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Help with a fireweapon script


ObieDwyer

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Currently I'm making a baseball bat that has an altfire to launch a baseball.

 

I've got it to work, however there is one problem: The weapon disappears afterwards. I know the GECK documents this but I am looking for some kind of work around. The GECK says that if the sub-weapon that's fired via the script is a grenade-type weapon with ammo use at 1, then the weapon art disappears. Since the sub-weapon I'm using (a baseball) is not meant to be playable, i've set ammo use to 0 however it doesn't seem work either way. So if anyone knows how to prevent this, let me know.

 

I could force the weapon to unequip and then re-equip to reenable the weapon art, but i'd rather look for a less hack-y solution.

 

Any ideas?

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