View Full Version : Hmmm... how to "parsearg"...
Lord Kaje
06-04-2005, 12:09 AM
How to parsearg the walkplayer template's "fov" in order to increase saberblocking radius...?
I think the following would be the correct syntax... but where to put it in the weap_saber.COG...? Or should it be put in the kyle.COG...?
Player = GetLocalPlayerThing;
ParseArg(player, "fov=1.0")
Any help muchly appreciated...
Thanx,
_K_
darthslaw
06-04-2005, 12:22 AM
I'd put it in the startup: message in kyle.cog and see if that works...
Also, don't forget what's in green :) :
Player = GetLocalPlayerThing();
ParseArg(player, "fov=1.0");
Lord Kaje
06-04-2005, 12:31 AM
Oooof.... That sure did'nt work... the Jedi blocked _nothing_ after adding "Player = GetLocalPlayerThing();
ParseArg(player, "fov=1.0");" to the kyle.COG startup...
Hmmm...
_K_
darthslaw
06-04-2005, 12:39 AM
Oh, fov is measured in degrees... heh, the player will have a hard time blocking anything within a 1 degree fov :p
Lord Kaje
06-04-2005, 01:28 AM
LoL...! a one degree fov ("field of view") for blocking projectiles...! OOOPs...!
Thanx, D Slaw...!
_K_
Lord Kaje
06-04-2005, 01:48 AM
Okay, really getting this to go somewhere... but what syntax to use to increase ability by level...? observe the following:
level = GetInv(player, 20);
player = GetLocalPlayerThing();
if(level == 0)
{
ParseArg(player, "fov=1.0");
}
else
if(level == 1)
{
ParseArg(player, "fov=90.0");
}
else
{
ParseArg(player, "fov=180.0");
}
the above syntax doesn't seem to work.
What would the correct format be?
_K_
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