Rippy Posted September 3, 2009 Share Posted September 3, 2009 I have a script (see end of post) which I've been putting together, with some help from the forums here. It increases the spread momentarily after firing, to simulate recoil, since I'm sick of seeing my assault rifle fire a stream of near-perfect bullets in full auto once I get a high small guns skill. So anyway, my problem is that I noticed it won't start working until the fire button is released. So, if I hold the mouse button down and fire full-auto, it still fires perfectly, but if I start rapidly clicking, the spread increases like I want it to. I've tried IsControlPressed, and the FOSE commands for key and mouse presses, but the same thing happens for all of them. Is this built-in to the game that the spread can't be changed until the weapon stops firing, or is there another command I could perhaps be using? Maybe changing the weapon's spread would work, but then you have to keep track of when they switch weapons, and that doesn't make the weapon model sway. Changing the spread during full-auto is kind of the whole point of this script... Anyway, any help is appreciated, thanks! -Rippy scn RapidFireInaccuracy int timer int pentimer int runonce float spread begin GameMode if runonce == 0 set spread to GetNumericGameSetting fGunSpreadSkillBase set timer to 20 set pentimer to 5 set runonce to 1 endif if player.IsWeaponOut == 0 RETURN elseif IsControlPressed 4 if pentimer == 5 set pentimer to 0 endif set timer to 0 elseif timer < 20 set timer to timer + 1 if pentimer < 5 set pentimer to pentimer + 1 endif if pentimer == 5 set spread to spread + 5 SetNumericGameSetting fGunSpreadSkillBase spread set pentimer to 6 elseif timer == 20 set spread to spread - 5 SetNumericGameSetting fGunSpreadSkillBase spread set pentimer to 5 endif endif end Edit: Oh and for an unrelated mod, I was wondering:- How the game differenciates city "non-combat" areas like Megaton, Rivet City, etc, and if there's a command to see if the player is in such an area- What the best way would be to make NPCs in a certain area alarmed if the player's weapon is drawn. Would I want an explosion effect that runs when IsWeaponOut? I'm not sure what to do from there though, since SendAssaultAlarm is too harsh... is there something similar for a minor crime? Link to comment Share on other sites More sharing options...
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