Hendricks266, on 15 October 2017 - 07:04 PM, said:
Declaring the gamevar in your con files will erase the ones already there and only set the flags you name.
They're hardcoded into the exe.
Thank you once again for the clarification!
Hendricks266, on 15 October 2017 - 07:04 PM, said:
This post has been edited by thisbecasper: 16 October 2017 - 12:45 PM
onevent EVENT_TURNAROUND
setvar WEAPON2_SHOOTS RPG
setplayer[THISACTOR].kickback_pic 1
setvar RETURN -1
endevent
onevent EVENT_PRESSEDFIRE
setvar WEAPON2_SHOOTS SHOTGUN
endevent
Hendricks266, on 16 October 2017 - 02:55 PM, said:
onevent EVENT_TURNAROUND
setvar WEAPON2_SHOOTS RPG
setplayer[THISACTOR].kickback_pic 1
setvar RETURN -1
endevent
onevent EVENT_PRESSEDFIRE
setvar WEAPON2_SHOOTS SHOTGUN
endeventonevent EVENT_TURNAROUND
setvar WEAPON2_SHOOTS RPG
ifvare player[].kickback_pic 0
setplayer[].kickback_pic 1
setvar RETURN -1
endevent
onevent EVENT_PRESSEDFIRE
setvar WEAPON2_SHOOTS SHOTGUN
endevent
Hendricks266, on 16 October 2017 - 07:01 PM, said:
onevent EVENT_TURNAROUND
setvar WEAPON2_SHOOTS RPG
ifvare player[].kickback_pic 0
setplayer[].kickback_pic 1
setvar RETURN -1
endevent
onevent EVENT_PRESSEDFIRE
setvar WEAPON2_SHOOTS SHOTGUN
endevent
Hendricks266, on 16 October 2017 - 07:30 PM, said:
This post has been edited by thisbecasper: 16 October 2017 - 07:35 PM
define INPUT_TURN_AROUND 268435456
gamevar temp 0 0
gamevar bits 0 1
onevent EVENT_PRESSEDFIRE
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
endevent
onevent EVENT_TURNAROUND
setvar RETURN -1
endevent
onevent EVENT_PROCESSINPUT
getinput[THISACTOR].bits bits
endevent
onevent EVENT_GAME
ifactor APLAYER
{
ifvarand bits INPUT_TURN_AROUND
{
ifvare currentweapon SHOTGUN_WEAPON
{
ifvare weaponcount 0
{
getplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON temp
ifvarg temp 0
{
setvar WEAPON2_SHOOTS RPG
setvar WEAPON2_SHOTSPERBURST 1
setplayer[THISACTOR].kickback_pic 1
}
}
}
}
}
endevent
Hendricks266, on 16 October 2017 - 07:45 PM, said:
define INPUT_TURN_AROUND 268435456
gamevar temp 0 0
gamevar bits 0 1
onevent EVENT_PRESSEDFIRE
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
endevent
onevent EVENT_TURNAROUND
setvar RETURN -1
endevent
onevent EVENT_PROCESSINPUT
getinput[THISACTOR].bits bits
endevent
onevent EVENT_GAME
ifactor APLAYER
{
ifvarand bits INPUT_TURN_AROUND
{
ifvare currentweapon SHOTGUN_WEAPON
{
ifvare weaponcount 0
{
getplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON temp
ifvarg temp 0
{
setvar WEAPON2_SHOOTS RPG
setvar WEAPON2_SHOTSPERBURST 1
setplayer[THISACTOR].kickback_pic 1
}
}
}
}
}
endevent
Hendricks266, on 16 October 2017 - 08:05 PM, said:
define INPUT_TURN_AROUND 268435456
gamevar choice 0 1
onevent EVENT_TURNAROUND
setvar RETURN -1
endevent
onevent EVENT_TURNAROUND
ifvare currentweapon SHOTGUN_WEAPON
{
ifvare choice 0
{
setvar choice 1
}
else
{
setvar choice 0
}
}
endevent
onevent EVENT_PRESSEDFIRE
ifvare choice 0
{
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
}
else
{
setvar WEAPON2_SHOOTS RPG
setvar WEAPON2_SHOTSPERBURST 1
}
endevent
This post has been edited by thisbecasper: 16 October 2017 - 08:22 PM
thisbecasper, on 16 October 2017 - 08:21 PM, said:
thisbecasper, on 16 October 2017 - 08:21 PM, said:
Trooper Dan, on 16 October 2017 - 11:39 PM, said:
define INPUT_TURN_AROUND 268435456
gamevar SHOTGUNAMMO 0 1
gamevar choice 0 1
onevent EVENT_TURNAROUND
{
setvar RETURN -1
ifvare choice 0
{
setvar choice 1
sound SELECT_WEAPON
quote 34
}
else
{
setvar choice 0
sound SHOTGUN_COCK
quote 35
}
}
endevent
onevent EVENT_PRESSEDFIRE
{
ifvare choice 0
{
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
setvar WEAPON2_FIRESOUND SHOTGUN_FIRE
setvar WEAPON2_FLAGS 1024
}
else
{
ifvarl SHOTGUNAMMO 10
{
setvar choice 0
quote 40
sound SHOTGUN_COCK
}
setvar WEAPON2_SHOOTS 1092
setvar WEAPON2_SHOTSPERBURST 10
setvar WEAPON2_FIRESOUND PISTOL_RICOCHET
setvar WEAPON2_FLAGS 17472
}
}
endevent
Hendricks266, on 17 October 2017 - 08:09 AM, said:
gamevar SHOTGUNAMMO 0 1
gamevar choice 0 1
gamevar PWEAPON 0 1
onevent EVENT_TURNAROUND
{
setvar RETURN -1
ifvare PWEAPON 2
{
ifvare choice 0
{
ifvarl SHOTGUNAMMO 10
{
quote 36
break
}
setvar choice 1
sound SELECT_WEAPON
setvar WEAPON2_SHOOTS 1092
setvar WEAPON2_SHOTSPERBURST 10
setvar WEAPON2_FIRESOUND PISTOL_RICOCHET
setvar WEAPON2_FLAGS 17472
quote 34
}
else
{
setvar choice 0
sound SHOTGUN_COCK
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
setvar WEAPON2_FIRESOUND SHOTGUN_FIRE
setvar WEAPON2_FLAGS 1024
quote 35
}
}
}
endevent
onevent EVENT_DOFIRE
{
ifvare PWEAPON 2
{
ifvare choice 1
{
ifvarl SHOTGUNAMMO 10
{
setvar choice 0
sound SHOTGUN_COCK
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
setvar WEAPON2_FIRESOUND SHOTGUN_FIRE
setvar WEAPON2_FLAGS 1024
quote 40
}
}
}
}
endevent
This post has been edited by thisbecasper: 17 October 2017 - 12:11 PM
thisbecasper, on 17 October 2017 - 12:05 PM, said:
ifvarl SHOTGUNAMMO 10
ifvarl player[THISACTOR].ammo_amount 2 10
thisbecasper, on 17 October 2017 - 12:05 PM, said:
definegamefuncname 36 Switch_Weapon_Function
gamevar temp 0 0
gamevar subweapon_choice 0 1
onevent EVENT_TURNAROUND
setvar RETURN -1
getplayer[THISACTOR].curr_weapon temp
ifvare temp 2
{
ifvare subweapon_choice 0
{
ifvarl SHOTGUNAMMO 10
{
quote 36
break
}
setvar subweapon_choice 1
sound SELECT_WEAPON
setvar WEAPON2_SHOOTS 1092
setvar WEAPON2_SHOTSPERBURST 10
setvar WEAPON2_FIRESOUND PISTOL_RICOCHET
setvar WEAPON2_FLAGS 17472
quote 34
}
else
{
setvar subweapon_choice 0
sound SHOTGUN_COCK
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
setvar WEAPON2_FIRESOUND SHOTGUN_FIRE
setvar WEAPON2_FLAGS 1024
quote 35
}
}
endevent
onevent EVENT_DOFIRE
getplayer[THISACTOR].curr_weapon temp
ifvare temp 2
{
ifvare subweapon_choice 1
{
getplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON temp
ifvarl temp 10
{
setvar subweapon_choice 0
sound SHOTGUN_COCK
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
setvar WEAPON2_FIRESOUND SHOTGUN_FIRE
setvar WEAPON2_FLAGS 1024
quote 40
}
}
}
endevent
Trooper Dan, on 17 October 2017 - 12:11 PM, said:
ifvarl SHOTGUNAMMO 10
ifvarl player[THISACTOR].ammo_amount 2 10
Hendricks266, on 17 October 2017 - 12:15 PM, said:
Trooper Dan, on 17 October 2017 - 12:31 PM, said:
Hendricks266, on 17 October 2017 - 12:15 PM, said:
definegamefuncname 36 Switch_Weapon_Function
gamevar temp 0 0
gamevar subweapon_choice 0 1
onevent EVENT_TURNAROUND
setvar RETURN -1
getplayer[THISACTOR].curr_weapon temp
ifvare temp 2
{
ifvare subweapon_choice 0
{
ifvarl SHOTGUNAMMO 10
{
quote 36
break
}
setvar subweapon_choice 1
sound SELECT_WEAPON
setvar WEAPON2_SHOOTS 1092
setvar WEAPON2_SHOTSPERBURST 10
setvar WEAPON2_FIRESOUND PISTOL_RICOCHET
setvar WEAPON2_FLAGS 17472
quote 34
}
else
{
setvar subweapon_choice 0
sound SHOTGUN_COCK
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
setvar WEAPON2_FIRESOUND SHOTGUN_FIRE
setvar WEAPON2_FLAGS 1024
quote 35
}
}
endevent
onevent EVENT_DOFIRE
getplayer[THISACTOR].curr_weapon temp
ifvare temp 2
{
ifvare subweapon_choice 1
{
getplayer[THISACTOR].ammo_amount SHOTGUN_WEAPON temp
ifvarl temp 10
{
setvar subweapon_choice 0
sound SHOTGUN_COCK
setvar WEAPON2_SHOOTS SHOTGUN
setvar WEAPON2_SHOTSPERBURST 7
setvar WEAPON2_FIRESOUND SHOTGUN_FIRE
setvar WEAPON2_FLAGS 1024
quote 40
}
}
}
endeventThis post has been edited by thisbecasper: 17 October 2017 - 01:02 PM
Hendricks266, on 17 October 2017 - 12:35 PM, said:
This post has been edited by Fox: 17 October 2017 - 01:01 PM
thisbecasper, on 17 October 2017 - 07:48 PM, said:
Trooper Dan, on 17 October 2017 - 11:05 PM, said:
thisbecasper, on 18 October 2017 - 01:35 AM, said: