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,
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).
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Logged In: YES
user_id=11869
A glance over the code shows nothing obviously
wrong.
Please post the full DDF of your weapon.
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.
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).