Quote: "Thank-you hockeykid for the slight sarcasm. I know that was not what he was talking about. It was an example of realism and I also knew it was adjustable in the specs. It was just an example. Just because you helped write code doesn't mean you can belittle those who are trying to help. Also, I already said in the issues comments it was probably an easy fix. "
Hi Flatlander, I wasn't trying to be condensing, I was simply trying to answer whether or not what you were talking about was a bug.
I had been "worried" because when you said
Quote: "
So, this might be something you will have to convince Lee to take it back to the way it was.
"
I thought you were referring to the not auto reloading feature, and didn't want Lee to remove an optional feature. I'm sorry if you felt as if I were belittling you, I truly was not trying to.
Here is a quick 2 minute mock up of the code that it would take to fix this issue.
Right under
rem Keyboard
Add:
Rem gather key state for weapon changing
tokaykey=0
for i=2 to 11
if keystate(i)
tokaykey=i
exit
endif
next i
And then under
rem Keyboard input
Comment out the
if (k$>="1" and k$<="9") and altswapkeycalled=0
sel=(asc(k$)-asc("1")) : wepsel=1+sel
endif
if k$="0" then wepsel=-1
And add
if tokaykey>=2 and tokaykey<=10 then wepsel=tokaykey-1
if tokaykey=11 then wepsel=-1
That should do it