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Descent_pilot
04-23-2003, 09:02 AM
with an advanced question.

Requirements - This one is not for the simple cogger, you must be familiar and crafty with the use of sounds.

Background - I'm creating a sniper rifle cog for my mods and System Overrides' mod. This is totally different then what you've seen before because of certain characteristics, and you're going to help me with one.

The problem/question - to cancel out all of the sounds that the ghost fired would hear and play the sounds that the player would normally hear, so that the user will be able to hear them as if the user was the player, not the scope's ghost (perferably local).

The cog so far (inc right now, but scope can be tested).

# Jedi Knight Cog Script
#
# WEAP_CONCRIFLE.COG
#
# WEAPON 9 Script - Sniper Rifle
#
# Sniper Rifle
#
# - Not affected by MagSealed sectors/surfaces.
#
# [DP]
#

symbols

model povModel=conv.3do local
model weaponMesh=cong.3do local

keyframe mountAnim=ConVmnt.key local
keyframe dismountAnim=ConVdis.key local
keyframe povfireAnim=ConVpst1.key local
keyframe holsterAnim=kyhlstr.key local

sound mountSound=df_rif_ready.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=srfire.wav local
sound outSound=concuss1.wav local
sound zoomSound=scope.wav local

flex fireWait=1.5 local
flex powerBoost local
flex autoAimFOV=30 local
flex autoAimMaxDist=5 local
flex holsterWait local

int dummy local

template projectile=+concbullet local
template camera=+zoom local

thing player local
int trackID=-1 local
int mode local
int holsterTrack local
int selectMode=1 local

flex mag=0.25 local
flex zoom=0 local
flex temp local
int reloading=0 local
int moving=0 local
int count=0 local
int scope=-1 local
int oldCam local
int on=0 local
int zoomChannel=-1 local
vector tempVec local
vector zoomVec local

message activated
message deactivated
message selected
message deselected
message autoselect
message user1
message timer
message pulse

end

# ================================================== ======================================

code

User1:
If(reloading) Return;
// Check that the player is still alive.
If(GetThingHealth(player) <= 0)
Return;

// Check Ammo - If we are out, autoselect best weapon.
If(GetInv(player, 12) < 1)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if(GetAutoSwitch() & 1)
SelectWeapon(player, AutoSelectWeapon(player, 1));
Return;
}

SetPOVShake('0 -.03 0', '4 0 0', .05, 80);

FireProjectile(player, projectile, fireSound, 8, '0.02 0.15 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimMaxDist);
ChangeInv(player, 12, -1);
reloading = 1;

jkPlayPOVKey(player, povfireAnim, 1, 0x38);

// Provide a kick backwards
ApplyForce(player, VectorScale(GetThingLVec(player), -80));

powerBoost = GetInv(player, 63);
SetTimerEx(fireWait/powerBoost, 1, 0, 0);

Return;

# .................................................. ......................................

Activated:
player = GetSourceRef();
mode = GetSenderRef();

If(!on)
{
oldCam = GetCurrentCamera();
If(mode == 1) mag = 5;
}
jkSetWaggle(player, '0 0 0', 0);
zoomChannel = PlaySoundLocal(zoomSound, 1, 0, 0x1);
count = 0;
moving = 1;
on = 1;
zoom = .5 - mode;
SetPulse(0.01);

Return;

# .................................................. ......................................

Deactivated:
player = GetSourceRef();
mode = GetSenderRef();

jkSetWaggle(player, '10 7 0', 350);
moving = 0;
If(zoomChannel != -1)
{
StopSound(zoomChannel, 0);
zoomChannel = -1;
}

If(count <= 2) // If the zoom keys are tapped
{
If(mode == 1)
{
If(mag < 5) call scope_off;
Else mag = 2.5;
}
Else
{
If(mag < 2.5) mag = 2.5;
Else If(mag < 5) mag = 5;
Else call scope_off;
}
}
Return;

# .................................................. ......................................

Selected:
player = GetSourceRef();

// Play external mounting animation
PlayMode(player, 41);

// Setup the meshes and models.
jkSetPOVModel(player, povModel);
SetArmedMode(player, 1);
jkSetWeaponMesh(player, weaponMesh);
jkSetWaggle(player, '10.0 7.0 0.0', 350);

// Play mounting sound.
PlaySoundThing(mountSound, player, 1.0, -1.0, -1.0, 0x80);

// Play the animation (NOLOOP + UNIQUE + ENDPAUSE).
// The animation is held at the last frame after it is played.
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
SetMountWait(player, GetKeyLen(mountAnim));

// Clear saber flags, and allow activation of the weapon
jkClearFlags(player, 0x5);
SetCurWeapon(player, 9);

// Check Ammo - If we are out, autoselect best weapon.
If(GetInv(player, 12) < 2)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if(GetAutoSwitch() & 1)
SelectWeapon(player, AutoSelectWeapon(player, 1));
}
mag = 0.25;
If(reloading) SetTimerEx(fireWait/powerBoost, 1, 0, 0);

Return;

# .................................................. ......................................

Deselected:
player = GetSourceRef();
If(on) call scope_off;
If(reloading) KillTimerEx(1);

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;

# .................................................. ......................................

//newplayer:
// player = GetSourceRef();
//
// // Make sure that if the player is respawning, the old mount isn't playing anymore.
// if (trackID != -1)
// jkStopPOVKey(player, trackID, 0);
//
// Return;

# .................................................. ......................................

Autoselect:
selectMode = GetSenderRef();
player = GetSourceRef();

// If the player has the weapon
if(GetInv(player, 9) != 0.0)
{
// If the player has ammo
if(GetInv(player, 12) > 7.0)
{

// query for ammo
if(selectMode == -1)
{
ReturnEx(1000.0);
Return;
}

if((selectMode == 0) && !(GetAutoPickup() & 2))
{
ReturnEx(1000.0);
Return;
}

if((selectMode == 1) && !(GetAutoSwitch() & 2))
{
ReturnEx(1000.0);
Return;
}

if((selectMode == 2) && !(GetAutoPickup() & 2))
{
ReturnEx(1000.0);
Return;
}

ReturnEx(-2.0);
Return;

}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}

Return;

# .................................................. ......................................

Timer:
If(GetSenderID() == 1)
{
reloading = 0;
Return;
}
StopKey(player, holsterTrack, 0.0);
Return;

# .................................................. ......................................

Scope_off:
If(zoomChannel != -1)
{
StopSound(zoomChannel, 0);
zoomChannel = -1;
}
SetPulse(0);
mag = 0.25;
on = 0;
SetCameraFocus(0, player);
If(oldCam) CycleCamera();
Return;

#................................................. ........................................

Pulse:
If(GetThingHealth(player) <= 0)
{
call scope_off;
Return;
}

If(GetCurrentCamera()) CycleCamera();
If(moving)
{
mag = mag + zoom * count * 0.005;
If(mag > 5) mag = 5;
If(mag < .25) mag = .25;
count = count + 1;
}
zoomVec = VectorSet(0, mag, 0.037);
If(mag <= 0.25 && zoom < 0)
{
call scope_off;
Return;
}

scope = FireProjectile(player, camera, -1, -1, zoomVec, '0 0 0', 1, 0, 0, 0);
temp = mag;
// This is to see if the scope thing is on the direct straight ahead line from the player
// The reason is that the scope slides one way or another when the mag gets too great
While(VectorSub(GetThingPos(scope), GetThingPos(player)) != GetThingLVec(player))
{
temp = temp - .005;
zoomVec = VectorSet(0, temp, 0.037);
DestroyThing(scope);
scope = FireProjectile(player, camera, -1, -1, zoomVec, '0 0 0', 1, 0, 0, 0);
}
tempVec = VectorAdd(GetThingPos(scope), VectorScale(VectorNorm(GetThingLVec(scope)), -0.1));
SetThingPos(scope, tempVec);
SetCameraFocus(0, scope);

Return;

end
All ideas are welcome.

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

[This message has been edited by Descent_pilot (edited April 23, 2003).]

Descent_pilot
04-23-2003, 05:36 PM
I could also use some help down in the pulse section w/ the direct line stuff.

1 word yelled very load - Help!

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

Descent_pilot
04-24-2003, 08:33 AM
Any input? Anyone?

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

Hell Raiser
04-24-2003, 09:56 PM
Sounds are heard from the camera... So I'm not really certian of a way to modify the view without also modifying how the player would percieve sounds. IE, the way you have it, if someone came to the player and slashed his saber, you probably wouldn't hear it, pending on how far away the zoom is from the player. Tricky..... yes..... Impossible it would seem. http://forums.massassi.net/html/frown.gif

For the actual scope camera, I would reccomend having a template with a timer of 0.001 with an attached cog that changes the view to it when it's created. This coupled with a pulse of 0.001 would always keep the camera along the players lookvector. (and keeping excess code away from the actual funcions of your sniper rifle)

Would also help to mention that when you'd stop the pulse, also setting the camera back the next line afterwards. http://forums.massassi.net/html/wink.gif

------------------
-Hell Raiser
Remember kiddies, trial and error.
Without struggles there is no progress
DBZ: The Destruction is Real (http://tdir.hellraiser64.com)

[This message has been edited by Hell Raiser (edited April 24, 2003).]

Descent_pilot
04-27-2003, 08:02 AM
sorry it took so long to respond, busy week.

Okay, so the first part is pretty much impossible? I remember a topic about cancelling out all sound, but I really don't want to go digging for it right now. I was thinking maybe something along those lines, but I'll do that on my own I guess. http://forums.massassi.net/html/frown.gif

But for the scope on line w/ the player Lvec. I don't quite understand what you're saying, the way I percive it is that it will have the same effect as what is given. I don't quite comprehend how that will keep it on the player's Lvec line. Can you give the reasons or some examples?

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.