Thanks for helping me out
GAME.CON (149.21K)
Gamevars.con (143bytes)
getplayer[THISACTOR].curr_weapon PWEAPON
getplayer[THISACTOR].kickback_pic KICKBACK
getplayer[THISACTOR].ammo_amount 1 PISTOLAMMO
ifvare PWEAPON 1
{
ifvarl PISTOLMAGAZINE 1
{
getplayer[THISACTOR].weapon_pos PERPLAYER1
ifvarn PERPLAYER1 0 break
else ifvarl PISTOLAMMO 1
break
else
{
setplayer[THISACTOR].reloading 1
setplayer[THISACTOR].kickback_pic 4
} }
ifvare KICKBACK 5
{
ifvarg PISTOLAMMO 11
setvar PISTOLMAGAZINE 12
else
setvarvar PISTOLMAGAZINE PISTOLAMMO
}
}getplayer[THISACTOR].curr_weapon PWEAPON
getplayer[THISACTOR].kickback_pic KICKBACK
getplayer[THISACTOR].ammo_amount 1 PISTOLAMMO
ifvare PWEAPON 1
{
ifvarl PISTOLMAGAZINE 1
{
getplayer[THISACTOR].weapon_pos PERPLAYER1
ifvarn PERPLAYER1 0
break
else ifvarl PISTOLAMMO 1
break
else
{
setplayer[THISACTOR].reloading 1
setplayer[THISACTOR].kickback_pic 4
}
ifvare KICKBACK 5
{
ifvarg PISTOLAMMO 11
setvar PISTOLMAGAZINE 12
else
setvarvar PISTOLMAGAZINE PISTOLAMMO
}
}
} // this last bracket here is what did it. This belongs further up, beneath the code that sets the kickback pic to 4. With the code like this, the clip ONLY gets refreshed if the magazine count is less than zero.This post has been edited by EmericaSkater: 01 March 2011 - 05:11 AM
The Commander, on Mar 1 2011, 01:32 PM, said:
The Commander, on Mar 1 2011, 01:32 PM, said:
The Commander, on Mar 1 2011, 11:32 AM, said:
Hendricks266, on Mar 1 2011, 04:01 PM, said:
EmericaSkater, on Mar 2 2011, 02:55 PM, said:
This post has been edited by The Commander: 03 March 2011 - 07:26 AM
This post has been edited by M210: 03 March 2011 - 02:20 PM
Scott_AW, on Mar 4 2011, 07:38 AM, said:
This post has been edited by M210: 03 March 2011 - 10:45 PM
Wolf, on Mar 5 2011, 10:58 PM, said:
M210, on Mar 3 2011, 11:15 PM, said:
This post has been edited by M210: 07 March 2011 - 10:54 AM
Wolf, on Mar 6 2011, 06:58 AM, said:
// Stupid-ass dipswitch
define NCBPBUTTON1 3590
useractor notenemy NCBPBUTTON1 0
ifactioncount 1 break else
ifpdistl 800 ifhitspace
{
setvarvar currlev LEVEL
action CBPRESS
ifactioncount 1 action ANULLACTION
ifvare currlev 1
setvar NCBP1 1
soundonce SWITCH_ON
quote 150
// else
ifvare currlev 2
setvar NCBP2 1
soundonce SWITCH_ON
quote 150
// else
ifvare currlev 3
setvar NCBP3 1
soundonce SWITCH_ON
quote 150
// else
ifvare currlev 4
setvar NCBP4 1
soundonce SWITCH_ON
quote 150
// else
ifvare currlev 5
setvar NCBP5 1
soundonce SWITCH_ON
quote 150
// else
ifvare currlev 6
setvar NCBP6 1
soundonce SWITCH_ON
quote 150
// else
ifvare currlev 7
setvar NCBP7 1
soundonce SWITCH_ON
// else
ifvare currlev 8
setvar NCBP8 1
soundonce SWITCH_ON
// else
break
}
enda
action CBPRESS 0 2 1 1 1
define NCBPBUTTON1 3590
useractor notenemy NCBPBUTTON1 0
ifaction CBPRESS break
ifp pfacing // this is not perfect but it's good enough for now
ifpdistl 800
ifhitspace
ifcanseetarget
{
action CBPRESS
sound SWITCH_ON
quote 150
ifvare LEVEL 1
setvar NCBP1 1
else
ifvare LEVEL 2
setvar NCBP2 1
else
ifvare LEVEL 3
setvar NCBP3 1
else
ifvare LEVEL 4
setvar NCBP4 1
else
ifvare LEVEL 5
setvar NCBP5 1
else
ifvare LEVEL 6
setvar NCBP6 1
else
ifvare LEVEL 7
setvar NCBP7 1
else
ifvare currlev 8
setvar NCBP8 1
}
endaThis post has been edited by DeeperThought: 10 March 2011 - 03:25 PM
High Treason, on Mar 10 2011, 02:22 PM, said: