| What bullet/weapon related scripts should I add to 2.7? [message #195577] | 
			Sun, 09 April 2006 05:47   | 
		 
		
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		Thanks to my new engine calls, I can remove any gun from an object by preset name. 
I can also locate any gun by preset name. (if the object has it) 
And I can find "all guns" for an object. 
And I can get the current gun for an object oo. 
Then, once I have the gun, I can add bullets. 
I can subtract bullets. 
I can set the bullets to some specific value (including "empty" and "full") 
I can do this for both the count of bullets loaded into the weapon and for the count of bullets in the "clip/backpack". 
I can make all this trigger on zone entry, on powerup collection, and on poke. 
 
What scripts should I make with this? What uses can people think of for being able to change the bullets for a gun or object? 
		
		
  Jonathan Wilson aka Jonwil 
Creator and Lead Coder of the Custom scripts.dll 
Renegade Engine Guru 
Creator and Lead Coder of TT.DLL 
Official member of Tiberian Technologies 
		
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			| Re: What bullet/weapon related scripts should I add to 2.7? [message #195582 is a reply to message #195581] | 
			Sun, 09 April 2006 07:52    | 
		 
		
			
				
				
				
					
						  
						=HT=T-Bird
						 Messages: 712 Registered: June 2005 
						
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					Colonel  | 
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		| Oblivion165 wrote on Sun, 09 April 2006 09:48 |   Maybe a (Manned) turret script. So that when the turret overheats the clip is empty, after a few seconds, it regens back.
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That would be nice for use with any weapon (not just turrets), actually (it would behave something like the Plasma Rifle from Halo)
		
		
  HTT-Bird (IRC) 
HTTBird (WOL) 
Proud HazTeam Lieutenant. 
BlackIntel Coder & Moderator. 
 
If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
		[Updated on: Sun, 09 April 2006 07:53] Report message to a moderator  
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