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Gun w/ Ammo - Any ideas?

This forum is the place to discuss the older ADRIFT versions 3.9 and 4.0.

Please refer to the ADRIFT 4 Manual for more information.

Postby J. A. Hatfield » Sun Nov 14, 2010 4:21 pm

I've bounced this idea around in my head for a while now, and I can't quite seem to get it to work.

Here's the scenario:

You're in a psychiatric hospital. You find a revolver with six bullets. Feel free to go postal on whatever enemy you might happen to come across. Of course, you only have six bullets right now, and finding more will be pretty difficult considering this is a hospital. So, use those bullets wisely, my friend.

But the problem is, how would ammo work? I've tried using variables and tasks and praying to a tree, and nothing seems to work out. The gun, when used, still seems to have an infinite amount of bullets.

Any suggestions on how I can solve this issue?

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Postby DCBSupafly » Sun Nov 14, 2010 4:27 pm

Send me an email with the .taf and I'll see if I can't figure out why the vars are not updating. As far as I know it's probably the best way to do it.

My favorite way to deal with these kind of things is to make one task that has the action ammoVar--; and then duplicate that task over and over again.

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Postby J. A. Hatfield » Sun Nov 14, 2010 4:28 pm

Thanks. I'll send it to you when I get back from work.
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Postby P/o Prune » Sun Nov 14, 2010 8:50 pm

I believe the trailer for D-Day isn't passworded.
I have used ammo ... 10 clips of ammo, and 8 shots per. clip. Take a look at it. It might help you.
Cheers

This is for V.4 though.
D-Day in progress 86Kb (Slowly drifting)
Just a Fairy Tale: 54Kb
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Postby Duncan_B » Sun Nov 14, 2010 9:10 pm

If you're doing it bullet-by-bullet, you'll probably want to look into writing expressions. You can find information on that in the ADRIFT manual.

My question: What's the likelihood of finding a revolver in a place that won't even let you have shoelaces?
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Postby J. A. Hatfield » Sun Nov 14, 2010 9:44 pm

It's part of the storyline. A doctor has it in his office, you pick it up and use it to kill him.
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Postby DCBSupafly » Sun Nov 14, 2010 11:33 pm

The issue basically comes from using the built-in 'can be used as a weapon' check box, which is not compatible with user-created tasks and does not have an ammo option. I have sent a more detailed explanation by email. Hope it helps!
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