) A_AlertMonsters
TNT1 A 0 A_CheckReload
Goto Ready
Zoom:
M4A1 A 0 A_JumpIfInventory("M203Loaded",0,1)
Goto Dryfire
M1M2 AB 2
M1M2 C 5
M4A1 A 0 A_GunFlash
M23F A 0 A_AlertMonsters
M23F A 2 Bright A_PlayWeaponSound("MGL/Fire")
M23F B 1 Bright A_FireCustomMissile("40mmGrenadeProjectile",0,0,4,2,0)
M1M2 C 6
M1M2 CBA 2
TNT1 A 0 A_CheckReload
Goto Ready
Dryfire:
M4A1 A 0 A_JumpIfInventory("M203Loaded",0,"Reload2")
M4A1 A 1
Goto Ready
Reload:
M4A1 A 1 Offset(0,35)
TNT1 A 0 A_Jump(160,2)
TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
M4A1 A 1 Offset(0,38) A_PlaySound("m4a1/reload",CHAN_ITEM)
M4A1 A 1 Offset(0,44)
M4A1 A 1 Offset(-2,46)
M4A1 A 1 Offset(-4,52)
M4A1 A 1 Offset(-7,56)
M4A1 A 1 Offset(-10,57)
M4A1 A 8 Offset(-11,58)
Goto ReloadLoop
ReloadLoop:
TNT1 A 0 A_TakeInventory("556Ammo",1,TIF_NOTAKEINFINITE)
TNT1 A 0 A_GiveInventory("M4A1Mag",1)
TNT1 A 0 A_JumpIfInventory("M4A1Mag",30,"ReloadFinish")
TNT1 A 0 A_JumpIfInventory("556Ammo",1,"ReloadLoop")
Goto ReloadFinish
ReloadFinish:
M4A1 A 1 Offset(-10,58)
M4A1 A 1 Offset(-10,61)
M4A1 A 1 Offset(-10,65)
M4A1 A 1 Offset(-10,71)
M4A1 A 1 Offset(-10,82)
M4A1 A 1 Offset(-10,103)
M4A1 A 55 Offset(-10,127)
M4A1 A 1 Offset(-10,103)
M4A1 A 1 Offset(-10,82)
M4A1 A 1 Offset(-10,71)
M4A1 A 1 Offset(-10,65)
M4A1 A 1 Offset(-10,60)
M4A1 A 1 Offset(-10,55)
M4A1 A 1 Offset(-10,53)
M4A1 A 1 Offset(-10,51)
M4A1 A 1 Offset(-9,50)
M4A1 A 1 Offset(-8,46)
M4A1 A 1 Offset(-7,43)
M4A1 A 1 Offset(-5,40)
M4A1 A 1 Offset(-3,37)
M4A1 A 1 Offset(-1,34)
M4A1 A 1 Offset(0,32)
Goto Ready
Reload2:
TNT1 A 0 A_Jump(160,2)
TNT1 A 0 A_PlaySound("*taunt", CHAN_VOICE)
M1M2 B 2 Offset(1,33)
M1M2 B 2 Offset(2,34)
M1M2 B 2 Offset(3,35)
M1M2 B 2 Offset(4,36)
M1M2 B 2 Offset(4,43)
M1M2 B 1 Offset(4,50)
M1M2 B 1 Offset(5,58)
M1M2 B 1 Offset(5,67)
M1M2 B 1 Offset(5,71)
M1M2 B 1 Offset(5,77)
M1M2 B 1 Offset(4,83)
M1M2 B 1 Offset(3,89)
M1M2 B 1 Offset(3,94)
M1M2 B 1 Offset(2,100)
M1M2 B 1 Offset(2,102)
M1M2 B 1 Offset(1,104)
M1M2 B 1 Offset(1,106)
M1M2 B 1 Offset(-1,108)
M1M2 B 1 Offset(-3,112)
M1M2 B 1 Offset(-5,116)
M1M2 B 1 Offset(-7,120)
M1M2 B 1 Offset(-10,124)
M1M2 B 1 Offset(-14,126)
M1M2 B 1 Offset(-18,128) A_PlaySound("RPG7/load1",CHAN_WEAPON)
M1M2 A 1 Offset(-21,129)
M1M2 A 1 Offset(-24,130)
M1M2 A 1 Offset(-27,131)
M1M2 A 1 Offset(-28,130)
Goto ReloadLoop2
ReloadLoop2:
TNT1 C 0 A_TakeInventory("40mmAmmo",1,TIF_NOTAKEINFINITE)
TNT1 C 0 A_GiveInventory("M203Loaded",1)
TNT1 A 0 A_JumpIfInventory("M203Loaded",1,"ReloadFinish2")
TNT1 A 0 A_JumpIfInventory("40mmAmmo",1,"ReloadLoop2")
Goto ReloadFinish2
ReloadFinish2:
M1M2 A 1 Offset(-26,128)
M1M2 A 1 Offset(-22,124)
M1M2 A 1 Offset(-21,112) A_PlaySound("RPG7/load2",CHAN_WEAPON)
M1M2 A 1 Offset(-20,108)
M1M2 A 1 Offset(-19,98)
M1M2 A 1 Offset(-18,88)
M1M2 A 1 Offset(-17,78)
M1M2 A 1 Offset(-16,68)
M1M2 A 1 Offset(-15,57)
M1M2 A 1 Offset(-14,46)
M1M2 A 1 Offset(-12,42)
M1M2 A 1 Offset(-11,38)
M1M2 A 1 Offset(-8,35)
M1M2 A 1 Offset(-6,32)
M1M2 A 1 Offset(-2,28)
M1M2 A 1 Offset(1,27)
M1M2 A 1 Offset(-1,29)
Goto Ready
Flash:
TNT1 A 2 A_Light2
TNT1 A 2 A_Light1
Goto LightDone
Spawn:
M4A1 P -1
Stop
}
}