That is a bit odd, perhaps post the code you're using? For reference, all of the following work in 4.0 and 4.1;
Commands->Select_Weapon ( obj, Get_Powerup_Weapon ( Get_Parameter( "veteran_weaponPowerup" ) ) );
Commands->Select_Weapon ( obj, "Weapon_IFV_None" );
// Set the supercharged state
void dp88_AR_Tesla_Coil::setSuperchargedState(GameObject* obj, bool state)
{
if ( !m_superchargedWeapon.Is_Empty() )
{
// If we are setting supercharged to true then switch weapons
if ( state )
{
Commands->Select_Weapon(obj, m_superchargedWeapon);
primary_maxRange = m_superchargedWeaponRange;
}
else
{
Commands->Select_Weapon(obj, m_defaultWeapon);
primary_maxRange = m_defaultWeaponRange;
}
m_isSupercharged = state;
}
}
[Updated on: Mon, 21 April 2014 17:19]
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