#M16 Full Auto

1 messages · Page 1 of 1 (latest)

pseudo fiber
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https://github.com/Outerbeast/Entities-and-Gamemodes/blob/master/m16_fullauto.as
Adds a fully automatic firing mode for the M16
Equip the M16 and use Primary fire button to shoot the m16 in a fully automatic firing mode. The firing mode can be switched back to the original stock burst mode and vice versa using Tertiary Fire button.
The default firemodes can be changed to so change what the intitial fire mode is this CVar:
as_command m16_firemode
Choices:

  • 1: Select Fire Burst: The primary fire can be switched from burst to auto using tertiary fire button
  • 2: Select Fire Auto: The primary fire is full auto and can be switched back to stock burst using tertiary fire button. This is default if CVar is not set
  • 3: Primary fire button, replaces the stock burst fire for full auto entirely
GitHub

Useful scripts for Sven Co-op level design. Contribute to Outerbeast/Entities-and-Gamemodes development by creating an account on GitHub.

icy ice
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yo cool, i would probably gonna modify the rate of fire tho, the m16 is hot fast on fullauto

lusty dragon
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hi, good morning, i installed this plugin in my server but i'm experiencing 2 bugs:

  1. the weapon does damage as intended but it won't give you score, it remains at 0 in the scoreboard
  2. for some reason i am able to damage friendly players
pseudo fiber
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@amber mortar I found that FireBullets behaves like this when you call the CBasePlayerWeapon method instead of CBasePlayer, the weapon entity itself is counted as the attacker.
Is this a design accident or a bug?

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Now that I think of it I believe those friendly fire plugins that use custom weapons exploits this

amber mortar
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you might wanna use pPlayer here instead of pM16

pseudo fiber
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aye that was the fix

lusty dragon
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update: now everything works as intended. thank you very much for the quick fix

cobalt latch
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M16 but useful. Nice addon

kindred axle
limber sun
pseudo fiber
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Update was released to the script

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@toxic fjord

toxic fjord
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done

candid knot
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The latest version of the script doesn't fix the reload bug with it reloading automatically at 0 ammo. Also, something i forgot to mention the last time, the ROF is tied to FPS, which makes it pretty inconsistent

pseudo fiber
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Did you find the tank control bug was no longer happening?

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Also, something i forgot to mention the last time, the ROF is tied to FPS, which makes it pretty inconsistent
we don't have clientside scripting so deal with it I guess 🤷

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By the way the automatic reload thing isn't possible for highly technical reasons I won't get into, you just need to know that automatic reloads when clip is empty is something thats handled the the weapon itself and it knows to do that, but we are adding extra behaviour from the outside so it doesn't know to do that

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If you want a proper explanation I can provide it but most of the information will go over your head

pseudo fiber
candid knot
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I didn't check yet