Thanks, I solved it after hurting myself for a while when I realized I was
using m_fAdd as a long integer instead of float..
It was a few years since I coded C++ but I think it's comming back (even if
it's comming back a bit slow ;)

I think I'm getting this gunpart sorted out now and I'm pretty much happy
with the way it works now:

Glock (to be huge lasergun later on) comes with 100 bullets, firing slower
the less bullets you have and filling up rounds when you don't shoot. The
thing I'm REALLY going to get problems with is when I'm going to create the
ball of the game :)

I yet haven't seen anything like the idea I have, so I guess I'll just have
to bug you all with my questions later on :)

The crowbar will be trasformed into a WHACKINGSTICK and this ball I
mentioned can be moved by hitting it with the whackingstick, shooting it and
maybe even running into it.. I will try to make a team and round based ball
game with huge lasercannons that hardly hurts anyone but rather pushes them
if they are in the air.

Anyway.. I guess the next step will be to alter the physics of the player
now that the gun works almost as I want it to :)


/John



From: "Cortex" <[EMAIL PROTECTED]>


> You can either take a look at the hornetgun code. It does what you want to
> do.
>
>      - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
>      - email : [EMAIL PROTECTED]  &  ICQ : 71548738
>
>
> ----- Original Message -----
> From: "Johannes Lampel - JoeBOT" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, June 26, 2002 11:27 AM
> Subject: Re: [hlcoders] Delay?
>
>
> | oops, it was
> |
> | if(m_iClip <= 99
> | &&m_fAdd < gpGlobals->time - .25){
> | m_fAdd = gpGlobals->time;
> | m_iClip++;
> | }
> |
> |
> | Am 26.06.2002 11:06:18, schrieb "John Frings" <[EMAIL PROTECTED]>:
> |
> | >I started playing with the SDK just a few hours ago and I can't say I'm
> very
> | >elite when it comes to C++ so here's my noob question:
> | >
> | >
> | >I altered the glock and increased it's rate of fire _alot_ .
> | >
> | >In CGlock::GlockFire I added
> | >
> | >if (m_iClip >= 2) {
> | >  m_iClip--;
> | >}
> | >
> | >(Glock will always have atleast one round left no matter how much you
> shoot)
> | >
> | >This works just the way I want it to but this following code is too
> "fast":
> | >
> | >In CGlock::WeaponIdle I added:
> | >
> | > if (m_iClip <= 99) {
> | >   m_iClip++;
> | > }
> | >
> | >ok, so now the glock is filled up with fresh rounds as soon as I stop
> | >fireing ( yes, this will later on be transformed into a laser gun ;),
> only
> | >I don't want it to refill the gun at the incredible spead it does now.
> How
> | >do I delay the refilling process? I guess about one fillup every 0.25
> | >seconds would be nice.
> | >
> | >
> | >/Fringan
> | >
> | >
> | >
> | >
> | >
> | >_______________________________________________
> | >To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> | >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> | >
> | >
> |
> |
> |
> | _______________________________________________
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> |
> |
>
>
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