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Post by bender on Aug 3, 2017 16:07:08 GMT
I am using the latest v2.2d Shooter Package and have incorporated the standard package's Assault Weapon into my own character's rig. I have my vShooterWeapon's Ammo property set to 25 and the vAmmoManager's ammo property set to 250.
When I play the game the Assault Rifle's clip has 250 bullets in it but 0 shots. When I reload, it goes through the reload animation, the number of bullets decreases by 25 but I still have 0 shots in my clip.
Any help would be great.
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Post by sickscore on Aug 3, 2017 16:15:33 GMT
Take a look at the Item Manager on your character. There you can add ammo items and define the amount.
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Post by bender on Aug 3, 2017 16:58:58 GMT
I had it working previously with only the rifle on the Item Manager. Not really sure what happened after that. Now when I add both the rifle and the ammo to the Item Manager I still get nothing. I made sure the ammo id matched up, 13. Although I did create a new type of Assault Rifle with a Cammo Shader and defaultMountPoint.
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Post by bender on Aug 4, 2017 2:49:17 GMT
In case anyone cares. Turns out this may be an issue with Invectors "secure" coding practices. I'll bring it up. vShooterWeapon ammoCount property is what populates the Ammo in your clip. So if you have an Item Manager AT ALL and you have added a weapon, you must add the Attribute "AmmoCount" to that weapon. In my case 25. The only time vShooterWeapon Ammo property is looked at is if there is NO Item Manager.
This should either be documented OR defensively programmed for.
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Post by bender on Aug 4, 2017 3:12:55 GMT
I suppose that's what sickscore was saying, just didn't quite get it. Adding Ammo Items IN the Item Manager doesn't work but rather adding the ammoCount Attribute to the Gun works.
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