Decorate weapon problem
Posted: Tue Sep 27, 2005 1:56
This is the fireing code for my AssultRifle for a project im hoping to complete soon
Fire:
ARFL A 0 A_PlayWeaponSound("Bullet/BulletA")
ARFL B 2 BRIGHT A_FireBullets(4, 4, 1, 6, 1, 1)
ARFL A 3
ARFL A 0 A_PlayWeaponSound("Bullet/BulletA")
ARFL B 2 BRIGHT A_FireBullets(4, 4, 1, 6, 1, 1)
ARFL A 3
Goto Ready
AltFire:
ARFL B 0 A_PlayWeaponSound("SMG/AltFire")
ARFL B 2 BRIGHT A_FireBullets(4, 4, 7, 6, 1, 1)
ARFL A 12
Goto Ready
Now before I brought it over to GZDoom, I was using the latest Unofficial ZDoom build and I only had
ARFL A 0 A_PlayWeaponSound("Bullet/BulletA")
ARFL B 2 BRIGHT A_FireBullets(4, 4, 1, 6, 1, 1)
ARFL A 3
Goto Ready
As the frames and such in the Fire State (As with ZDoom, it would just skip the Firestate and go to the Hold stat if you had A_ReFire and a Hold state to go to). And it worked well, the first shot was pinpoint and the rest as long as it was held down, were all random. The AltFire worked fine aswell. But when I moved it over to GZDoom, it made it so every bullet from the normal fire was pinpoint, so I added a second bullet and a Refire Hold setup. It worked fine for when I was using the primary fire, bu the Altfire just acted as the Primary fire. I looked to see if I messed up the keybindings, but they were as they should be. I have no idea what is going on with this, but after looking over my coding, I honestly couldnt see why it would replace the AltFire with the Primary fire.
It seemed to happen when I added the second bullet stuff to the primary Fire State, as it did it without a Hold state. So I would assume this is some form of Bug.
Fire:
ARFL A 0 A_PlayWeaponSound("Bullet/BulletA")
ARFL B 2 BRIGHT A_FireBullets(4, 4, 1, 6, 1, 1)
ARFL A 3
ARFL A 0 A_PlayWeaponSound("Bullet/BulletA")
ARFL B 2 BRIGHT A_FireBullets(4, 4, 1, 6, 1, 1)
ARFL A 3
Goto Ready
AltFire:
ARFL B 0 A_PlayWeaponSound("SMG/AltFire")
ARFL B 2 BRIGHT A_FireBullets(4, 4, 7, 6, 1, 1)
ARFL A 12
Goto Ready
Now before I brought it over to GZDoom, I was using the latest Unofficial ZDoom build and I only had
ARFL A 0 A_PlayWeaponSound("Bullet/BulletA")
ARFL B 2 BRIGHT A_FireBullets(4, 4, 1, 6, 1, 1)
ARFL A 3
Goto Ready
As the frames and such in the Fire State (As with ZDoom, it would just skip the Firestate and go to the Hold stat if you had A_ReFire and a Hold state to go to). And it worked well, the first shot was pinpoint and the rest as long as it was held down, were all random. The AltFire worked fine aswell. But when I moved it over to GZDoom, it made it so every bullet from the normal fire was pinpoint, so I added a second bullet and a Refire Hold setup. It worked fine for when I was using the primary fire, bu the Altfire just acted as the Primary fire. I looked to see if I messed up the keybindings, but they were as they should be. I have no idea what is going on with this, but after looking over my coding, I honestly couldnt see why it would replace the AltFire with the Primary fire.
It seemed to happen when I added the second bullet stuff to the primary Fire State, as it did it without a Hold state. So I would assume this is some form of Bug.