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| Delayed shell ejection and three-shot burst |
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| A Twig:
For a long time I have been trying to understand where in the hell the sequence parts for delayed shell ejection are. I have looked at many weapons for example the old Weapon_Shotgun, and I have yet to figure out where it is located. If anyone can help show me in this code where I can edit and make the weapon have a delayed ejection. I.E. When I fire a bolt-action, 2 seconds later bolt pulls back and the ejection is set. --- Code: --- stateName[0]="Activate"; stateTimeoutValue[0]=0.15; stateTransitionOnTimeout[0]="AmmoCheck"; stateSequence[0]="use"; stateSound[0]=R700CBDeploySound; stateName[1]="Ready"; stateTransitionOnTriggerDown[1]="Fire1"; stateAllowImageChange[1]=true; stateTransitionOnNoAmmo[1]="Empty"; stateName[2]="Fire1"; stateTransitionOnTimeout[2]="AmmoCheck"; stateTimeoutValue[2]="1"; stateFire[2]=true; stateAllowImageChange[2]=false; stateWaitForTimeout[2]=true; stateEmitter[2]=R700CBFlashEmitter; stateEmitterTime[2]=0.05; stateEmitterNode[2]="muzzlePoint"; stateSound[2]=R700CBFireSound; stateScript[2]="onFire1"; stateEjectShell[2]=true; stateSequence[2]="Fire"; stateName[3]="Fire2"; stateTransitionOnTimeout[3]="AmmoCheck"; stateTimeoutValue[3]="0.1"; stateFire[3]=true; stateAllowImageChange[3]=false; stateWaitForTimeout[3]=true; stateEmitter[3]=R700CBFlashEmitter; stateEmitterTime[3]=0.05; stateEmitterNode[3]="muzzlePoint"; stateSound[3]=R700CBFireSound; stateScript[3]="onFire2"; stateEjectShell[3]=true; stateSequence[3]="Fire"; stateName[4]="AmmoCheck"; stateTransitionOnTriggerUp[4]="Ready"; stateAllowImageChange[4]=true; stateScript[4]="onAmmoCheck"; stateName[5]="Reload"; stateTimeoutValue[5]=1.5; stateSequence[5]="Reload"; stateTransitionOnTimeout[5]="Done"; stateWaitForTimeout[5]=true; stateSound[5]=R700CBReloadSound; stateAllowImageChange[5]=true; stateSequence[5]="Reload"; stateName[6]="Done"; stateTransitionOnTimeout[6]="Ready"; stateTimeoutValue[6]=0.1; stateAllowImageChange[6]=true; stateScript[6]="onReload"; stateName[7]="Empty"; stateTransitionOnTriggerDown[7]="EmptyFire"; stateAllowImageChange[7]=true; stateTransitionOnAmmo[7]="Reload"; stateName[8]="EmptyFire"; stateTransitionOnTriggerUp[8]="Ready"; stateTimeoutValue[8]="0.15"; stateAllowImageChange[8]=false; stateWaitForTimeout[8]=true; stateSound[8]=R700CBClickSound; }; --- End code --- Second I want to mention is how to get a weapon to fire three shots in one click. The Left 4 Dead 2 weapon pack did it correctly even with the ammo code. I have wanted to have burst fire weapons for a while now, and I still cannot see where to make a weapon act like so. If anyone can show me what to edit or what to add (If it's a function) then please post below. If you do know how to do any of these and wish to help me understand so I can do it, don't be a wiseass and speak in riddles. If you know tell me so I actually get it. It's not a secret since many people know it, so don't act like it is one. |
| Slicks555:
My weapon coding is a little rusty, but if I remember correctly, stateTimeoutValue is how long it takes for the next state to be called. So, for example, if you wanted a 2 second gap before reloading it would look like this: --- Quote from: A Twig on May 25, 2012, 02:55:00 PM --- --- Code: --- stateName[3]="Fire2"; stateTransitionOnTimeout[3]="AmmoCheck"; stateTimeoutValue[3]="2.0"; // I think this value is in seconds. stateFire[3]=true; stateAllowImageChange[3]=false; stateWaitForTimeout[3]=true; stateEmitter[3]=R700CBFlashEmitter; stateEmitterTime[3]=0.05; stateEmitterNode[3]="muzzlePoint"; stateSound[3]=R700CBFireSound; stateScript[3]="onFire2"; stateEjectShell[3]=true; stateSequence[3]="Fire"; }; --- End code --- --- End quote --- Please, however, correct me if I am wrong. As for the three shot burst, that's something you have to write in WhateverImage::onFire(). Look at Ephi's shotgun as a reference. Or any shotgun, really. |
| A Twig:
stateTimeoutValue for onFire deters how long you have to wait until you can fire again. The Sniper Rifle you have to wait about 3-4 seconds until you can fire again, therefore that value is "3.0" or "3". Thank you for your concern though. |
| Port:
--- Quote from: A Twig on May 26, 2012, 11:04:51 AM ---stateTimeoutValue for onFire deters how long you have to wait until you can fire again. --- End quote --- To be precise, it determines how long the delay between entering the state and switching to the state specified by stateTransitionOnTimeout should be. |
| A Twig:
--- Quote from: Port on May 26, 2012, 11:11:03 AM ---To be precise, it determines how long the delay between entering the state and switching to the state specified by stateTransitionOnTimeout should be. --- End quote --- ^ This, but I was just using the Fire State as an example. |
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