Question: my Bullet dose not appear How can I fix this?
OK here is my JKL
OK here is my Cog
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
Code:
#********** 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
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).]
<BR>
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
<I>-Jedi Master Yoda</I>
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
<I>-Jedi Master Ackbar</I>
_SAU_Ackbar
"Only a Fully Trained Jedi Knight,with the Force as his ally, will conquer..."
<I>-Jedi Master Yoda</I>
"The Force Shines forth with all its power and the enemies of it cannot stand before it."
<I>-Jedi Master Ackbar</I>
_SAU_Ackbar