| Blockland Forums > Modification Help |
| Multiple ShootOnClick commands |
| (1/1) |
| sciberdude:
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? |
| PowerDag:
Bind the command to SPACE instead of LMOUSE. |
| sciberdude:
--- Quote from: PowerDag on November 26, 2010, 05:57:07 PM ---Bind the command to SPACE instead of LMOUSE. --- End quote --- 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. |
| Headcrab Zombie:
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. |
| sciberdude:
Would that be able to trigger a secondary script or separate weapon? NVM. Thanks. |
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