No matter what I do, I can't make my shooting trigger fire the weapon fully auto. My trigger is currently set up like this:
EventsUI-Player1clicksLeftmousebuttonDown.UI-Player2clicksLeftmousebuttonDown.LocalVariablesConditionsAndConditionsWeapon[(Triggeringplayer)][(Triggeringplayer)]==3(PlayerUnit[(Triggeringplayer)]isalive)==TrueAttackOnCooldown[(Triggeringplayer)]==FalseCurAmmo[(Triggeringplayer)]>0W[(Triggeringplayer)]==FalseA[(Triggeringplayer)]==FalseS[(Triggeringplayer)]==FalseD[(Triggeringplayer)]==FalseActionsVariable-SetAttackOnCooldown[(Triggeringplayer)]=TrueVariable-SetFiringAuto[(Triggeringplayer)]=TrueVariable-ModifyCurAmmo[(Triggeringplayer)]:-1UI-Setbossbar((Triggeringplayer)+2)currentvaluetoCurAmmo[(Triggeringplayer)](Dorefreshthebossbar)General-If(Conditions)thendo(Actions)elsedo(Actions)IfCurAmmo[(Triggeringplayer)]==0ThenVariable-SetReloading[(Triggeringplayer)]=TrueTrigger-RunReload(IgnoreConditions,Don't Wait until it finishes)ElseAnimation-PlayAttackanimationfor(ActorforPlayerUnit[(Triggeringplayer)])asDefault,usingNoOptionsoptionsandDefaultTimeblendtimeTraceline((Triggeringplayer))General-If(Conditions)thendo(Actions)elsedo(Actions)IfTargetUnit[(Triggeringplayer)]!=NoUnitThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfWeapon[(Triggeringplayer)][(Triggeringplayer)]==1ThenSound-PlayReaper_AttackLaunchfor(Allplayers)onPlayerUnit[(Triggeringplayer)]withZoffset0.0(at100.0%volume,skipthefirst0.0seconds)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfWeapon[(Triggeringplayer)][(Triggeringplayer)]==2ThenSound-PlayDiamondback_AttackLaunchfor(Allplayers)onPlayerUnit[(Triggeringplayer)]withZoffset0.0(at100.0%volume,skipthefirst0.0seconds)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfWeapon[(Triggeringplayer)][CurrentWeapon[(Triggeringplayer)]]==3ThenSound-PlayMarine_AttackImpactfor(Allplayers)onPlayerUnit[(Triggeringplayer)]withZoffset0.0(at200.0%volume,skipthefirst0.0seconds)General-If(Conditions)thendo(Actions)elsedo(Actions)IfFiringAuto[(Triggeringplayer)]==TrueThenEnvironment-Execute.40S&WRounds(Damage)onTargetUnit[(Triggeringplayer)]fromPlayerUnit[(Triggeringplayer)]General-WaitAttackCooldown[3]GameTimesecondsTrigger-RunShoot(IgnoreConditions,Don't Wait until it finishes)ElseElseElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfTargetPoint[(Triggeringplayer)]!=NoPointThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfWeapon[(Triggeringplayer)][(Triggeringplayer)]==1ThenSound-PlayReaper_AttackLaunchfor(Allplayers)onPlayerUnit[(Triggeringplayer)]withZoffset0.0(at100.0%volume,skipthefirst0.0seconds)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfWeapon[(Triggeringplayer)][(Triggeringplayer)]==2ThenSound-PlayDiamondback_AttackLaunchfor(Allplayers)onPlayerUnit[(Triggeringplayer)]withZoffset0.0(at100.0%volume,skipthefirst0.0seconds)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfWeapon[(Triggeringplayer)][(Triggeringplayer)]==3ThenSound-PlayMarine_AttackImpactfor(Allplayers)onPlayerUnit[(Triggeringplayer)]withZoffset0.0(at200.0%volume,skipthefirst0.0seconds)General-If(Conditions)thendo(Actions)elsedo(Actions)IfFiringAuto[(Triggeringplayer)]==TrueThenEnvironment-Execute.40S&WRounds(Damage)onTargetUnit[(Triggeringplayer)]fromPlayerUnit[(Triggeringplayer)]General-WaitAttackCooldown[3]GameTimesecondsTrigger-RunShoot(IgnoreConditions,Don't Wait until it finishes)ElseElseElseGeneral-Wait(Abs(AttackCooldown[Weapon[(Triggeringplayer)][CurrentWeapon[(Triggeringplayer)]]]))RealTimesecondsVariable-SetAttackOnCooldown[(Triggeringplayer)]=False
I'm not going to read this whole trigger because I don't know what you're doing in Data.
I've never tried this before, but if I had to guess, I would make a behavior that made the unit fire his automatic weapon. Then make a trigger that applies this behavior to the unit when the player clicks the mouse down with weapon 3 active, and a trigger to remove the behavior when the player clicks the mouse up.
I skimmed your code, but I don't see any while loops in there. I'm guessing what's happening is that your event is only firing once when your mouse button goes down.
Why not try make a trigger that continuously prints shoot on the screen when you hold mouse down and stops when you release it? If you can get that working, you should be able to get the traceline loop working.
No matter what I do, I can't make my shooting trigger fire the weapon fully auto. My trigger is currently set up like this:
Weapon 3 is the one I want to fire fully automatic. I've tried everything? Can anyone help me?
I'm not going to read this whole trigger because I don't know what you're doing in Data.
I've never tried this before, but if I had to guess, I would make a behavior that made the unit fire his automatic weapon. Then make a trigger that applies this behavior to the unit when the player clicks the mouse down with weapon 3 active, and a trigger to remove the behavior when the player clicks the mouse up.
I skimmed your code, but I don't see any while loops in there. I'm guessing what's happening is that your event is only firing once when your mouse button goes down.
Why not try make a trigger that continuously prints shoot on the screen when you hold mouse down and stops when you release it? If you can get that working, you should be able to get the traceline loop working.