Is there a way to disable secondary fire?

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NOOTLORD
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Is there a way to disable secondary fire?

Post by NOOTLORD » Sat 03 Aug , 2019 4:51 pm

As the title says is there a option in the weapon where i can disable the secondary fire?
I have tried settings the secondary class to none but with a crash as a result :/
Or is the secondary fire baked in to the weapon that cant be disabled?
And no unbinding secondary fire isnt a option :p

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CaptainXavious
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Re: Is there a way to disable secondary fire?

Post by CaptainXavious » Sun 04 Aug , 2019 5:06 pm

I'd say create a dummy secondary fire and just assign that to the weapons.

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NOOTLORD
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Re: Is there a way to disable secondary fire?

Post by NOOTLORD » Sun 04 Aug , 2019 7:33 pm

CaptainXavious wrote: Sun 04 Aug , 2019 5:06 pm I'd say create a dummy secondary fire and just assign that to the weapons.
Hmm that sounds like a option however wont i get the same error as this:

This error i get when i set the secondaryfire class to None:

Warning: PD97Bloodhound DM-Junk-flea.PD97Bloodhound (Function BWBPOtherPackPro.PD97Bloodhound.AnimEnded:0103) Accessed None 'bFireMode'
Warning: PD97Bloodhound DM-Junk-flea.PD97Bloodhound (Function BWBPOtherPackPro.PD97Bloodhound.AnimEnded:0103) Accessed None 'bFireMode'
Warning: PD97Bloodhound DM-Junk-flea.PD97Bloodhound (Function BCoreProV55.BallisticWeapon.CheckFireAnim:0026) Accessed None 'FireMode'

Or would a Dummyclass fix this?
And does there need to be a lot of code in that dummy class? or just a empty script?
(never scripted at all so idk how to even get started :p)

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NOOTLORD
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Re: Is there a way to disable secondary fire?

Post by NOOTLORD » Sun 04 Aug , 2019 8:19 pm

NOOTLORD wrote: Sun 04 Aug , 2019 7:33 pm
CaptainXavious wrote: Sun 04 Aug , 2019 5:06 pm I'd say create a dummy secondary fire and just assign that to the weapons.
Hmm that sounds like a option however wont i get the same error as this:

This error i get when i set the secondaryfire class to None:

Warning: PD97Bloodhound DM-Junk-flea.PD97Bloodhound (Function BWBPOtherPackPro.PD97Bloodhound.AnimEnded:0103) Accessed None 'bFireMode'
Warning: PD97Bloodhound DM-Junk-flea.PD97Bloodhound (Function BWBPOtherPackPro.PD97Bloodhound.AnimEnded:0103) Accessed None 'bFireMode'
Warning: PD97Bloodhound DM-Junk-flea.PD97Bloodhound (Function BCoreProV55.BallisticWeapon.CheckFireAnim:0026) Accessed None 'FireMode'

Or would a Dummyclass fix this?
And does there need to be a lot of code in that dummy class? or just a empty script?
(never scripted at all so idk how to even get started :p)
Created a Dummy file with nothing in it just: class Dummy extends WeaponFire;
However it made 1 error go away but this 1 still remained:
Warning: PD97Bloodhound DM-Junk-flea.PD97Bloodhound (Function BWBPOtherPackPro.PD97Bloodhound.AnimEnded:0103) Accessed None 'bFireMode'

Is there part in the script linking to the animation manager?

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