watermelon eater gaming Posted April 26 (edited) it's supposed to use 1 loaded ammo per shot what the heck every time i shoot the weapon my gun consumed 2 loaded ammo per shot for some reason actor M16 : Chaingun 10000 // haha this guy think's he's playing call of duty! { Weapon.SelectionOrder 1900 Weapon.BobStyle "Alpha" Weapon.BobSpeed 4 Weapon.BobRangeX 0.5 Weapon.BobRangeY 0.5 Weapon.AmmoType1 "M16LoadedAmmo" Weapon.AmmoType2 "M16Ammo" Weapon.AmmoGive1 0 Weapon.AmmoGive2 30 Weapon.AmmoUse 1 Weapon.UpSound "m16/deploy" Weapon.SlotNumber 2 AttackSound "m16/fire" Obituary "%o was shot up by %k's M-16 assault rifle." Inventory.PickupMessage "You got the M-16 rifle! (Slot 2)" Tag "M-16 Assault Rifle" States { Spawn: M16D A -1 Stop Ready: M16G A 1 A_WeaponReady(WRF_ALLOWRELOAD) M16G A 0 A_JumpIfNoAmmo("Reload") Loop Deselect: M16U KJDCBA 1 TNT1 A 2 TNT1 AAAAAAAAAAAAAAA 0 A_Lower TNT1 A 1 A_Lower Goto Deselect+3 Select: M16U ABCDEF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) M16U F 0 A_PlaySound("m16/boltpull") M16U FGHIJK 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) Goto Ready Fire: M16F A 0 A_FireProjectile("BulletCasing", -60) M16F A 0 A_GunFlash M16F A 0 A_Quake(1, 3, 0, 100) M16F A 1 A_FireBullets(3, 2, 1, 7) M16F B 1 M16F C 1 A_JumpIfNoAmmo("Reload") M16F D 1 A_ReFire Goto Ready Flash: M16F A 1 bright A_Light1 Goto LightDone Reload: M16R A 0 A_JumpIfInventory("M16Ammo", 1, 1) goto NoReload M16R A 0 A_JumpIfInventory("M16LoadedAmmo", 0, "NoReload") M16R ABCD 2 M16R E 2 A_PlaySound("m16/clipout", CHAN_WEAPON) M16R FGHIJ 3 goto GiveMeSomeBullets GiveMeSomeBullets: M16R K 0 A_TakeInventory("M16Ammo", 1) M16R K 0 A_GiveInventory("M16LoadedAmmo", 1) M16R K 0 A_JumpIfInventory("M16LoadedAmmo", 0, "ReloadEnd") M16R K 0 A_JumpIfInventory("M16Ammo", 1, "GiveMeSomeBullets") goto ReloadEnd ReloadEnd: M16R K 3 A_PlaySound("m16/clipin", CHAN_WEAPON) M16R LMNOPQ 3 goto Ready NoReload: TNT1 A 0 goto Ready } } i've tried removing the AmmoUse property altogether, but it didnt work i've tried making the weapon inherit from DoomWeapon instead of Chaingun, but it didnt work it should have nothing to do with the alt ammo because it's not using any Edited April 26 by watermelon eater gaming Wanted to make it more clear 0 Quote Share this post Link to post
0 watermelon eater gaming Posted April 26 nvm found it out A_FireProjectile consumes ammo too 0 Quote Share this post Link to post
Question
watermelon eater gaming
it's supposed to use 1 loaded ammo per shot what the heck
every time i shoot the weapon my gun consumed 2 loaded ammo per shot for some reason
actor M16 : Chaingun 10000 // haha this guy think's he's playing call of duty!
{
Weapon.SelectionOrder 1900
Weapon.BobStyle "Alpha"
Weapon.BobSpeed 4
Weapon.BobRangeX 0.5
Weapon.BobRangeY 0.5
Weapon.AmmoType1 "M16LoadedAmmo"
Weapon.AmmoType2 "M16Ammo"
Weapon.AmmoGive1 0
Weapon.AmmoGive2 30
Weapon.AmmoUse 1
Weapon.UpSound "m16/deploy"
Weapon.SlotNumber 2
AttackSound "m16/fire"
Obituary "%o was shot up by %k's M-16 assault rifle."
Inventory.PickupMessage "You got the M-16 rifle! (Slot 2)"
Tag "M-16 Assault Rifle"
States
{
Spawn:
M16D A -1
Stop
Ready:
M16G A 1 A_WeaponReady(WRF_ALLOWRELOAD)
M16G A 0 A_JumpIfNoAmmo("Reload")
Loop
Deselect:
M16U KJDCBA 1
TNT1 A 2
TNT1 AAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Goto Deselect+3
Select:
M16U ABCDEF 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
M16U F 0 A_PlaySound("m16/boltpull")
M16U FGHIJK 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)
Goto Ready
Fire:
M16F A 0 A_FireProjectile("BulletCasing", -60)
M16F A 0 A_GunFlash
M16F A 0 A_Quake(1, 3, 0, 100)
M16F A 1 A_FireBullets(3, 2, 1, 7)
M16F B 1
M16F C 1 A_JumpIfNoAmmo("Reload")
M16F D 1 A_ReFire
Goto Ready
Flash:
M16F A 1 bright A_Light1
Goto LightDone
Reload:
M16R A 0 A_JumpIfInventory("M16Ammo", 1, 1)
goto NoReload
M16R A 0 A_JumpIfInventory("M16LoadedAmmo", 0, "NoReload")
M16R ABCD 2
M16R E 2 A_PlaySound("m16/clipout", CHAN_WEAPON)
M16R FGHIJ 3
goto GiveMeSomeBullets
GiveMeSomeBullets:
M16R K 0 A_TakeInventory("M16Ammo", 1)
M16R K 0 A_GiveInventory("M16LoadedAmmo", 1)
M16R K 0 A_JumpIfInventory("M16LoadedAmmo", 0, "ReloadEnd")
M16R K 0 A_JumpIfInventory("M16Ammo", 1, "GiveMeSomeBullets")
goto ReloadEnd
ReloadEnd:
M16R K 3 A_PlaySound("m16/clipin", CHAN_WEAPON)
M16R LMNOPQ 3
goto Ready
NoReload:
TNT1 A 0
goto Ready
}
}
i've tried removing the AmmoUse property altogether, but it didnt work
i've tried making the weapon inherit from DoomWeapon instead of Chaingun, but it didnt work
it should have nothing to do with the alt ammo because it's not using any
Edited by watermelon eater gamingWanted to make it more clear
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