Delayed Attacks: Difference between revisions
Jump to navigation
Jump to search
Note:If you have an ItemPostFrame function already, do not add the ItemPostFrame void. Also if you have a PrimaryAttack void already, then replace with the one below.
Note:If you are planning to add a preparing animation, you may uncomment the animation comments and comment out the other m_flDelayedAttackTime
Note:Though if you are doing a melee weapon, do not replace anything and leave as is.
Note:Remember to replace CWeaponDelayed to your weapon class otherwise it won't compile.
(Added back categories and replaced WeaponClassBlah with CWeaponDelayed) |
(Removed orphan and minor grammar fix) |
||
Line 1: | Line 1: | ||
== Overview == | == Overview == | ||
This tutorial will show you how to set up the Delayed Attack function to your weapon whether it's melee or fire arms. This should work with both Multiplayer and Singleplayer mods. | |||
== Header == | == Header == |
Revision as of 22:45, 9 June 2023
Overview
This tutorial will show you how to set up the Delayed Attack function to your weapon whether it's melee or fire arms. This should work with both Multiplayer and Singleplayer mods.
Header
So add these new voids with in your weapon class.

void DelayedAttack( void ); void ItemPostFrame( void ); void PrimaryAttack( void ) { return;}
Now you may want to add these two in your weapon class.
private: bool m_bDelayedAttack; float m_flDelayedAttackTime;
If your Weapon doesn't have a constructor, add this after the DECLARE_CLASS.
CWeaponDelayed();
Weapon Script
Add two more headers within your weapon script if you haven't already.
#include "player.h" #include "basecombatcharacter.h" #include "in_buttons.h"
Add the new variables with in your constructor.
CWeaponDelayed::CWeaponDelayed() { m_bDelayedAttack = false; m_flDelayedAttackTime = 0.0f; }
Next add the ItemPostFrame function if you don't already have one, if you do, just copy the content and place it with in your existing ItemPostFrame function.

void CWeaponDelayed::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; if ( (pOwner->m_afButtonPressed & IN_ATTACK) && !m_bDelayedAttack) { //Animation Comments //SendWeaponAnim( ACT_VM_HAULBACK ); //m_flDelayedAttackTime = gpGlobals->curtime + SequenceDuration() + 1.0f; m_flDelayedAttackTime = gpGlobals->curtime + 1.0f; m_bDelayedAttack = true; } DelayedAttack(); BaseClass::ItemPostFrame(); }
The rest should be easy to follow, all you have to do is place your primary fire code with in it.

void CWeaponDelayed::DelayedAttack( void ) { if (m_bDelayedAttack && gpGlobals->curtime > m_flDelayedAttackTime) { //Replace this Comment with Weapon Attack Function BaseClass::PrimaryAttack(); m_bDelayedAttack = false; } }
