_SAU_Ackbar
01-27-2001, 02:23 PM
Question: my Bullet dose not appear How can I fix this?
OK here is my JKL
#********** World file D:\jedi\Products\JK\Release\Jkl\static.jkl ***** Created 10/30/1996 6:32pm **********
#### Copyright information #####
SECTION: COPYRIGHT
................................
................@...@...@...@...
.............@...@..@..@...@....
................@.@.@.@.@.@.....
@@@@@@@@......@...........@.....
@@@@@@@@....@@......@@@....@....
@@.....@.....@......@@@.....@@..
@@.@@@@@......@.....@@@......@@.
@@@@@@@@.......@....@@.....@@...
@@@@@@@@.........@@@@@@@@@@.....
@@@@@@@@..........@@@@@@........
@@.....@..........@@@@@.........
@@.@@@@@.........@@@@@@.........
@@.....@.........@@@@@@.........
@@@@@@@@.........@@@@@@.........
@@@@@@@@.........@@@@@@@........
@@@...@@.........@@@@@@@........
@@.@@@.@.........@.....@........
@@..@..@........@.......@.......
@@@@@@@@........@.......@.......
@@@@@@@@.......@........@.......
@@..@@@@.......@........@.......
@@@@..@@......@.........@.......
@@@@.@.@......@.........@.......
@@....@@........................
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@.@@@@@@@@@@@@@@@@@@
@@.@@..@@@@@..@@@@@@@@@@.@@@@@@@
@@.@.@.@@@@.@.@@@.@..@@...@@@..@
@@..@@@@@@....@@@..@@@@@.@@@@.@@
@@@@@@@@...@@.@@@.@@@@@..@@...@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@.copyright.(c).1997.lucasarts.@
@@@@@@..entertainment.co..@@@@@@
################################
###### Header information ######
SECTION: HEADER
# version and global constant settings
Version 1
World Gravity 4.00
Ceiling Sky Z 3.000000
Horizon Distance 100.000000
Horizon Pixels per Rev 768.000000
Horizon Sky Offset 0.000000 0.000000
Ceiling Sky Offset 0.000000 0.000000
MipMap Distances 1.000000 2.000000 3.000000 4.000000
LOD Distances 0.300000 0.600000 0.900000 1.200000
Perspective distance 2.00
Gouraud distance 2.00
################################
###### Sound information ######
SECTION: SOUNDS
World sounds 60
end
################################
##### Material information #####
SECTION: MATERIALS
World materials 160
end
################################
Section: Soundclass
World soundclasses 1
0: ky.snd
end
###### Models information ######
Section: MODELS
World models 32
0: bryv.3do
1: bryg.3do
2: sabv.3do
3: sabg.3do
4: rldv.3do
5; rldg.3do
6: conv.3do
7: cong.3do
8: strv.3do
9: strg.3do
10: rptv.3do
11: rptg.3do
12: detv.3do
13: detg.3do
14: seqv.3do
15: seqg.3do
16: fistv.3do
17: fistg.3do
18: bowv.3do
19: bowg.3do
20: bry0.3do
21: con0.3do
22: dflt.3do
23: rep0.3do
24: det0.3do
25: seqp.3do
26: rld0.3do
end
################################
###### Sprite information ######
Section: SPRITES
World sprites 20
0: bryx.spr
1: detx.spr
2: bowx2.spr
3: bowx.spr
4: rptx.spr
5: seqx2.spr
6: debrisx.spr
7: rldx.spr
8: conx.spr
end
################################
##### Keyframe information #####
Section: KEYFRAMES
World keyframes 128
end
################################
###### Animation Classes #######
Section: ANIMCLASS
World puppets 16
0: ky.pup
end
################################
########## COG scripts #########
Section: cogscripts
World scripts 80
end
################################
######### COG placement ########
Section: cogs
World cogs 80
#Num Script Symbol values
end
################################
_gweapon none orient=(0.000000/0.000000/0.000000) type=weapon collide=1 move=physics thingflags=0x20000000 timer=10.000000 mass=5.000000 physflags=0x200 maxrotvel=90.000000 damageclass=0x2 typeflags=0x1
_gexplosion none orient=(0.000000/0.000000/0.000000) type=explosion typeflags=0x1 damageclass=0x4
+bulletcloud none orient=(0.000000/0.000000/0.000000) type=particle timer=0.150000 typeflags=0x3f material=00gsmoke.mat range=0.006000 rate=64.000000 maxthrust=4.000000 elementsize=0.004000 count=16
+bloodcloud +bulletcloud material=plasmahit.mat range=0.030000 count=40
+bulletfleshhit _gexplosion timer=0.001000 soundclass=exp_bullet.snd creatething=+bloodcloud typeflags=0x0
+bullethit _gexplosion timer=0.001000 soundclass=exp_bullet.snd creatething=+bulletcloud typeflags=0x0
+bullet _gweapon thingflags=0x20000001 light=0.400000 model3d=bullet.3do size=0.001000 movesize=0.001000 soundclass=bry.snd maxrotvel=0.000000 vel=(0.000000/20.000000/0.000000) explode=+bullethit fleshhit=+bulletfleshhit damage=30.000000 mindamage=10.000000 typeflags=0x20440d rate=15.000000
OK here is my Cog
# Jedi Knight Cog Script
#
# WEAP_STRIFLE.COG
#
# WEAPON 3 script - Stormtrooper Rifle
#
# The standard rifle used by the stormtroopers. Not as accurate as the Bryar Pistol.
# This weapon has only one type of fire.
#
# - Affected by MagSealed sectors/surfaces.
#
# [YB & CYW]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
model povModel=strv.3do local
model povModel_m=strv_m.3do local
model weaponMesh=strg.3do local
keyframe mountAnim=StrVmnt.key local
keyframe dismountAnim=StrVdis.key local
keyframe povfireAnim=StrVpst1.key local
keyframe holsterAnim=kyhlstr.key local
sound mountSound=df_rif_ready.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=trprsht2.wav local
sound outSound=trprout.wav local
sound failSound=weapfail.wav local
template projectile=+bullet _gweapon local
template projectileB=+swsparks local
thing player local
vector randVec local
flex fireWait=0.2 local
flex holsterWait local
flex powerBoost local
flex autoAimFOV=25 local
flex autoAimMaxDist=5 local
int dummy local
int trackID=-1 local
int fireChannel=-1 local
int holsterTrack local
int mode local
message activated
message deactivated
message selected
message deselected
message autoselect
message fire
message timer
end
# ================================================== ======================================
code
fire:
player = GetSourceRef();
mode = GetSenderRef();
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
// Check Ammo - If we are out, autoselect best weapon.
// It should always use two energy cells, but -- as in DF --
// allow the last fire if there is only one left...
if(GetInv(player, 11) < 1.0)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if((GetAutoSwitch() & 1))
SelectWeapon(player, GetWeaponBin(AutoSelectWeapon(player, 1)));
Return;
}
// Get random aiming error
randVec = VectorSet((Rand()-0.5)*5, (Rand()-0.5)*5, 0.0);
SendMessageEx(GetThingClassCog(GetLocalPlayerThing ()), user1, 3, 0, 0, 0);
SetPOVShake('0.0 -.003 0.0', '1.5 0.0 0.0', .05, 80.0);
if (GetInv(player, 93) > 0.0)
dummy = FireProjectile(player, projectileB, failSound, 8, '0.0168 0.1896 0.00', randVec, 1.0, 0x30, autoAimFOV, autoAimFOV*2);
else
dummy = FireProjectile(player, projectile, fireSound, 8, '0.0168 0.1896 0.00', randVec, 1.0, 0x30, autoAimFOV, autoAimFOV*2);
// SetThingVel(dummy, vectorScale(GetThingVel(dummy), 0.01));
ChangeInv( player, 11, -2.0 );
jkPlayPOVKey( player, povfireAnim, 1, 0x38 );
powerBoost = GetInv(player, 63);
ChangeFireRate(player, fireWait/powerBoost);
Return;
# .................................................. ......................................
activated:
player = GetSourceRef();
mode = GetSenderRef();
if (GetInv(player, 93) > 0.0)
SendMessageEx(GetThingClassCog(player), skill, 1100, 0, 0, 0);
jkSetWaggle(player, '0.0 0.0 0.0', 0);
powerBoost = GetInv(player, 63);
ActivateWeapon(player, fireWait/powerBoost, mode);
Return;
# .................................................. ......................................
deactivated:
player = GetSourceRef();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
DeactivateWeapon(player, mode);
Return;
# .................................................. ......................................
selected:
player = GetSourceRef();
PlayMode(player, 41);
PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80);
if (GetInv(player, 67) == 0.0)
jkSetPOVModel(player, povModel); // Kyle hand
else
jkSetPOVModel(player, povModel_m); // Mara Hand
SetArmedMode(player, 1);
jkSetWeaponMesh(player, weaponMesh);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
SetMountWait(player, GetKeyLen(mountAnim));
jkClearFlags(player, 0x5);
SetCurWeapon(player, GetWeaponBin(3));
SetTimerEx(1.0, 10, 0.0, 0.0);
Return;
# .................................................. ......................................
deselected:
player = GetSourceRef();
PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
jkPlayPOVKey(player, dismountAnim, 0, 18);
holsterWait = GetKeyLen(holsterAnim);
SetMountWait(player, holsterWait);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetTimerEx(holsterWait, 2, 0.0, 0.0);
if (trackID != -1)
{
jkStopPOVKey(player, trackID, 0);
trackID = -1;
}
jkSetWaggle(player, '0.0 0.0 0.0', 0);
Return;
# .................................................. ......................................
autoselect:
player = GetSourceRef();
// If the player has the weapon
if(GetInv(player, GetWeaponBin(3)) != 0.0)
{
// If the player has ammo or has the scope up.
if (
GetInv(player, 11) != 0.0 | |
GetCurWeapon(player) == 13
)
{
ReturnEx(600.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
# .................................................. ......................................
timer:
if (GetSenderID() == 2)
StopKey(player, holsterTrack, 0.0);
else
if (GetSenderID() == 10)
if (GetCurWeapon(player) == 3)
SetCameraZoom(0, 1.0, 500.0);
Return;
end
As you can see its basic I just wanna make a Temp that shots! lol (at least it dont pause game)
[Hideki - Maybe in that case, use code ubb tag]
[This message has been edited by Hideki (edited January 27, 2001).]
OK here is my JKL
#********** World file D:\jedi\Products\JK\Release\Jkl\static.jkl ***** Created 10/30/1996 6:32pm **********
#### Copyright information #####
SECTION: COPYRIGHT
................................
................@...@...@...@...
.............@...@..@..@...@....
................@.@.@.@.@.@.....
@@@@@@@@......@...........@.....
@@@@@@@@....@@......@@@....@....
@@.....@.....@......@@@.....@@..
@@.@@@@@......@.....@@@......@@.
@@@@@@@@.......@....@@.....@@...
@@@@@@@@.........@@@@@@@@@@.....
@@@@@@@@..........@@@@@@........
@@.....@..........@@@@@.........
@@.@@@@@.........@@@@@@.........
@@.....@.........@@@@@@.........
@@@@@@@@.........@@@@@@.........
@@@@@@@@.........@@@@@@@........
@@@...@@.........@@@@@@@........
@@.@@@.@.........@.....@........
@@..@..@........@.......@.......
@@@@@@@@........@.......@.......
@@@@@@@@.......@........@.......
@@..@@@@.......@........@.......
@@@@..@@......@.........@.......
@@@@.@.@......@.........@.......
@@....@@........................
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@.@@@@@@@@@@@@@@@@@@
@@.@@..@@@@@..@@@@@@@@@@.@@@@@@@
@@.@.@.@@@@.@.@@@.@..@@...@@@..@
@@..@@@@@@....@@@..@@@@@.@@@@.@@
@@@@@@@@...@@.@@@.@@@@@..@@...@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@.copyright.(c).1997.lucasarts.@
@@@@@@..entertainment.co..@@@@@@
################################
###### Header information ######
SECTION: HEADER
# version and global constant settings
Version 1
World Gravity 4.00
Ceiling Sky Z 3.000000
Horizon Distance 100.000000
Horizon Pixels per Rev 768.000000
Horizon Sky Offset 0.000000 0.000000
Ceiling Sky Offset 0.000000 0.000000
MipMap Distances 1.000000 2.000000 3.000000 4.000000
LOD Distances 0.300000 0.600000 0.900000 1.200000
Perspective distance 2.00
Gouraud distance 2.00
################################
###### Sound information ######
SECTION: SOUNDS
World sounds 60
end
################################
##### Material information #####
SECTION: MATERIALS
World materials 160
end
################################
Section: Soundclass
World soundclasses 1
0: ky.snd
end
###### Models information ######
Section: MODELS
World models 32
0: bryv.3do
1: bryg.3do
2: sabv.3do
3: sabg.3do
4: rldv.3do
5; rldg.3do
6: conv.3do
7: cong.3do
8: strv.3do
9: strg.3do
10: rptv.3do
11: rptg.3do
12: detv.3do
13: detg.3do
14: seqv.3do
15: seqg.3do
16: fistv.3do
17: fistg.3do
18: bowv.3do
19: bowg.3do
20: bry0.3do
21: con0.3do
22: dflt.3do
23: rep0.3do
24: det0.3do
25: seqp.3do
26: rld0.3do
end
################################
###### Sprite information ######
Section: SPRITES
World sprites 20
0: bryx.spr
1: detx.spr
2: bowx2.spr
3: bowx.spr
4: rptx.spr
5: seqx2.spr
6: debrisx.spr
7: rldx.spr
8: conx.spr
end
################################
##### Keyframe information #####
Section: KEYFRAMES
World keyframes 128
end
################################
###### Animation Classes #######
Section: ANIMCLASS
World puppets 16
0: ky.pup
end
################################
########## COG scripts #########
Section: cogscripts
World scripts 80
end
################################
######### COG placement ########
Section: cogs
World cogs 80
#Num Script Symbol values
end
################################
_gweapon none orient=(0.000000/0.000000/0.000000) type=weapon collide=1 move=physics thingflags=0x20000000 timer=10.000000 mass=5.000000 physflags=0x200 maxrotvel=90.000000 damageclass=0x2 typeflags=0x1
_gexplosion none orient=(0.000000/0.000000/0.000000) type=explosion typeflags=0x1 damageclass=0x4
+bulletcloud none orient=(0.000000/0.000000/0.000000) type=particle timer=0.150000 typeflags=0x3f material=00gsmoke.mat range=0.006000 rate=64.000000 maxthrust=4.000000 elementsize=0.004000 count=16
+bloodcloud +bulletcloud material=plasmahit.mat range=0.030000 count=40
+bulletfleshhit _gexplosion timer=0.001000 soundclass=exp_bullet.snd creatething=+bloodcloud typeflags=0x0
+bullethit _gexplosion timer=0.001000 soundclass=exp_bullet.snd creatething=+bulletcloud typeflags=0x0
+bullet _gweapon thingflags=0x20000001 light=0.400000 model3d=bullet.3do size=0.001000 movesize=0.001000 soundclass=bry.snd maxrotvel=0.000000 vel=(0.000000/20.000000/0.000000) explode=+bullethit fleshhit=+bulletfleshhit damage=30.000000 mindamage=10.000000 typeflags=0x20440d rate=15.000000
OK here is my Cog
# Jedi Knight Cog Script
#
# WEAP_STRIFLE.COG
#
# WEAPON 3 script - Stormtrooper Rifle
#
# The standard rifle used by the stormtroopers. Not as accurate as the Bryar Pistol.
# This weapon has only one type of fire.
#
# - Affected by MagSealed sectors/surfaces.
#
# [YB & CYW]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
model povModel=strv.3do local
model povModel_m=strv_m.3do local
model weaponMesh=strg.3do local
keyframe mountAnim=StrVmnt.key local
keyframe dismountAnim=StrVdis.key local
keyframe povfireAnim=StrVpst1.key local
keyframe holsterAnim=kyhlstr.key local
sound mountSound=df_rif_ready.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=trprsht2.wav local
sound outSound=trprout.wav local
sound failSound=weapfail.wav local
template projectile=+bullet _gweapon local
template projectileB=+swsparks local
thing player local
vector randVec local
flex fireWait=0.2 local
flex holsterWait local
flex powerBoost local
flex autoAimFOV=25 local
flex autoAimMaxDist=5 local
int dummy local
int trackID=-1 local
int fireChannel=-1 local
int holsterTrack local
int mode local
message activated
message deactivated
message selected
message deselected
message autoselect
message fire
message timer
end
# ================================================== ======================================
code
fire:
player = GetSourceRef();
mode = GetSenderRef();
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
// Check Ammo - If we are out, autoselect best weapon.
// It should always use two energy cells, but -- as in DF --
// allow the last fire if there is only one left...
if(GetInv(player, 11) < 1.0)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if((GetAutoSwitch() & 1))
SelectWeapon(player, GetWeaponBin(AutoSelectWeapon(player, 1)));
Return;
}
// Get random aiming error
randVec = VectorSet((Rand()-0.5)*5, (Rand()-0.5)*5, 0.0);
SendMessageEx(GetThingClassCog(GetLocalPlayerThing ()), user1, 3, 0, 0, 0);
SetPOVShake('0.0 -.003 0.0', '1.5 0.0 0.0', .05, 80.0);
if (GetInv(player, 93) > 0.0)
dummy = FireProjectile(player, projectileB, failSound, 8, '0.0168 0.1896 0.00', randVec, 1.0, 0x30, autoAimFOV, autoAimFOV*2);
else
dummy = FireProjectile(player, projectile, fireSound, 8, '0.0168 0.1896 0.00', randVec, 1.0, 0x30, autoAimFOV, autoAimFOV*2);
// SetThingVel(dummy, vectorScale(GetThingVel(dummy), 0.01));
ChangeInv( player, 11, -2.0 );
jkPlayPOVKey( player, povfireAnim, 1, 0x38 );
powerBoost = GetInv(player, 63);
ChangeFireRate(player, fireWait/powerBoost);
Return;
# .................................................. ......................................
activated:
player = GetSourceRef();
mode = GetSenderRef();
if (GetInv(player, 93) > 0.0)
SendMessageEx(GetThingClassCog(player), skill, 1100, 0, 0, 0);
jkSetWaggle(player, '0.0 0.0 0.0', 0);
powerBoost = GetInv(player, 63);
ActivateWeapon(player, fireWait/powerBoost, mode);
Return;
# .................................................. ......................................
deactivated:
player = GetSourceRef();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
DeactivateWeapon(player, mode);
Return;
# .................................................. ......................................
selected:
player = GetSourceRef();
PlayMode(player, 41);
PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80);
if (GetInv(player, 67) == 0.0)
jkSetPOVModel(player, povModel); // Kyle hand
else
jkSetPOVModel(player, povModel_m); // Mara Hand
SetArmedMode(player, 1);
jkSetWeaponMesh(player, weaponMesh);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
SetMountWait(player, GetKeyLen(mountAnim));
jkClearFlags(player, 0x5);
SetCurWeapon(player, GetWeaponBin(3));
SetTimerEx(1.0, 10, 0.0, 0.0);
Return;
# .................................................. ......................................
deselected:
player = GetSourceRef();
PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
jkPlayPOVKey(player, dismountAnim, 0, 18);
holsterWait = GetKeyLen(holsterAnim);
SetMountWait(player, holsterWait);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetTimerEx(holsterWait, 2, 0.0, 0.0);
if (trackID != -1)
{
jkStopPOVKey(player, trackID, 0);
trackID = -1;
}
jkSetWaggle(player, '0.0 0.0 0.0', 0);
Return;
# .................................................. ......................................
autoselect:
player = GetSourceRef();
// If the player has the weapon
if(GetInv(player, GetWeaponBin(3)) != 0.0)
{
// If the player has ammo or has the scope up.
if (
GetInv(player, 11) != 0.0 | |
GetCurWeapon(player) == 13
)
{
ReturnEx(600.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
# .................................................. ......................................
timer:
if (GetSenderID() == 2)
StopKey(player, holsterTrack, 0.0);
else
if (GetSenderID() == 10)
if (GetCurWeapon(player) == 3)
SetCameraZoom(0, 1.0, 500.0);
Return;
end
As you can see its basic I just wanna make a Temp that shots! lol (at least it dont pause game)
[Hideki - Maybe in that case, use code ubb tag]
[This message has been edited by Hideki (edited January 27, 2001).]