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ForumsCog Forum → Weapon Temps
Weapon Temps
2001-01-27, 11:23 AM #1
Question: my Bullet dose not appear How can I fix this?

OK here is my JKL
Code:
#********** World file D:\jedi\Products\JK\Release\Jkl\static.jkl ***** Created 10/30/1996 6:32pm **********

#### Copyright information #####
SECTION: COPYRIGHT
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@@.@.@.@@@@.@.@@@.@..@@...@@@..@
@@..@@@@@@....@@@..@@@@@.@@@@.@@
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@.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

Code:
# 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).]
&lt;BR&gt;
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
&lt;I&gt;-Jedi Master Yoda&lt;/I&gt;
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
&lt;I&gt;-Jedi Master Ackbar&lt;/I&gt;
_SAU_Ackbar
2001-01-27, 1:42 PM #2
Gosh maybe I posted to much......
&lt;BR&gt;
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
&lt;I&gt;-Jedi Master Yoda&lt;/I&gt;
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
&lt;I&gt;-Jedi Master Ackbar&lt;/I&gt;
_SAU_Ackbar
2001-01-27, 2:22 PM #3
You got not template header.
Have a look in level gobs and get the header out of their jkl.

Place it before the templates and make sure the number of templates defined in the header is bigger than what you got there.

------------------
http://millennium.massassi.net/ - Millennium
2001-01-27, 2:38 PM #4
#Name: Based On: Params:

Like that?
&lt;BR&gt;
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
&lt;I&gt;-Jedi Master Yoda&lt;/I&gt;
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
&lt;I&gt;-Jedi Master Ackbar&lt;/I&gt;
_SAU_Ackbar
2001-01-27, 10:11 PM #5
Not only that, that's the comment line.
You need to declare the "world template" line.

------------------
http://millennium.massassi.net/ - Millennium
2001-01-28, 4:40 AM #6
ok so I need to tell the rest of MOTS/JK that Its there?

I dont quite Follow how to do this.

I am kinda beginner at this. Is there a Helper for it?
&lt;BR&gt;
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
&lt;I&gt;-Jedi Master Yoda&lt;/I&gt;
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
&lt;I&gt;-Jedi Master Ackbar&lt;/I&gt;
_SAU_Ackbar
2001-01-28, 4:43 AM #7
Section: TEMPLATES

World templates 175
#Name: Based On: Params:


I think I got it is that what I need?
&lt;BR&gt;
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
&lt;I&gt;-Jedi Master Yoda&lt;/I&gt;
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
&lt;I&gt;-Jedi Master Ackbar&lt;/I&gt;
_SAU_Ackbar
2001-01-28, 4:47 AM #8
YAY I did it the game Crashes!!! hahaha what I do wrong?
&lt;BR&gt;
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
&lt;I&gt;-Jedi Master Yoda&lt;/I&gt;
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
&lt;I&gt;-Jedi Master Ackbar&lt;/I&gt;
_SAU_Ackbar
2001-01-29, 5:24 AM #9
Make sure you put an "end" line after your templates.

It should look like this:

Code:
Section: TEMPLATES
World templates 7
...
...      <- actual templates go here
...
end
2001-01-29, 12:30 PM #10
I figured it out that 7 thingy was 1 of 3 errors I found. thanx for the help
&lt;BR&gt;
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
&lt;I&gt;-Jedi Master Yoda&lt;/I&gt;
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
&lt;I&gt;-Jedi Master Ackbar&lt;/I&gt;
_SAU_Ackbar

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