Author Topic: Secondary Fire on hold click  (Read 603 times)

I used to know how to do this, but I've completely forgotten how now.

package armor::on trigger
make it schedule the function you want when the slot is left trigger and the pressed/released boolean is true
when that boolean is false and the slot is left trigger, make it cancel that schedule
I would suggest parenting the schedule to the player so it goes poot if the player dies
That will make it so the player needs to hold the left trigger for however many miliseconds you have the schedule delayed for to do stuff

If I understand you correctly you want to have a weapon that has a different effect when charged?

Look at how the spear works.

Key things to look at are, stateTransitionOnTimeout , and stateTransitionOnTriggerUp

Nexus' method is for script purposes that don't necessarily use a weapon/item datablock, Rotondo's is better for those weapons. What you use is entirely dependent on what you're trying to create

Also, is Rot's avatar more pixelated than usual or am I just seeing things?

Nexus' method is for script purposes that don't necessarily use a weapon/item datablock, Rotondo's is better for those weapons. What you use is entirely dependent on what you're trying to create

Also, is Rot's avatar more pixelated than usual or am I just seeing things?
This. And it does actually.

If I understand you correctly you want to have a weapon that has a different effect when charged?

Look at how the spear works.

Key things to look at are, stateTransitionOnTimeout , and stateTransitionOnTriggerUp
Yes, yes, but my problem is not within the state script. I need to know the function to switch to the secondary projectile.

Yes, yes, but my problem is not within the state script. I need to know the function to switch to the secondary projectile.
What you wanna do is create the secondary projectile object, rather than changing the datablock's projectile.

Look at Flak cannon, I'm pretty sure it has 2 different kinds of projectiles.