View Full Version : Can you stop a cog in it's tracks?
Ivan_the_Mediocre
09-25-2003, 04:28 PM
is there a way to make a weapon cog stop completely in the activated message? I'm looking for a way to make the weapon skip the fire message.
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I have never failed in anything. I merely succeeded in a way I did not expect.
SaberMaster
09-25-2003, 04:55 PM
The fire message won't run at all unless ActivateWeapon() starts it - this verb is usually in the activated message of weapon cogs. So you might use something like:
if(!supposedToFire) Return;
in the beginning of your weapon's activated message.
That explains how to do what you want, but why exactly do you want to skip the fire message?
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Author of the JK DataMaster (http://www.geocities.com/sabersdomain/files.html), Parsec (http://www.geocities.com/sabersdomain/files.html), Scribe (http://www.geocities.com/sabersdomain/files.html), and the EditPlus Cog Files (http://www.geocities.com/sabersdomain/files.html).
Ivan_the_Mediocre
09-25-2003, 07:16 PM
i'm trying to make a weapon(pistol) that fires 10 bullets before you have to reload. my current problem is the reload time is 0seconds. if i can stop the fire message i can make it work. if i knew how to attach code to this message i'd show you the cog.
-Amateur Cogger
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I have never failed in anything. I merely succeeded in a way I did not expect.
You should use bins for storing releoads, are you? Otherwise, switching weapons is going to screw everything up. I think.
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Bassoon, n. A brazen instrument into which a fool blows out his brains.
DogSRoOL
09-27-2003, 11:53 AM
And to post your cog, click the "edit" button above this post and look at the code tags:
STUFF...
Just copy and past your code when you go to post it.
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"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!
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[This message has been edited by DogSRoOL (edited September 27, 2003).]
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