Yes the great bane to grammar nazis and competent coders everywhere has returned!
With UT4 on the horizon I wanted to start back on code nawing UT3 and zippyfing(zanny/lulzy) the weapons.
I can barely understand anything but I have managed to grasp a few operators and such even go the UT3 rocket launcher to load up 6-13 shots but I've hit a road block making it load up ammo on both fire modes.
I've found the code bits that control which fire mode gets to load up.
Under simulated state WeaponLoadAmmo
More specifically
And yes I have the array set on both the primary and alt fire mode so its not missing that at least.
Heres my current code file http://jmp.sh/VMMCx0p
And lastly in "FireModeNum ==" calls can you use things like >= or ^ or |to have it phrase both modes? I know != excludes whatever mode is used at least.
I am much better at textures than coding ><
http://zippydsmlee.deviantart.com/art/UPDATE-Zippy-labs-Hellfire-Cannon-357259335
http://img.photobucket.com/albums/v632/zippydsmlee/punisher-final-zippylabs-ut3_zps9e02f112.jpg
Thanks for any and all info it helps it really dose even if its a waste on my idiot single celled brain. LOL
With UT4 on the horizon I wanted to start back on code nawing UT3 and zippyfing(zanny/lulzy) the weapons.
I can barely understand anything but I have managed to grasp a few operators and such even go the UT3 rocket launcher to load up 6-13 shots but I've hit a road block making it load up ammo on both fire modes.
I've found the code bits that control which fire mode gets to load up.
Code:
simulated function WeaponFireLoad()
{
//zippy marker part of main load code
SetCurrentFireMode(1);
IncrementFlashCount();
if (Role == ROLE_Authority)
{
FireLoad();
}
PlayFiringSound();
InvManager.OwnerEvent('FiredWeapon');
GotoState('WeaponPlayingFire');
//We've expended all our ammo, make sure the ammo geometry is hidden from view
if (AmmoCount == 0 && Instigator.IsHumanControlled() && Instigator.IsLocallyControlled())
{
HideRocket('MackRocketScale', true);
bIsAnyAmmoHidden = true;
}
}
Under simulated state WeaponLoadAmmo
Code:
simulated function BeginFire(byte FireModeNum)
{
//zippy marker
if (FireModeNum == 0)
{
LoadedFireMode = ERocketFireMode((int(LoadedFireMode) + 1) % RFM_Max);
WeaponPlaySound(AltFireModeChangeSound);
}
Global.BeginFire(FireModeNum);
}
simulated function TimeWeaponFiring( byte FireModeNum )
{
//zippy marker main load code
SetTimer( GetFireInterval(1) , false, 'RefireCheckTimer' );
}
// If we have released AltFire - Just fire the load
//zippy marker main load code
if ( !StillFiring(1) )
{
if ( LoadedShotCount > 0 )
{
// We have to check to insure we are in the proper state here. StillFiring() may cause
// bots to end their firing sequence. This will cause and EndFire() call to be made which will
// also fire off the load and switch to the animation state prematurely.
if ( IsInState('WeaponLoadAmmo') )
{
WeaponFireLoad();
}
}
else
{
GotoState('Active');
}
}
simulated function AddProjectile()
{
WeaponPlaySound(AltFireSndQue[Clamp(LoadedShotCount, 0, AltFireSndQue.Length - 1)]);
// Play the que animation
if ( Instigator.IsFirstPerson() && (LoadedShotCount < 13) )
{
PlayWeaponAnimation( LoadUpAnimList[LoadedShotCount], AltFireQueueTimes[LoadedShotCount]);
}
//zippy marker main load code
TimeWeaponFiring(1);
}
More specifically
Code:
SetCurrentFireMode(1);
Code:
SetTimer( GetFireInterval(1) , false, 'RefireCheckTimer' );
Code:
TimeWeaponFiring(1);
Code:
if ( !StillFiring(1) )
And yes I have the array set on both the primary and alt fire mode so its not missing that at least.
Heres my current code file http://jmp.sh/VMMCx0p
And lastly in "FireModeNum ==" calls can you use things like >= or ^ or |to have it phrase both modes? I know != excludes whatever mode is used at least.
I am much better at textures than coding ><
http://zippydsmlee.deviantart.com/art/UPDATE-Zippy-labs-Hellfire-Cannon-357259335
http://img.photobucket.com/albums/v632/zippydsmlee/punisher-final-zippylabs-ut3_zps9e02f112.jpg
Thanks for any and all info it helps it really dose even if its a waste on my idiot single celled brain. LOL