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ForumsCog Forum → Can you stop a cog in it's tracks?
Can you stop a cog in it's tracks?
2003-09-25, 1:28 PM #1
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.
2003-09-25, 1:55 PM #2
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:

Code:
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, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-09-25, 4:16 PM #3
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.
2003-09-25, 4:56 PM #4
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.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-09-27, 8:53 AM #5
And to post your cog, click the "edit" button above this post and look at the code tags:
Code:
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!!
America is a giant horn-dog.
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[Anoying posts] + 1.

[This message has been edited by DogSRoOL (edited September 27, 2003).]
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