Weapon with burst fire mode?
Posted: Sat Nov 19, 2011 6:14 pm
Is it possible to attach a HandWeapon to another Handweapon, bind it to alt_Fire and have it consume the same ammo as the primary weapon/reload together?
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Okay, I tried it on my Colt just for testing purposes. The added FireArms (added to Colt Complex) doesn't seem to want to fire at the same time as the main FireArm. If I clicked a lot then the new FireArm would fire here and there as if it has a really low fire rate. Also, I took out the networkInfo. Do you have ideas that can help me while I keep messing with the code?Apache Thunder wrote:Yes you can add firearms to handweapons and get them to fire projectiles. Just make sure the round of fire and ammo/mag counts match or else they may interfere with each other and you'll notice the handweapon not firing when it still has ammo left.Swaffy wrote:So are you saying that I can fire two weapons at once when I click the left mouse button? For the longest time, I've been curious about adding one or two FireArms to a HandFireArm and set the to be fired when the main gun is fired.
Code: Select all
ObjectTemplate.create FireArms ColtFireArm1
rem ObjectTemplate.setnetworkableInfo PlaneFireArmInfo
ObjectTemplate.loadSoundScript Sounds/colt.ssc
ObjectTemplate.visibleBarrelTemplate e_MuzzGun
ObjectTemplate.setRotation 0/0.001/0.14
ObjectTemplate.projectileTemplate P38CannonsProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 12
ObjectTemplate.numOfMag -1
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 3.4
ObjectTemplate.velocity 300
ObjectTemplate.autoReload 1
ObjectTemplate.roundOfFire 1
ObjectTemplate.fireOnce 1
ObjectTemplate.AmmoType 1
ObjectTemplate.setMinDev 0.7
rem ObjectTemplate.setInputFire c_PIFire
ObjectTemplate.addRootSpeed 0
ObjectTemplate.fireInCameraDof 1