Austin Posted July 30, 2013 Share Posted July 30, 2013 Alright, so we have a bow that has it's AmmoType=HomemadeArrows But, well of course, it doesn't use the arrows at all. It just shoots like one of those shoot em' up games. Anyway, is there a way to stop this from happening? Tried almost every trick in the book.. But nope. Link to comment Share on other sites More sharing options...
RoboMat Posted July 30, 2013 Share Posted July 30, 2013 Maybe you should post your code. From this post I can't figure out what the problem is. Also what do you mean with "it just shoots like one of those shoot em' up games"? Link to comment Share on other sites More sharing options...
Austin Posted July 30, 2013 Author Share Posted July 30, 2013 I mean, it doesn't need ammo, at all.. and there isn't really much code to post..item HomemadeBow { AmmoType = HomemadeArrows, ImpactSound = null, MaxRange = 18, RangeFalloff = TRUE, WeaponSprite = null, SoundVolume = 200, MinAngle = 0.7, Type = Weapon, MinimumSwingTime = 2, ToHitModifier = 1.5, NPCSoundBoost = 1.5, KnockBackOnNoDeath = FALSE, Ranged = TRUE, SwingAmountBeforeImpact = 0, ProjectileCount = 1, ConditionLowerChanceOneIn = 60, Weight = 1.7, SplatNumber = 1, PushBackMod = 0.8, MaxDamage = 1, SubCategory = Firearm, AimingMod = 2, ConditionMax = 10, ShareDamage = FALSE, MaxHitCount = 1, IsAimedHandWeapon = TRUE, IsAimedFirearm = TRUE, DoorDamage = 1, IdleAnim = Idle_Weapon2, UseEndurance = FALSE, SwingAnim = Rifle, WeaponWeight = 2, DisplayName = Homemade Bow, MinRange = 0.61, SwingTime = 2, AngleFalloff = TRUE, MultipleHitConditionAffected = FALSE, SwingSound = stab1, SoundRadius = 5, MinDamage = 0.3, KnockdownMod = 8, SplatBloodOnNoDeath = FALSE, Icon = Shotgun2, RunAnim = Run_Weapon2, } Link to comment Share on other sites More sharing options...
magnum2016 Posted July 30, 2013 Share Posted July 30, 2013 Someone help him Daryl Dixon is nothing without his crossbow Link to comment Share on other sites More sharing options...
Austin Posted July 30, 2013 Author Share Posted July 30, 2013 RESOLVED Link to comment Share on other sites More sharing options...
RoboMat Posted July 30, 2013 Share Posted July 30, 2013 RESOLVED Please don't just post "resolved" here. Instead post your solution so that people who happen to come across the same issue can find it here. 7Roses 1 Link to comment Share on other sites More sharing options...
Austin Posted July 31, 2013 Author Share Posted July 31, 2013 Please don't just post "resolved" here. Instead post your solution so that people who happen to come across the same issue can find it here.Alright, apologies. The weapons weren't actually even getting the ammo.. So I created a new .lua, just to keep separate from the distribution file, and added a new function. I looked through all the files looking for some way of getting the PrimaryHandItem. I found it. I also looked through(with some help from Aricane) stormy's reloading code. Hook.Attack.Add. That was the code I used to trigger on attack. So the code I ended up with was...function checkInvForAmmo(character, chargeDelta) local weapon = character:getPrimaryHandItem(); local inventory = character:getInventory(); if weapon:getType() == "bow0" then if inventory:contains("Bolts") then character:DoAttack(chargeDelta); inventory:RemoveOneOf("Bolts"); else character:setPrimaryHandItem(nil); character:say("I'm out of ammo for that weapon!"); end endendHook.Attack.Add(checkInvForAmmo); RoboMat 1 Link to comment Share on other sites More sharing options...
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