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#197 no_trigger not working on sec_special

open
nobody
None
2
2005-12-05
2005-08-05
Anonymous
No

I'm using no_trigger in both special and sec_special in
my weapon, works for primary attack by not loading, but
when using the alt attack the weapon loads,

no_trigger doesn't work in sec_special!

Discussion

  • Andrew Apted

    Andrew Apted - 2005-08-06

    Logged In: YES
    user_id=11869

    A glance over the code shows nothing obviously
    wrong.

    Please post the full DDF of your weapon.

     
  • Andrew Apted

    Andrew Apted - 2005-08-06
    • assigned_to: nobody --> ajapted
     
  • Nobody/Anonymous

    Logged In: NO

    [QUADLAUNCHER]
    AMMOTYPE=ROCKETS;
    SEC_AMMOTYPE=ROCKETS;
    AMMOPERSHOT=1;
    SEC_AMMOPERSHOT=1;
    CLIPSIZE=4;
    SHOWCLIP=TRUE;
    BINDKEY=5;
    UPGRADES=RPG;
    ZOOM_FOV=30;
    PRIORITY=1;
    SPECIAL=NO_SWITCH,NO_TRIGGER;
    SEC_SPECIAL=NO_SWITCH,NO_TRIGGER;
    START_SOUND="WEAPU?";
    ATTACK=QUADROCKET;
    STATES(UP)=BOXG:A:1:NORMAL:RAISE;
    STATES(DOWN)=BOXG:A:1:NORMAL:LOWER;
    STATES(READY)=BOXG:A:1:NORMAL:READY;
    STATES(ATTACK)=BOXG:A:0:NORMAL:CHECKRELOAD,
    BOXG:A:1:NORMAL:SHOOT,
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BOXG:A:10:NORMAL:NOTHING;
    STATES(SEC_ATTACK)
    =BOXG:A:0:NORMAL:CHECKRELOAD,
    BOXG:A:0:NORMAL:SHOOT,
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),

    BOXG:A:0:NORMAL:CHECKRELOAD,
    BOXG:A:0:NORMAL:SHOOT,
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),

    BOXG:A:0:NORMAL:CHECKRELOAD,
    BOXG:A:0:NORMAL:SHOOT,
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),

    BOXG:A:0:NORMAL:CHECKRELOAD,
    BOXG:A:1:NORMAL:SHOOT,
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BLNK:A:0:BRIGHT:EJECT(SMOKER1),
    BOXG:A:10:NORMAL:NOTHING;
    STATES(EMPTY)=BOXG:A:2:NORMAL:PLAYSOUND
    (CLICK2),
    BOXG:A:1:NORMAL:EMPTY,
    #EMPTY:2;
    STATES(RELOAD)=BOXG:A:6:NORMAL:NOTHING,
    BOXG:B:15:NORMAL:NOTHING,
    BOXG:B:5:NORMAL:PLAYSOUND
    (WEAPUP),
    BOXG:B:20:NORMAL:PLAYSOUND
    (WEAPUP),
    BOXG:B:10:NORMAL:PLAYSOUND(40OPN),
    BOXG:C:15:NORMAL:PLAYSOUND
    (RPGRL),
    BOXG:B:10:NORMAL:NOTHING,
    BOXG:C:15:NORMAL:PLAYSOUND
    (RPGRL),
    BOXG:B:10:NORMAL:NOTHING,
    BOXG:C:15:NORMAL:PLAYSOUND
    (RPGRL),
    BOXG:B:10:NORMAL:NOTHING,
    BOXG:C:15:NORMAL:PLAYSOUND
    (RPGRL),
    BOXG:B:10:NORMAL:PLAYSOUND(40CLS),
    BOXG:A:5:NORMAL:NOTHING;
    STATES(FLASH)=BLNK:A:0:BRIGHT:TRANS_SET(70),
    BOXF:A:1:BRIGHT:NOTHING,
    BLNK:A:0:BRIGHT:TRANS_SET(60),
    BOXF:B:1:BRIGHT:NOTHING,
    BLNK:A:0:BRIGHT:TRANS_SET(50),
    BOXF:C:1:BRIGHT:NOTHING,
    BLNK:A:0:BRIGHT:TRANS_SET(40),
    BOXF:D:1:BRIGHT:NOTHING,
    #REMOVE;
    STATES(SEC_FLASH)=BLNK:A:0:BRIGHT:TRANS_SET(70),
    BOXF:A:1:BRIGHT:NOTHING,
    BLNK:A:0:BRIGHT:TRANS_SET(60),
    BOXF:B:1:BRIGHT:NOTHING,
    BLNK:A:0:BRIGHT:TRANS_SET(50),
    BOXF:C:1:BRIGHT:NOTHING,
    BLNK:A:0:BRIGHT:TRANS_SET(40),
    BOXF:D:1:BRIGHT:NOTHING,
    #REMOVE;

    STATES(ZOOM)=SCPE:H:1:NORMAL:NOTHING;

    Its a quad launcher, holds four rockets (clip), primary fire
    launches them one at a time, secondary fires all remaining
    rockets.

    but when empty pressing primary goes to the (empty) state
    (playing the click sound), however secondary seems to reload
    the weapon.

     
  • Andrew Apted

    Andrew Apted - 2005-08-06

    Logged In: YES
    user_id=11869

    "secondary fires all remaining rockets"

    That won't work. EDGE assumes that secondary
    fire is separate from the primary fire. What you
    want is secondary fire to SHARE a single clip with
    the primary fire, but Edge doesn't have this feature.

    (Hence this is not really a bug, just a missing feature).

     
  • Andrew Apted

    Andrew Apted - 2005-08-06
    • priority: 5 --> 2
    • status: open --> open-invalid
     
  • Andrew Apted

    Andrew Apted - 2005-12-05
    • assigned_to: ajapted --> nobody
     

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