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 Burst fire and alt ammo 
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Joined: Wed Jul 16, 2008 12:49 am
Posts: 226
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Post Burst fire and alt ammo
ok I made me a gun that has two types of ammo using Crickets script. Then I tried to add the Vanilla script for burst fire to the alternate gun.

Problem is no matter what I have tried it only does one of the scripts.

It fires in burst but then wont switch back to the main when I select Gold Dig OR it switches but fires full auto. It is always one or the other never both.

I have tried putting two scripts in the .ini but it seems to choose one at random



I have tried adding the burst fire to the switch ammo script itself but it only does whichever script is first.



Am I just adding it wrong or what can i do to fix this?

Thank you


Wed Aug 31, 2011 7:29 am
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
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Post Re: Burst fire and alt ammo
Multiple ammo via CC48's old script has now become obsolete. You can now attach scripts directly to guns, making the whole process far easier.

Scratch that, I forgot he updated it.


Last edited by Roast Veg on Wed Aug 31, 2011 9:00 pm, edited 1 time in total.



Wed Aug 31, 2011 12:46 pm
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: Burst fire and alt ammo
You can't attach two scriptpaths to one entity I'm afraid. :)

Also, you'll need to add all Create(Self) bits under the Create(Self) section and all the Update(Self) bits need to go in the Update(Self) section. So you can't have more than 1 Update(Self) section.
(It's what I found out anyway. Please correct me if I am wrong.)

If you look at the last downloadable unitec version, the alternate .lua files have been edited, merging the burst fire bit with the gun changing bit. Feel free to use them. :)

Yay! I helped with lua! Sort of... >_>

I am really clualess, but if you need help merging lua scripts then I can at least help you with that. Feel free to pm them to me. :grin:


Wed Aug 31, 2011 1:49 pm
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Joined: Wed Jul 16, 2008 12:49 am
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Post Re: Burst fire and alt ammo
ok ill take a look and try your stuff :) Thanks so much lol

Also sorry but Im a Luatard too so I haven't really got a clue of what your talking about.


Thu Sep 01, 2011 1:01 am
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: Burst fire and alt ammo
It looks like we'll have pie menu slices available for modding before long, [see: drl twitter & mod contest thread] so you might want to hold off on putting a lot of effort into either of those features until that's been implemented, so you can have an easier control method for those features in the first place.


Sat Sep 03, 2011 1:20 am
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