Then why shouldn't programmed weapons have them? A really easy way to make functional weapons or items perform their functions is by the use of the user event. Evoke the action of firing a bullet or waving a wand by deciding upon a standard user event that you will use for such actions. Say...ev_user7. Here's an example of how this would work. Player presses the fire button to trigger the following code. With (obj_Player.rightHandItem) { event_perform(ev_other,ev_user7) } Simple as that really. If you need a step event for the item, make a custom one using an alarm. Then, once the reload is finished, or the mana restored, stop the alarm (Set it to 0). Now you don't need to make expensive (As in performance reducing) items that a player always holds but only uses once in a while. |
