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 endevent
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 - 07:01 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 } } } endevent
This 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: