Answered I need help with this bullet function.

The Dark Side

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Heya! I'm trying to make this super special awesome bullet function. I'm in a little pickle. Yes i can use if statements up the wazoo and get it working. But i wanna do it in a cleaner fancier way. Huge brain fart here. (or it could be that its 3 AM and i just wanted to make this) Would love a helping hand.

upload_2017-8-13_3-8-27.png

Code:
BulletShooter(type, proj, weap, printweap)//, fx, equip, drop, models)
{
    self endon("disconnect");
    level endon("game_ended");
   
    projectile = strTok( "usrpg_mp,smaw_mp,cobra_20mm_mp,straferun_gun_mp,fhj18_mp,missile_drone_projectile_mp,remote_mortar_missile_mp,heli_gunner_rockets_mp,chopper_minigun_mp,inventory_m32_mp,ai_tank_drone_rocket_mp,straferun_rockets_mp,remote_missile_bomblet_mp,missile_swarm_projectile_mp", ",");
    //fx = array_copy(level.effectlist,"effect");
    //equipment = strTok("sticky_grenade_mp,explosive_bolt_mp,tactical_insertion_mp,explodable_barrel_mp,destructible_car_mp,bouncingbetty_mp,trophy_system_mp,flash_grenade_mp,concussion_grenade_mp,willy_pete_mp,sensor_grenade_mp,claymore_mp,proximity_grenade_mp,frag_grenade_mp,hatchet_mp,emp_grenade_mp,satchel_charge_mp", ",");
    //models = strTok("t6_wpn_supply_drop_ally,projectile_sa6_missile_desert_mp,mp_ballista,t5_veh_rcbomb_gib_large,viewmodel_default,t6_wpn_supply_drop_trap,projectile_sidewinder_missile,projectile_cbu97_clusterbomb,german_shepherd,fx_debris_stone_01,veh_t6_drone_overwatch_light,projectile_hellfire_missile,defaultactor,t6_wpn_tablet_view,mp_flag_red,mp_flag_neutral,t6_wpn_supply_drop_axis,defaultvehicle,veh_t6_drone_tank_alt,t6_wpn_supply_drop_detect,t6_wpn_supply_drop_hq,t6_wpn_supply_drop_trap,veh_t6_air_a10f,veh_t6_air_a10f_alt,veh_t6_air_attack_heli_mp_dark,veh_t6_air_attack_heli_mp_light,veh_t6_air_fa38_killstreak,veh_t6_air_fa38_killstreak_alt,veh_t6_air_v78_vtol_killstreak,veh_t6_air_v78_vtol_killstreak_alt,veh_t6_drone_cuav,veh_t6_drone_overwatch_dark,veh_t6_drone_overwatch_light,veh_t6_drone_pegasus_mp,veh_t6_drone_quad_rotor_mp,veh_t6_drone_quad_rotor_mp_alt,veh_t6_drone_rcxd,veh_t6_drone_rcxd_alt,veh_t6_drone_supply,veh_t6_drone_supply_alt,veh_t6_drone_tank,veh_t6_drone_uav,", ",");
    //drop = strTok("supplydrop_mp, ai_tank_drop_mp, dogs_mp");
    //tele = strTok(level.h,level.g,level.y, ",");
   
    if(type == projectile)
    {
        self endon("disconnect");
        self endon("stop_magicBullet");
        level endon("game_ended");
       
        for(;;)
        {
            self waittill("weapon_fired");
            MagicBullet(self.currentProjectile, self getEye(), self traceBulletSwitch(1), self);
        }
    }
    if(isDefined(proj))
    {
        self.currentProjectile = weap;
        self iPrintln("Projectile Set To ^2" + printweap);
    }
}
 

candy

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Heya! I'm trying to make this super special awesome bullet function. I'm in a little pickle. Yes i can use if statements up the wazoo and get it working. But i wanna do it in a cleaner fancier way. Huge brain fart here. (or it could be that its 3 AM and i just wanted to make this) Would love a helping hand.

View attachment 1565
Code:
BulletShooter(type, proj, weap, printweap)//, fx, equip, drop, models)
{
    self endon("disconnect");
    level endon("game_ended");
 
    projectile = strTok( "usrpg_mp,smaw_mp,cobra_20mm_mp,straferun_gun_mp,fhj18_mp,missile_drone_projectile_mp,remote_mortar_missile_mp,heli_gunner_rockets_mp,chopper_minigun_mp,inventory_m32_mp,ai_tank_drone_rocket_mp,straferun_rockets_mp,remote_missile_bomblet_mp,missile_swarm_projectile_mp", ",");
    //fx = array_copy(level.effectlist,"effect");
    //equipment = strTok("sticky_grenade_mp,explosive_bolt_mp,tactical_insertion_mp,explodable_barrel_mp,destructible_car_mp,bouncingbetty_mp,trophy_system_mp,flash_grenade_mp,concussion_grenade_mp,willy_pete_mp,sensor_grenade_mp,claymore_mp,proximity_grenade_mp,frag_grenade_mp,hatchet_mp,emp_grenade_mp,satchel_charge_mp", ",");
    //models = strTok("t6_wpn_supply_drop_ally,projectile_sa6_missile_desert_mp,mp_ballista,t5_veh_rcbomb_gib_large,viewmodel_default,t6_wpn_supply_drop_trap,projectile_sidewinder_missile,projectile_cbu97_clusterbomb,german_shepherd,fx_debris_stone_01,veh_t6_drone_overwatch_light,projectile_hellfire_missile,defaultactor,t6_wpn_tablet_view,mp_flag_red,mp_flag_neutral,t6_wpn_supply_drop_axis,defaultvehicle,veh_t6_drone_tank_alt,t6_wpn_supply_drop_detect,t6_wpn_supply_drop_hq,t6_wpn_supply_drop_trap,veh_t6_air_a10f,veh_t6_air_a10f_alt,veh_t6_air_attack_heli_mp_dark,veh_t6_air_attack_heli_mp_light,veh_t6_air_fa38_killstreak,veh_t6_air_fa38_killstreak_alt,veh_t6_air_v78_vtol_killstreak,veh_t6_air_v78_vtol_killstreak_alt,veh_t6_drone_cuav,veh_t6_drone_overwatch_dark,veh_t6_drone_overwatch_light,veh_t6_drone_pegasus_mp,veh_t6_drone_quad_rotor_mp,veh_t6_drone_quad_rotor_mp_alt,veh_t6_drone_rcxd,veh_t6_drone_rcxd_alt,veh_t6_drone_supply,veh_t6_drone_supply_alt,veh_t6_drone_tank,veh_t6_drone_uav,", ",");
    //drop = strTok("supplydrop_mp, ai_tank_drop_mp, dogs_mp");
    //tele = strTok(level.h,level.g,level.y, ",");
 
    if(type == projectile)
    {
        self endon("disconnect");
        self endon("stop_magicBullet");
        level endon("game_ended");
     
        for(;;)
        {
            self waittill("weapon_fired");
            MagicBullet(self.currentProjectile, self getEye(), self traceBulletSwitch(1), self);
        }
    }
    if(isDefined(proj))
    {
        self.currentProjectile = weap;
        self iPrintln("Projectile Set To ^2" + printweap);
    }
}
I'll look at it in a few.
If you could give me more as in how you're calling it, in here or in pms. That would be helpful.
 
Last edited:

DF_AUS

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Heya! I'm trying to make this super special awesome bullet function. I'm in a little pickle. Yes i can use if statements up the wazoo and get it working. But i wanna do it in a cleaner fancier way. Huge brain fart here. (or it could be that its 3 AM and i just wanted to make this) Would love a helping hand.

View attachment 1565
Code:
BulletShooter(type, proj, weap, printweap)//, fx, equip, drop, models)
{
    self endon("disconnect");
    level endon("game_ended");
  
    projectile = strTok( "usrpg_mp,smaw_mp,cobra_20mm_mp,straferun_gun_mp,fhj18_mp,missile_drone_projectile_mp,remote_mortar_missile_mp,heli_gunner_rockets_mp,chopper_minigun_mp,inventory_m32_mp,ai_tank_drone_rocket_mp,straferun_rockets_mp,remote_missile_bomblet_mp,missile_swarm_projectile_mp", ",");
    //fx = array_copy(level.effectlist,"effect");
    //equipment = strTok("sticky_grenade_mp,explosive_bolt_mp,tactical_insertion_mp,explodable_barrel_mp,destructible_car_mp,bouncingbetty_mp,trophy_system_mp,flash_grenade_mp,concussion_grenade_mp,willy_pete_mp,sensor_grenade_mp,claymore_mp,proximity_grenade_mp,frag_grenade_mp,hatchet_mp,emp_grenade_mp,satchel_charge_mp", ",");
    //models = strTok("t6_wpn_supply_drop_ally,projectile_sa6_missile_desert_mp,mp_ballista,t5_veh_rcbomb_gib_large,viewmodel_default,t6_wpn_supply_drop_trap,projectile_sidewinder_missile,projectile_cbu97_clusterbomb,german_shepherd,fx_debris_stone_01,veh_t6_drone_overwatch_light,projectile_hellfire_missile,defaultactor,t6_wpn_tablet_view,mp_flag_red,mp_flag_neutral,t6_wpn_supply_drop_axis,defaultvehicle,veh_t6_drone_tank_alt,t6_wpn_supply_drop_detect,t6_wpn_supply_drop_hq,t6_wpn_supply_drop_trap,veh_t6_air_a10f,veh_t6_air_a10f_alt,veh_t6_air_attack_heli_mp_dark,veh_t6_air_attack_heli_mp_light,veh_t6_air_fa38_killstreak,veh_t6_air_fa38_killstreak_alt,veh_t6_air_v78_vtol_killstreak,veh_t6_air_v78_vtol_killstreak_alt,veh_t6_drone_cuav,veh_t6_drone_overwatch_dark,veh_t6_drone_overwatch_light,veh_t6_drone_pegasus_mp,veh_t6_drone_quad_rotor_mp,veh_t6_drone_quad_rotor_mp_alt,veh_t6_drone_rcxd,veh_t6_drone_rcxd_alt,veh_t6_drone_supply,veh_t6_drone_supply_alt,veh_t6_drone_tank,veh_t6_drone_uav,", ",");
    //drop = strTok("supplydrop_mp, ai_tank_drop_mp, dogs_mp");
    //tele = strTok(level.h,level.g,level.y, ",");
  
    if(type == projectile)
    {
        self endon("disconnect");
        self endon("stop_magicBullet");
        level endon("game_ended");
      
        for(;;)
        {
            self waittill("weapon_fired");
            MagicBullet(self.currentProjectile, self getEye(), self traceBulletSwitch(1), self);
        }
    }
    if(isDefined(proj))
    {
        self.currentProjectile = weap;
        self iPrintln("Projectile Set To ^2" + printweap);
    }
}
Was your question answered by @Candy so i can move the thread to the answered section?
 

The Dark Side

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Was your question answered by @Candy so i can move the thread to the answered section?
I never really got it working. But i kind of became disinterested. So if you can help, feel free too! :grinning: Id still like to know a good way to get this working.
 

candy

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I never really got it working. But i kind of became disinterested. So if you can help, feel free too! :grinning: Id still like to know a good way to get this working.
Sorry homie. Took a lot of your $hit out messin with it, but here u go.
Idk if its what you wanted, but you can work around it I'm sure.

Code:
bulletType()
{
    projectiles = strTok("usrpg_mp,smaw_mp,cobra_20mm_mp,straferun_gun_mp,fhj18_mp,missile_drone_projectile_mp,remote_mortar_missile_mp,heli_gunner_rockets_mp,chopper_minigun_mp,inventory_m32_mp,ai_tank_drone_rocket_mp,straferun_rockets_mp,remote_missile_bomblet_mp,missile_swarm_projectile_mp", ",");
  
    if(!isDefined(level.num))
        level.num = 0;
  
    level.num += 1;
    self.currProj = projectiles[level.num];
    self iprintln("Weapon Projectile Set To ^2" + projectiles[level.num]);
    while( isDefined(self.currProj) )
    {
        self waittill("weapon_fired");
      
        magicbullet(self.currProj, self getEye(), self getBulletTrace(), self);
    }
}

getBulletTrace()
{
    return bulletTrace(self getEye(), self getEye()+ vectorScale(anglesToForward(self getPlayerAngles()), 1000000), 0, self)["position"];
}

7241699b6f1ed76513933d0708d17714.gif
 
Last edited:

The Dark Side

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Sorry homie. Took a lot of your $hit out messin with it, but here u go.
Idk if its what you wanted, but you can work around it I'm sure.

Code:
bulletType()
{
    projectiles = strTok("usrpg_mp,smaw_mp,cobra_20mm_mp,straferun_gun_mp,fhj18_mp,missile_drone_projectile_mp,remote_mortar_missile_mp,heli_gunner_rockets_mp,chopper_minigun_mp,inventory_m32_mp,ai_tank_drone_rocket_mp,straferun_rockets_mp,remote_missile_bomblet_mp,missile_swarm_projectile_mp", ",");
 
    if(!isDefined(level.num))
        level.num = 0;
 
    level.num += 1;
    self.currProj = projectiles[level.num];
    self iprintln("Weapon Projectile Set To ^2" + projectiles[level.num]);
    while( isDefined(self.currProj) )
    {
        self waittill("weapon_fired");
     
        magicbullet(self.currProj, self getEye(), self getBulletTrace(), self);
    }
}

getBulletTrace()
{
    return bulletTrace(self getEye(), self getEye()+ vectorScale(anglesToForward(self getPlayerAngles()), 1000000), 0, self)["position"];
}

7241699b6f1ed76513933d0708d17714.gif
Thanks Skittles. This is now answered. Ill move this. :smile:
 
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