Author Topic: Multiple ShootOnClick commands  (Read 534 times)

There was once a grand old topic about making vehicles shoot, which can be found here:

http://forum.blockland.us/index.php?topic=51249.0

Sadly, it only allows for you to click; not use other buttons or allow for multiple weapons on the same vehicle (e.g. a secondary function mapped to "space").

How do you guys think that problem can be solved?

Bind the command to SPACE instead of LMOUSE.

Bind the command to SPACE instead of LMOUSE.

What I'm trying to get at is that if someone wants a secondary weapon, then your mouse has both of those weapons bound to it. For example: You put a rocket launcher and a machine gun on a fighter jet in two slots. When you click once, though, there is a rocket coming out AND a spurt of machine gun fire.

I'm thinking maybe that there could just be a separate script called, "ShootOnSpace" or something. Or a copy of the same script within the original remapped for the space bar or some other key.

Currently the packaged armor::onTrigger checks %slot for a value of 0, and then calls the shoot function. You'd just add another check for whatever value jump uses, and create a function to handle it based off of the existing function.

Would that be able to trigger a secondary script or separate weapon?
NVM. Thanks.
« Last Edit: November 27, 2010, 03:13:16 PM by sciberdude »