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ForumsCog Forum → FireProjectile();
FireProjectile();
2000-10-26, 2:48 AM #1
For the FireProjectile() Command in cog, what is 1,2,3,4,5,6,7,8,9,10? In other words, what is the question mark supposed to be in the parantheses below:

FireProjectile(?);

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I am a scout of knowledge, come with me and enter the web of intelligence and prosperity.....
2000-10-26, 8:57 AM #2
damn, just check the jkspecs on code-alliance...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2000-10-26, 10:16 AM #3
From the JK Specs:

Use: FireProjectile(1,2,3,4,5,6,7,8,9,10);

1 = thing ( thing shooting )
2 = projectile template ( shot )
3 = fire sound ( firing sound )
4 = mode int (is the mode to play when firing (same values as PlayMode()))
5 = fireoffset vector
6 = aiming error vector
7 = unknown flex
8 = flags unknown int
9 = auto aiming field of view flex
10 = auto aiming field of view max dist flex

Cheers...

Raynar


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... the Jedi I admire the most, met up with Darth Maul, now he's toast ...
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Raynar - the man with a 10.75" ePenis
2000-10-26, 2:00 PM #4
I just wish there was some documentation on number 7 and 8...I don't like the old guess and check method.


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-El Scorcho

"One time I made a hat out of a lobster and a stick." -Pedro
-El Scorcho

"Its dodgeball time!" -Stormy Waters
2000-10-26, 8:40 PM #5
If you store ALL cog from JK and MotS in a directory, and do a word search from files for "FireProjectile", you will find several different ways of using those 2 params, 1 that I can remember is with a certain flag set, the integer in front of it will multiply the damage given by the projectile, the MotS zoom strifle was the one that does it. Never really cared for using those param though.

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