Shot Counter
Posted: December 8th, 2013, 11:37 am
Hi Everybody,
I am asking the community for some help if possible.
I am working on a script which counts the number of fires that you shoot and stores into a variable.
The problem is that when I press the attack button and shoot a few times, it counts a tons of shots, for exmaple if I shoot 3 times it counts 18260520 etc... so I guess the script is running without pauses?
The code i am using:
I'd really appreciate your help.
Regards,
Unrealxqt
I am asking the community for some help if possible.
I am working on a script which counts the number of fires that you shoot and stores into a variable.
The problem is that when I press the attack button and shoot a few times, it counts a tons of shots, for exmaple if I shoot 3 times it counts 18260520 etc... so I guess the script is running without pauses?
The code i am using:
Code: Select all
init() {
level waittill("connected", player);
player waittill("spawned");
player thread monitorWeaponUsage();
}
monitorWeaponUsage() {
ammo_before_wait = 0;
ammo_after_wait = 0;
while(isAlive(self)) {
if(self attackButtonPressed()) {
fired = true;
ammo_after_wait = getCurrentWeaponClipAmmo(self);
} else {
fired = false;
ammo_before_wait = getCurrentWeaponClipAmmo(self);
}
if(fired) {
difference = ammo_before_wait - ammo_after_wait;
self.firecount += difference;
// self iPrintLnBold("You Fired.");
} else {
//Avoid infinite loop
wait 0.05;
}
}
}
getCurrentWeaponClipAmmo(currPlayer) {
if(currPlayer getWeaponSlotWeapon("primary") == currPlayer getCurrentWeapon()) {
weapon = "primary";
} else {
weapon = "primaryb";
}
ammo = currPlayer getWeaponSlotClipAmmo(weapon);
//Returns with the current value in the clip.
return ammo;
}
Regards,
Unrealxqt