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[CODE] Press to attack


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I was wondering how to trigger an action by pressing a key. Maybe someone here knows how to make it (and is willing to share knowledge with others). Thanks to K1NGT1GER609 I finished Mosin Nagant rifle for my character, but now I would like to upgrade PPSh SMG with hold to fire button. I have met so called keyhandlers before during my research, but problem here is to attach an action for a key. For instance in PPSh prefab:

local assets=
{ 
    Asset("ANIM", "anim/ppsh_smg.zip"),
    Asset("ANIM", "anim/swap_ppsh_smg.zip"), 

    Asset("ATLAS", "images/inventoryimages/ppsh_smg.xml"),
    Asset("IMAGE", "images/inventoryimages/ppsh_smg.tex"),
}

local prefabs = 
{
}

local function OnEquip(inst, owner)
	owner.AnimState:OverrideSymbol("swap_object", "swap_ppsh_smg", "ppsh")
	owner.AnimState:Show("ARM_carry")
	owner.AnimState:Hide("ARM_normal")
end

local function OnUnequip(inst, owner)
	owner.AnimState:Hide("ARM_carry")
	owner.AnimState:Show("ARM_normal")
end
    
local function onattack_gun(inst, owner, target)
    inst.SoundEmitter:PlaySound("dontstarve/ghost/bloodpump")   
end 

local function fn(Sim)
	local inst = CreateEntity()
	inst.entity:AddTransform()
	inst.entity:AddAnimState()
	inst.entity:AddNetwork()
	inst.entity:AddSoundEmitter()
	
	MakeInventoryPhysics(inst)
	
	inst.AnimState:SetBank("ppsh")
	inst.AnimState:SetBuild("ppsh_smg")
	inst.AnimState:PlayAnimation("idle")
	
	inst:AddTag("sharp")
	
	if not TheWorld.ismastersim then
		return inst
	end
	inst.entity:SetPristine()
	
	
	
	inst:AddComponent("inventoryitem")
	inst.components.inventoryitem.imagename = "ppsh_smg"
	inst.components.inventoryitem.atlasname = "images/inventoryimages/ppsh_smg.xml"
	
	inst:AddComponent("inspectable")
	inst:AddComponent("equippable")
	MakeHauntableLaunch(inst)
	
	inst.components.equippable:SetOnEquip( OnEquip )
	inst.components.equippable:SetOnUnequip( OnUnequip )
	
	inst:AddComponent("finiteuses")
    inst.components.finiteuses:SetMaxUses(2000)
    inst.components.finiteuses:SetUses(2000)    
    inst.components.finiteuses:SetOnFinished(inst.Remove)

    inst:AddComponent("weapon")   	
	inst.components.weapon:SetDamage(25)
    inst.components.weapon:SetRange(14)
    inst.components.weapon:SetProjectile("smgammo")
	inst.components.weapon:SetOnAttack(onattack_gun) 

inst.HasAmmo = function(inst, owner)
        if (owner and owner.components.inventory and owner.components.inventory:Has("smgammo", 1)) then
            owner.components.inventory:ConsumeByName("smgammo", 1)
            inst.components.weapon:SetDamage(25)
            return true
        end
        return false
    end 
	
	return inst
end



return Prefab("common/inventory/ppsh_smg", fn, assets, prefabs)

What line shall I write into code to make weapon firing a bullet every key press ?

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Keyhandlers is a long order for what you want so here's a start.

 

local function onattack_gun(inst, owner, target, data) 

inst.SoundEmitter:PlaySound("dontstarve/ghost/bloodpump")

if data.inst == ThePlayer then--make sure its a player

if data.inst.HUD and (data.inst.HUD:IsChatInputScreenOpen() or data.inst.HUD:IsConsoleScreenOpen()) then return end --make sure not to trigger on chat or console

if owner and owner.components.inventory and owner.components.inventory:Has("smgammo", 1) and data:IsKeyDown(KEY_R) then --or is it TheInput:IsKeyDown(KEY_R)

inst.components.weapon:LaunchProjectile(inst, target)

end

end

local function fn(Sim)

 

if not TheWorld.ismastersim then return inst end --reference

inst:AddComponent("keyhandler")

The only main part thats missing is adding a additional component keyhandler by making a folder in: scripts-components-keyhandler.lua.

other than that this code hasn't been tested and this material is still new to me.

keyhandler.lua

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