Ok I understand how to make a new animation for the secondary fire modes.
My next question: Is there a way to tell in the scripts what type of ammo you are using?
Also how exactly do you cut the firing animation off in the weapon scripts to increase the firing rate?
The type of ammo is defined in
defs>weaponinfo.txt
Weapon kWpn_Magnum
{
offset "6 7 10"
actor kActor_Wpn_Mag60
defaultWeapon FALSE
owned FALSE
allowUnderwater FALSE
allowLand TRUE
allowMultiplayer TRUE
icon "gfx/hud/weapons/h_w_mag60.png"
ammo "Ammo_Bullet" ammoConsumption 1
projectileParticle kParticle_MagnumBullet
charMeshIndex kWpnChar_Mag60
priority 8000
}
I wouldn't cut off firing animations there is a way you can make the firing animations speed up or any generally. Used it in my mods 'Fossil Cavern' and 'Turok lives again' scripted to fire fast.
/*
==============================================================
OnFire
==============================================================
*/
void OnFire(void)
{
self.PlaySound("sounds/shaders/TOMMY.ksnd");
self.AnimTrackComponent().ChangeSpeed(0.64f); }
/*