Second trigger.
by Maddermadcat · in Torque Game Engine · 12/08/2007 (12:44 pm) · 3 replies
This resource shows how to add a second trigger, but I have no clue how to bind it to a key. Does anyone know how and is willing to share?
About the author
#2
Trigger 0 is primary fire, trigger 1 is alt-fire. Check default.bind.cs for the code. Enabling weapons to feature more than one firing mode, or dual mounted weapons is all achievable through script and some clever modeling.
12/19/2007 (12:36 am)
There's already a second trigger in Torque, by default. You don't need to alter or add any source code, you can control it via script. That resource is a waste of time (no offense intended to the author).Trigger 0 is primary fire, trigger 1 is alt-fire. Check default.bind.cs for the code. Enabling weapons to feature more than one firing mode, or dual mounted weapons is all achievable through script and some clever modeling.
#3
EDIT: How would I add it to the weapon's states? If I'll have to put it together through script, that's not what I'm looking for. I need a second trigger that can be used in a weapon's states.
12/19/2007 (9:37 am)
Thanks so much, Tim -- all of my scripts are so heavily modified at this point that they barely even resemble the FPS starter, so there was no mention of the alt trigger.EDIT: How would I add it to the weapon's states? If I'll have to put it together through script, that's not what I'm looking for. I need a second trigger that can be used in a weapon's states.
Torque Owner Maddermadcat