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- Jun 26, 2014
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First off I want to say thank you, this community has been amazing, with all the helpful and swift responses!
I'm trying to implement a sidearm where the player can use a gun as a secondary weapon. In order to use the gun, the player must "consume" an ammunition item from the inventory. Doing so will grant them the "locked and loaded" state.
The "locked and loaded" states gives access to the "Gun" skill type. The player will then be able to use the skill "Open fire". When the skill "Open fire" is used, I want the state "locked and loaded" to be removed, so that the player must consume another ammunition item before they can use "Open fire" again. The following image shows the State and Skill entry:
I've listed "Remove State - Locked and Loaded 100%" as the skill effect for "Open Fire", but the state never gets removed when the skill is used (I can still see the icon beside the player's name). I know I can probably add "seal skill type" to "Open fire", but I want to know what I've done wrong, so I can avoid such mistakes again.
Thanks in advance!
I'm trying to implement a sidearm where the player can use a gun as a secondary weapon. In order to use the gun, the player must "consume" an ammunition item from the inventory. Doing so will grant them the "locked and loaded" state.
The "locked and loaded" states gives access to the "Gun" skill type. The player will then be able to use the skill "Open fire". When the skill "Open fire" is used, I want the state "locked and loaded" to be removed, so that the player must consume another ammunition item before they can use "Open fire" again. The following image shows the State and Skill entry:
I've listed "Remove State - Locked and Loaded 100%" as the skill effect for "Open Fire", but the state never gets removed when the skill is used (I can still see the icon beside the player's name). I know I can probably add "seal skill type" to "Open fire", but I want to know what I've done wrong, so I can avoid such mistakes again.
Thanks in advance!

