Mr.Mo's ABS
#5
:CONFUSED: Those are good questions.

Given that the player_range method uses up ammo, one would think that it would run only once and that was it. I will take a further look, but perhaps the sound call needs to be further below. Try moving the sound call below this statement instead...:
Code:
@button_mash = (w[5] == nil ? MASH_TIME*10 : w[5]*10)
The mash time code should act as a buffer to delay the audio effect and make it play just once (or something like that). So you'd be better off to move it here because the following 'delete the ammo/lose_item' statement 'HAS' to work only once per instance. If this was a continually occurring statement, you'd run out of ammo immediately.

As to an empty 'click' of a gun... that's another good question and I gotta think about it. Problem is, this script exits out of the routine altogether if 'there's no ammo'. Even before you get to the button mash system that delays this instance to prevent 'repeats', the system will exit out immediately. You'd probably end up with a 'the empty gun sound continues to click' effect right now.
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Messages In This Thread
Mr.Mo's ABS - by Mr.Mo - 03-05-2008, 06:33 PM
Mr.Mo's ABS - by Eldur - 03-17-2010, 11:09 PM
Mr.Mo's ABS - by DerVVulfman - 03-18-2010, 04:15 AM
Mr.Mo's ABS - by Eldur - 03-18-2010, 02:01 PM
Mr.Mo's ABS - by DerVVulfman - 03-18-2010, 04:49 PM
Mr.Mo's ABS - by Eldur - 03-18-2010, 05:35 PM
Mr.Mo's ABS - by DerVVulfman - 03-18-2010, 05:41 PM
Mr.Mo's ABS - by Lt. Fox - 04-18-2010, 09:57 PM
Mr.Mo's ABS - by DerVVulfman - 04-19-2010, 03:33 AM
Mr.Mo's ABS - by sakhawat21 - 06-01-2010, 06:01 PM
Mr.Mo's ABS - by DerVVulfman - 06-02-2010, 08:17 AM
Mr.Mo's ABS - by sakhawat21 - 06-03-2010, 02:13 PM



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