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    posted a message on Fully Auto Firing - TPS

    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:

        Events
            UI - Player 1 clicks Left mouse button Down.
            UI - Player 2 clicks Left mouse button Down.
        Local Variables
        Conditions
            And
                Conditions
                    Weapon[(Triggering player)][(Triggering player)] == 3
                    (PlayerUnit[(Triggering player)] is alive) == True
                    AttackOnCooldown[(Triggering player)] == False
                    CurAmmo[(Triggering player)] > 0
                    W[(Triggering player)] == False
                    A[(Triggering player)] == False
                    S[(Triggering player)] == False
                    D[(Triggering player)] == False
        Actions
            Variable - Set AttackOnCooldown[(Triggering player)] = True
            Variable - Set Firing Auto[(Triggering player)] = True
            Variable - Modify CurAmmo[(Triggering player)]: - 1
            UI - Set boss bar ((Triggering player) + 2) current value to CurAmmo[(Triggering player)] (Do refresh the boss bar)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    CurAmmo[(Triggering player)] == 0
                Then
                    Variable - Set Reloading[(Triggering player)] = True
                    Trigger - Run Reload  (Ignore Conditions, Don't Wait until it finishes)
                Else
            Animation - Play Attack animation for (Actor for PlayerUnit[(Triggering player)]) as Default, using No Options options and Default Time blend time
            Traceline((Triggering player))
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    TargetUnit[(Triggering player)] != No Unit
                Then
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Weapon[(Triggering player)][(Triggering player)] == 1
                        Then
                            Sound - Play Reaper_AttackLaunch for (All players) on PlayerUnit[(Triggering player)] with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Weapon[(Triggering player)][(Triggering player)] == 2
                                Then
                                    Sound - Play Diamondback_AttackLaunch for (All players) on PlayerUnit[(Triggering player)] with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
                                Else
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            Weapon[(Triggering player)][Current Weapon[(Triggering player)]] == 3
                                        Then
                                            Sound - Play Marine_AttackImpact for (All players) on PlayerUnit[(Triggering player)] with Z offset 0.0 (at 200.0% volume, skip the first 0.0 seconds)
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    Firing Auto[(Triggering player)] == True
                                                Then
                                                    Environment - Execute .40 S&W Rounds (Damage) on TargetUnit[(Triggering player)] from PlayerUnit[(Triggering player)]
                                                    General - Wait AttackCooldown[3] Game Time seconds
                                                    Trigger - Run Shoot  (Ignore Conditions, Don't Wait until it finishes)
                                                Else
                                        Else
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    TargetPoint[(Triggering player)] != No Point
                Then
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Weapon[(Triggering player)][(Triggering player)] == 1
                        Then
                            Sound - Play Reaper_AttackLaunch for (All players) on PlayerUnit[(Triggering player)] with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Weapon[(Triggering player)][(Triggering player)] == 2
                                Then
                                    Sound - Play Diamondback_AttackLaunch for (All players) on PlayerUnit[(Triggering player)] with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
                                Else
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            Weapon[(Triggering player)][(Triggering player)] == 3
                                        Then
                                            Sound - Play Marine_AttackImpact for (All players) on PlayerUnit[(Triggering player)] with Z offset 0.0 (at 200.0% volume, skip the first 0.0 seconds)
                                            General - If (Conditions) then do (Actions) else do (Actions)
                                                If
                                                    Firing Auto[(Triggering player)] == True
                                                Then
                                                    Environment - Execute .40 S&W Rounds (Damage) on TargetUnit[(Triggering player)] from PlayerUnit[(Triggering player)]
                                                    General - Wait AttackCooldown[3] Game Time seconds
                                                    Trigger - Run Shoot  (Ignore Conditions, Don't Wait until it finishes)
                                                Else
                                        Else
                Else
            General - Wait (Abs(AttackCooldown[Weapon[(Triggering player)][Current Weapon[(Triggering player)]]])) Real Time seconds
            Variable - Set AttackOnCooldown[(Triggering player)] = False
    
        Events
            UI - Player 1 clicks Left mouse button Up.
            UI - Player 2 clicks Left mouse button Up.
        Local Variables
        Conditions
        Actions
            Variable - Set Firing Auto[(Triggering player)] = False
    

    Weapon 3 is the one I want to fire fully automatic. I've tried everything? Can anyone help me?

    Posted in: Triggers
  • 0

    posted a message on sorry just get rid of this account..

    Yo dawg I herd you like accounts So I put an account in your account so you can use your account while using your account

    Posted in: Off-Topic
  • 0

    posted a message on Turn Mouse Rotation On action not hiding mouse

    mmmk

    lovin dat avatar

    Posted in: Triggers
  • 0

    posted a message on Turn Mouse Rotation On action not hiding mouse

    .....

    Posted in: Triggers
  • 0

    posted a message on The-I-Hate-Blizzard-And-Want-To-Rage-At-Them Thread

    I HATE THE POPULARITY SYSTEM! I HATE BLIZZARD SOON! I HATE HAVING LAGGY TPS ENGINES! I HATE HAVING 10 MB LIMIT ON MAPS! and so on and so forth. Let the rage commence.

    Posted in: Off-Topic
  • 0

    posted a message on Health bar

    I saw a 5 year necro before. My uncle died that day.

    Posted in: Triggers
  • 0

    posted a message on Turn Mouse Rotation On action not hiding mouse

    ...And nothing that I do will hide the mouse cursor. I'm logged on to Bnet, and before I was logged on the cursor wasn't showing. Is this just an issue with the editor? Is it only when testing?

    Posted in: Triggers
  • 0

    posted a message on Create Custom Achievements

    You'll need to encrypt the banks so someone can't hack themselves medics.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Activating an ability by trigger

    You could make an upgrade that doesn't allow the unit producing ability run and then set the upgrade level to 1 via triggers, and then set the level to 0 when you no longer need the upgrade.

    Posted in: Triggers
  • 0

    posted a message on We need a slushbucket forum

    I HAZ IDEA

    Ban SoulFilcher.

    Posted in: Off-Topic
  • 0

    posted a message on We need a slushbucket forum

    Hai. Hai.

    Posted in: Off-Topic
  • 0

    posted a message on I found something!!!!!!

    Completely devoid of any logic whatsoever.

    Posted in: Off-Topic
  • 0

    posted a message on Hey all nub poblem im having with the size of resized siege tanks while they are transforming

    By the way, your credibility level goes up by over 9000 when grammar and capitalization is used.

    YAY DRAGONBALL Z REFERENCE

    Posted in: Data
  • 0

    posted a message on We need a slushbucket forum

    We need a slushbucket subforum for posting random trolling topics and forum games (4chan /b/, anyone?). I want a place to troll without fear of being prosecuted!

    Posted in: Off-Topic
  • 0

    posted a message on Nazi Zombies Spawn System

    Semi-necro, but I have to say I'm not doing a Top-Down System. I'm attempted a fully-fledged 2 player TPS using Shadowstorm's TPS Engine. One problem that I got around was the fact that I couldn't have roofing and 2nd floors D:

    However, I went with a somewhat junkyard-y map, based off of the scrapyard in The Titan's Curse (Cookies to you if like the series) without barricades, but instead with unburrowing spawns within the map. (Think Verruckt courtyard)

    And yes Zelda, I have used your NW video in the making of my map, even before you guys mentioned it. It really got me in the mindset to come up with the logic I needed for the triggers. Thank you! :D

    P.S. Your avatar is pro.

    Posted in: Triggers
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