Thanks for helping me out

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 } enda
This post has been edited by DeeperThought: 10 March 2011 - 03:25 PM
High Treason, on Mar 10 2011, 02:22 PM, said: