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Ah I see. Well, lesson there be learned for me. Also, not trying to cheat out of doing the coding, I just want to know what I did wrong so I don't make the same mistakes. I do appreciate the help though.Well, I fixed the lower and raise tics, however, it still crashes. I know the refire is suppose to happen, but is it the only thing allowed with 0? Did I miss other functions I'm aware of?
Edit3:New question. How do I get it to shoot 3 projectiles at once? (like one to the left, one in the center, and the last to the right all in one fire). Granted I'm working on it as I speak, don't know what is needed yet.
My next concern is figuring out how to properly "charge"/"hold" something on the weapon.
SHTG D 1SHTG D 0 A_RefireGoto ChargeShot
Edit:How would I force the shot to be fired after a certain time? I understand it would be another Goto IfInventory amount, but I don't know how I would force the gun to shoot once it would reach said limit. It's not too important if it can't be addressed, but would bring it closer to 'soku's ways.
A_JumpIfInventory("ChargeFlag", 10, "ChargeShot")A_JumpIfInventory("ChargeFlag", 5, "FullCharge")
Also, what do you think if the character's bangs/hair accessories (ie. reimu's sides, marisa's tied area, etc) in the status bar to make it feel more as though you are that character. I ask of this cause I will more than likely have the weapon frames be blank to signify that the character's arms/hands/etc aren't always up like a typical weapon. Only exception to this rule is to those who actually hold weapons like a gohei, katana, scythe, etc.