Issue*
Hello guys, well this is like my 3rd post i guess? haha :C im wondering if someone can help me to figure this out ?
[code]
timer.Simple(reloadtime, function()
if self then
self.Reloading = false
if self.Primary.ClipSize < self.Owner:GetAmmoCount(self.Primary.Ammo) then
local old_clip = self:Clip1()
self:SetClip1(self.Primary.ClipSize)
self.Owner:SetAmmo(self.Owner:GetAmmoCount(self.Primary.Ammo) - self.Primary.ClipSize + old_clip, self.Primary.Ammo)
else
self:SetClip1(self.Owner:GetAmmoCount(self.Primary.Ammo))
self.Owner:SetAmmo(0, self.Primary.Ammo)
end
end
end)
[/code]
After you reload sets your ( Clip ( the one you don't shoot ) to 0, instead of for example if i have:
Default: 20 bullets, i shoot 3 bullets and i have a clip of 20 it doesnt fit 20-(17) if does 20-0
Sorry for the weird explanation,
Thanks =C
self.Owner:SetAmmo(0, self.Primary.Ammo)
You are setting the ammo to 0 here.
Trying to figure out how to set this
self.Owner:SetAmmo(0, self.Primary.Ammo)
as the LEFT ammo .... i've been looking for alot of weapon_base's but none of them show how to do that, any help with that part of the code pleease ? , i've tried changing the code at the top from the code at the bottom but still nothing x_x
Why are you using a custom reload function if you could just use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Weapon/DefaultReload]Weapon:DefaultReload[/url]?
In either case, Lua help is over there:
[url]http://facepunch.com/forums/65[/url]
Sorry, you need to Log In to post a reply to this thread.