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MasterMind420
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Join Date: Nov 2010
Old 03-22-2020 , 08:13   Re: [L4D2] Weapon Fire Modes
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Quote:
Originally Posted by Dragokas View Post
Nice work!

Confirmed to work on L4D1 after fixing:

"m_usingMountedGun" property is not exist at all in L4D1.

Noticed:

- Single mode: sometimes 2 bullets is shooting, sometimes 1 (50% chance)

Suggestions:

- add late loading support.

Features (for thought):

- ConVar to control the number of bullets in bursting
- ConVar to control delay between bursting attacks

May I ask some questions (for those who knows) ?

- What are the benefits of using "PrefetchSound()" - I know it came from timocop's plugin.
- What are difference between GetClientButtons() and "m_afButtonPressed" prop?
Thanks for checking L4D1 for me, will fix the mounted gun entprop just for L4D2...

Single mode sometimes shooting more than 1...I will swap this over to onplayerruncmd that may correct the issue...if it does not i will figure out another way.

I will add late loading...

Although technically most weapons that do burst fire only shoot 2 rounds I will add an option for the number of rounds fired with burst mode.

Hmm the delay between burst/single while holding the attack button, I can also add a convar to control that...

I have no clue what prefetch sound actually does or the benefit of using it, TimoCop or perhaps even Silvers may have an explanation to its use.

The difference between GetClientButtons() and "m_afButtonPressed" prop is...
GetClientButtons is for the key simply being used at all...pressed/released/held.
m_afButtonPressed prop detects only when the key is pressed.
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