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Dual Function Weapons Auto-Switch

Posted: Jul 17th '18, 20:03
by WeirdoYYY
So I have had an idea for a weapon in my game. Basically I want the assault rifle's "charged" fire to be throwing a bouncing grenade. I actually works well but the problem is that when I run out of grenades, the weapon itself switches and won't be available even if there are AR clips in the inventory. I made sure that the "triggers share ammo" flag isn't set and also turned off auto-switching in preferences with no dice.

Basically I want to use "charging" weapons as alternative animations for a weapon. I just need to make it so that the weapon is still available even without any grenades. Not sure if there's an MML way around this but if you know of something feel free to chime in.