ok...im new to cog editing/making so i need help...i want my cog to freeze the victim when it shoots...but everytime i shoot a victim it doesnt freeze them...but when i run out of ammo it freezes me...here is the cog...
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, AutoSelectWeapon(player, 1));
Return;
}
// Get random aiming error
randVec = VectorSet((Rand()-0.5)*5, (Rand()-0.5)*5, 0.0);
SetPOVShake('0.0 -.003 0.0', '1.5 0.0 0.0', .05, 80.0);
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);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetMountWait(player, holsterWait);
jkSetPOVModel(player, povModel);
jkPlayPOVKey(player, dismountAnim, 0, 0x18);
Return;
# ........................................................................................
activated:
player = GetSourceRef();
mode = GetSenderRef();
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);
TeleportThing(venom, player);
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, 3);
Return;
# ........................................................................................
deselected:
player = GetSourceRef();
PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
DamageThing(venom, 2e2, 0x1, player);
holsterWait = GetKeyLen(holsterAnim);
SetActorFlags(venom, 0xa00000);
venom = FirstThingInView(player, 107, 0x1, 0x404);
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, 3) != 0.0)
{
// If the player has ammo
if(GetInv(player, 11) != 0.0)
{
ReturnEx(600.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
# ........................................................................................
timer:
StopKey(player, holsterTrack, 0.0);
Return;
end
[This message has been edited by ESW_pLaGuE (edited March 03, 2001).]
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, AutoSelectWeapon(player, 1));
Return;
}
// Get random aiming error
randVec = VectorSet((Rand()-0.5)*5, (Rand()-0.5)*5, 0.0);
SetPOVShake('0.0 -.003 0.0', '1.5 0.0 0.0', .05, 80.0);
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);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetMountWait(player, holsterWait);
jkSetPOVModel(player, povModel);
jkPlayPOVKey(player, dismountAnim, 0, 0x18);
Return;
# ........................................................................................
activated:
player = GetSourceRef();
mode = GetSenderRef();
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);
TeleportThing(venom, player);
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, 3);
Return;
# ........................................................................................
deselected:
player = GetSourceRef();
PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
DamageThing(venom, 2e2, 0x1, player);
holsterWait = GetKeyLen(holsterAnim);
SetActorFlags(venom, 0xa00000);
venom = FirstThingInView(player, 107, 0x1, 0x404);
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, 3) != 0.0)
{
// If the player has ammo
if(GetInv(player, 11) != 0.0)
{
ReturnEx(600.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
# ........................................................................................
timer:
StopKey(player, holsterTrack, 0.0);
Return;
end
[This message has been edited by ESW_pLaGuE (edited March 03, 2001).]