Not wasting ammo reloading
by Joseph Jonathan · 04/18/2007 (1:54 pm) · 2 comments
This tutorial is based off of Tim's tutorial found Here
You need to follow his tutorial to the end before attempting this one.
This is a short but usfull tutorial, lets get started.
Starting:
Find this in Rifle.cs
Right above the if(%obj.getInventory(%this.clip) > 0) {
add
change the 20 to whatever your ammos max inventory is.
Now change the
if(%obj.getInventory(%this.clip) > 0) {
to
else if(%obj.getInventory(%this.clip) > 0) {
Thats it. Now when you try to reload when you already have a full clip in the weapon it will not reload and waste your clips.
You need to follow his tutorial to the end before attempting this one.
This is a short but usfull tutorial, lets get started.
Starting:
Find this in Rifle.cs
function RifleImage::ReloadAmmoClip(%this, %obj) {
if(%obj.getInventory(%this.clip) > 0) {
%message = "I push a stripperclip of ammo into the gun..." @
"I shove another shot into the chamber as I push the lever back. " @
"This would be cooler with a animation...huh?";
%time = 5;
%lines = 2;
centerPrint( %obj.client, %message, %time, %lines );
//remember to change this first number to the number of milliseconds
//that your animation lasts
schedule(2000, 0, "reloadBullets",%this,%obj);
%obj.playReloadAnimation();
} else {
%message = "Shazbot! I don't have any clips!";
%time = 5;
%lines = 1;
centerPrint( %obj.client, %message, %time, %lines );
}
}Right above the if(%obj.getInventory(%this.clip) > 0) {
add
if (%obj.getInventory(%this.ammo) == 20) {
%message = "weapon already reloaded";
%time = 3;
%lines = 1;
centerPrint( %obj.client, %message, %time, %lines );
}change the 20 to whatever your ammos max inventory is.
Now change the
if(%obj.getInventory(%this.clip) > 0) {
to
else if(%obj.getInventory(%this.clip) > 0) {
Thats it. Now when you try to reload when you already have a full clip in the weapon it will not reload and waste your clips.

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