Fire a three-round burst that finishes even if you let go
A burst weapon feels wrong when letting go cancels the second shot, when mashing the button restarts the burst, or when the pause after a burst starts at the wrong moment. Here is a small timing machine that behaves the way players expect.
Why this works
A burst is a promise made when the trigger is pulled, so once it starts it should finish by itself, as a real mechanism does. Starting the pause at the last shot, not at the click, means mashing the button gains nothing and the weapon keeps its designed pace.
When not to use it
Don't use it when the player should be able to stop mid-burst to save ammo, or in a game where every single shot must be a choice, such as a precise sniping game. There, fire one shot per press and let the player control the pace.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 36 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Fire a three-round burst that finishes even if you let go" (read_entry burst-fire-commits-after-trigger-release) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP