• How to make a gun check its ammo
    4 replies, posted
hello guys, i'm trying to make a gun that will check to see if it's secondary/alt ammo is greater than 0 before firing, and to make a loopable fire sound, think you can help a simple coder? i'm relatively new to lua, so, i'm just seeking help for future weapons. Thank you
self:Clip1() and self:Clip2()
[QUOTE=legendofrobbo;48989306]self:Clip1() and self:Clip2()[/QUOTE] how would i put that as an if then statement? i have this but it doesnt work so far... function SWEP:SecondaryAttack() if (!self:Clip2()) >0 then return end self:TakeSecondaryAmmo(self.Secondary.TakeAmmo) self:SetNextPrimaryFire( CurTime() + self.Secondary.Delay ) self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay ) local ply=self.Owner local tr = self.Owner:GetEyeTrace() shootPos=self.Owner:GetShootPos()+self.Owner:GetAimVector()+self.Owner:GetRight()*16+self.Owner:GetForward()*128-self.Owner:GetUp()*16 self.muzzle = self.Owner:GetViewModel():LookupAttachment("muzzle") local ply=self.Owner local tr = self.Owner:GetEyeTrace() local tr = self.Owner:GetEyeTrace() util.ParticleTracerEx("merasmus_zap_beam_bits",shootPos,tr.HitPos,0,1,11 ) end [editline]27th October 2015[/editline] everything else works fine if that if then statement is removed
You have stated: [lua]if (!self:Clip2()) > 0 then return end[/lua] I'm sure this is meant to be: [lua]if self:Clip2() < 1 then return end[/lua]
[QUOTE=mib999;48997753]You have stated: [lua]if (!self:Clip2()) > 0 then return end[/lua] I'm sure this is meant to be: [lua]if self:Clip2() < 1 then return end[/lua][/QUOTE] thank you! that works very well, now, how would i make a loopable sound go with it and stop when i stop firing, take note that this loop is 20 seconds in length, and i only want it to start when i fire and continue looping until the clip runs out of ammo/until i stop firing? [editline]27th October 2015[/editline] i can find a shorter loop as well, so it won't have to be as lengthy
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