Hey there, I'm trying to edit part of an Edited FE Gun Kit which inside it has a module named "Shotgunpump" which automatically plays after the weapon is fired. I would like to alter this feature by making it required to click after you fire again to make the ShotgunPump module work, in a slight run down you fire by clicking and followed up by another click to make the weapon activate the ShotgunPump module or in other words, eject the shell out of the weapon.
if not Module.ShotgunPump then
HandleToFire = (HandleToFire == Handle and Module.DualEnabled) and Handle2 or Handle
if Module.AimAnimationsEnabled then
CurrentAimFireAnim = (CurrentAimFireAnim == AimFireAnim and Module.SecondaryFireAnimationEnabled) and AimSecondaryFireAnim or AimFireAnim
CurrentAimFireAnimationSpeed = (CurrentAimFireAnimationSpeed == Module.AimFireAnimationSpeed and Module.SecondaryFireAnimationEnabled) and Module.AimSecondaryFireAnimationSpeed or Module.AimFireAnimationSpeed
end
CurrentFireAnim = (CurrentFireAnim == FireAnim and Module.SecondaryFireAnimationEnabled) and SecondaryFireAnim or FireAnim
CurrentFireAnimationSpeed = (CurrentFireAnimationSpeed == Module.FireAnimationSpeed and Module.SecondaryFireAnimationEnabled) and Module.SecondaryFireAnimationSpeed or Module.FireAnimationSpeed
end
wait(Module.FireRate)
if not Module.Auto then break end
end
--if HandleToFire.FireSound.Playing and HandleToFire.FireSound.Looped then HandleToFire.FireSound:Stop() end
if Module.MinigunEnabled then
if HandleToFire:FindFirstChild("WindDown") then HandleToFire.WindDown:Play() end
wait(Module.DelayAfterFiring)
end
if Module.ShotgunPump then
if CurrentShotgunPumpinAnim then CurrentShotgunPumpinAnim:Play(nil,nil,CurrentShotgunPumpinAnimationSpeed) end
if HandleToFire:FindFirstChild("PumpSound") then Handle.BoltOpen:Play() wait(0.4) Handle.BoltClose:Play() end
HandleToFire = (HandleToFire == Handle and Module.DualEnabled) and Handle2 or Handle
if Module.AimAnimationsEnabled then
CurrentAimFireAnim = (CurrentAimFireAnim == AimFireAnim and Module.SecondaryFireAnimationEnabled) and AimSecondaryFireAnim or AimFireAnim
CurrentAimFireAnimationSpeed = (CurrentAimFireAnimationSpeed == Module.AimFireAnimationSpeed and Module.SecondaryFireAnimationEnabled) and Module.AimSecondaryFireAnimationSpeed or Module.AimFireAnimationSpeed
end
CurrentFireAnim = (CurrentFireAnim == FireAnim and Module.SecondaryFireAnimationEnabled) and SecondaryFireAnim or FireAnim
CurrentFireAnimationSpeed = (CurrentFireAnimationSpeed == Module.FireAnimationSpeed and Module.SecondaryFireAnimationEnabled) and Module.SecondaryFireAnimationSpeed or Module.FireAnimationSpeed
CurrentShotgunPumpinAnim = (CurrentShotgunPumpinAnim == ShotgunPumpinAnim and Module.SecondaryShotgunPump) and SecondaryShotgunPumpinAnim or ShotgunPumpinAnim
CurrentShotgunPumpinAnimationSpeed = (CurrentShotgunPumpinAnimationSpeed == Module.ShotgunPumpinAnimationSpeed and Module.SecondaryShotgunPump) and Module.SecondaryShotgunPumpinAnimationSpeed or Module.ShotgunPumpinAnimationSpeed
wait(Module.ShotgunPumpinSpeed)
end
Enabled = true
if Module.AutoReload then
if Mag <= 0 then Reload() end
end
end
end
end)
This is the code, I'm not sure how to go about this.. any help from anyone would be nice to help me try and make this feature work. Thank you.
