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ForumsCog Forum → 6th or 7th sense...
12
6th or 7th sense...
2001-03-19, 10:47 AM #41
I now have a larger database of weapons. I for some reason get a different number for strifles held by aliens and humans. 23 for humans(including sts themselves) and 44 for non-humans. Here's my current database:

Code:
single:
Weap=GetActorWeapon(victim, 1);
if(Weap == 23 || Weap == 44)//if it returns 0
	{
	print("Stormtrooper Rifle");
	}
if(Weap == 47)
	{
	print("Rail Detonator");
	}
if(Weap == 72)
	{
	print("Blastech DL-44");
	}
if(Weap == 78)
	{
	print("Imperial Repeater");
	}
if(Weap == 84)
	{
	print("AT-ST Laser Turrets");
	}
if(Weap == 60)
	{
	print("Crossbow");
	}
if(Weap == 53)
	{
	print("Thermal Detonators");
	}
if(Weap == 70)
	{
	print("Rodian Blastech DL-44");
	}
if(Weap == 48 || Weap == -1)
	{
	print("Fists");
	}
if(Weap == 36)
	{
	print("Gammorean Axe");
	}
else{printint(Weap);}


Any ideas on where the info is coming from? I can't go on just guessing. Eventually people will make enemies with the so-far unused weapons like the seeking rail gun and carb gun.

jh
2001-03-19, 1:02 PM #42
It's just from the template section of the jkl file of the level.
Safer if you do it this way.
Code:
template str0=+e_laser local
template str2=+st_laser local

weap = GetActorWeapon(victim, 1);
if(weap == str0 || weap == str2) print("stormtrooper rifle");
.
.
.


------------------
http://millennium.massassi.net/ - Millennium
2001-03-19, 3:56 PM #43
I just shutdown my cog-editing computer, so I don't have an exact count, but I think I must have at least 75 entries for weaps alone. And that's not including the ones I haven't done yet. I can't believe that they have seperate weaps for the rancors claw and it's bite.

Anyways, like the usual idiot I am, I spent the past 45 minutes building this database instead of testing to see if it works or not first.

Expect me to post test results tomorrow if I can get time in my terrible Tuesday schedule.

jh
2001-03-20, 3:06 AM #44
It's still not working. I have it like this:
Code:
symbols
template    w3=+stlaser    local
template    w3a=+elaser    local//it's something like that
end

code:
blah and blah and blah
Weap=GetActorWeapon(victim, 1);
if(Weap == w3 || Weap == w3a)
    {
    print("Stormtrooper Rifle");
    }

Anything wrong?

jh
2001-03-20, 5:12 AM #45
Put the exact, because that doesn't seem to have a problem.

------------------
http://millennium.massassi.net/ - Millennium
2001-03-20, 9:40 AM #46
Here's the offending part(the rest is too long for a single post):

Code:
template     w3=+stlaser                        local

single:
Weap=GetActorWeapon(victim, 1);
if(Weap == w3)//if it returns the strifle temp
	{
	print("Stormtrooper Rifle");//tell me
	}


What do you think?

jh

[edit]It couldn't be an impossible || statement could it? Like:
Code:
if(1 == 1 || 1 == 2)
 {
 blah and blah
 }


The second possible statment couldn't cause a problem because it doesn't have to be correct, right?[/edit]

[This message has been edited by Jedi Howell (edited March 20, 2001).]
2001-03-20, 9:54 AM #47
It's not the or. I deleted it, and it didn't make a difference. I also changed the above code to match the current version.

jh
2001-03-20, 2:28 PM #48
What problem are you having now?

------------------
http://millennium.massassi.net/ - Millennium
2001-03-20, 3:41 PM #49
No idea. It just doesn't seem to associate the temp +stlaser with the stormtrooper rifle, or at least the ones in MotS 1.

jh
2001-03-20, 3:55 PM #50
Got it! I was missing a few of the modified +stlaser temps. Tell more tommorrow.

jh
2001-03-21, 3:41 AM #51
Anybody know how to tell the difference between a Bryar and a BlasTech with templates?
2001-03-21, 3:40 PM #52
Well, I've got a reasonably comprehensive sp weap list. I don't think I missed anything the actors might be carrying besides a lightsaber. I'm going to check up on that. This project might draw to a close, at least for v1.0 . But it still doesn't support mp, and I've got a few bugs to kink out. One of which is:

What does GetThingHealth return? I get a 108 for a rebel commando, but the jkl max for one is a 92. Why am I getting wrong numbers? They go down when you hurt the actor.

Post more updates soon.

jh

[edit]'spose vichealth=GetThingHealth(victim)
would mean that vichealth is a flex, right? With the flex in there I'm still getting 108 when it should be at most 90.[/edit]


[This message has been edited by Jedi Howell (edited March 21, 2001).]
2001-03-21, 3:59 PM #53
I haven't played MotS in a while, but when you hurt them, don't the attack you? That could be causing a change.

------------------
Together we stand.
Divided we fall.
2001-03-21, 4:05 PM #54
Why would that have anything to do with GetThingHealth(the attacking part)?

No, the rebel commandos are very loyal and don't attack even if you knock their health down from 18 above the max to 89.9 below the max(90).

I don't see why the GetThingHealth would change if they decided to attack you. It should have to do with the health and the health alone, shouldn't it?

Well, if there is an alternative way to get a thing's health, please tell.

jh
2001-03-21, 6:27 PM #55
It doesn't really matter as long as it's getting the health of the actor. Or does it matter for around 10 healths?

And I think the verb should work just fine, there are another that does the same.

GetHealth(thing);

------------------
http://millennium.massassi.net/ - Millennium
2001-03-22, 3:08 AM #56
*in an unsure voice*
Oookayyy, if you say so.

I'll check it out.

jh
2001-03-22, 6:42 AM #57
About the rcommando health thing, it's not in the jkl file. Nothing different from health=90 maxhealth=90 .

I suppose that id doesn't really matter because there's no weapon or force power that drains health point by point, so as long as it gets mp correct, I don't think it will be a problem.

jh
2001-03-22, 9:08 AM #58
Yikes, sorry! I misread your post, I thought you were getting the template/ai. I figured if they went evil on you, the AI would change. My mistake, disregard it.

------------------
Together we stand.
Divided we fall.
2001-03-23, 4:56 PM #59
OK, I'm going to try to implement my cog into MP. My IP address is: 24.92.254.64 .

Before you join(join within the next hour) e-mail me at [url="mailto:nlhowell@twcny.rr.com"]mailto:nlhowell@twcny.rr.com[/url]nlhowell@twcny.rr.com</A> for the cog. It replaces f_blinding.

For people just tuning in, it's MotS and I will be playing Tree Canopy. No funny business. I don't want to think that I'm going to be testing something and then have someone attacking me.

Anybody who would like to help, please join.

jh

[edit]Forget the 1 hour time limit. I probably won't be up past 1:00 AM Eastern time(US), though.[/edit]

[This message has been edited by Jedi Howell (edited March 23, 2001).]
2001-03-28, 4:57 PM #60
Anyone wanna beta test? No one wants to play with me [http://forums.massassi.net/html/frown.gif] so I can't get info on how MP works. I'll post a patch in showcase if I get a reply that someone wants to. The patch will replace F_blinding.

jh
2001-03-29, 11:25 AM #61
Shall I take that as a no?

jh
2001-03-30, 1:24 PM #62
C'mon, please?

Nobody wants to play with me. [http://forums.massassi.net/html/frown.gif]
Nobody even wants to beta test. [http://forums.massassi.net/html/frown.gif] [http://forums.massassi.net/html/frown.gif]

jh
2001-03-30, 1:47 PM #63
I would love to test prob is i would have to find MoTs........um if i can get a hold of it i will post back
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-03-30, 3:05 PM #64
Thank you thank you thank you!!!

Now I can sleep again! [http://forums.massassi.net/html/wink.gif]

jh

PS: I may test in JK if you absolutely need for it to be JK.
2001-03-31, 1:43 PM #65
Han?

jh
2001-04-01, 4:33 PM #66
Well, since nobody seems interested, I'll start updating myself on what I've done.

I made the beta patch. Since my hotkey thing didn't wanna work, it replaces f_blinding. I'm going to see if I can add some MP models and make it hotkeyable(as in not replacing anything). I was just helping TIE with the exact thing that I'm getting trouble with now. I'll probably have it all figured out in the morning.

If interest is somehow remarkably created, mail me at: [url="mailto:nlhowell@twcny.rr.com"]mailto:nlhowell@twcny.rr.com[/url]nlhowell@twcny.rr.com</A>

This, however, would be extremely unlikely.

jh [http://forums.massassi.net/html/frown.gif]

Oh, and Han, I'm working on a JK conversion.

[This message has been edited by Jedi Howell (edited April 01, 2001).]
2001-04-02, 10:31 AM #67
About to start the JK conversion. Probably will start with adding Reeyees and Rodians, then move on to sts, Gamorreans, and then Tuskens.

jh
2001-04-03, 2:56 AM #68
Well, JK should have less models and weaps to get at than MotS. I take it that there's still no want for a beta testing, besides Han?

jh
2001-04-03, 2:21 PM #69
Got a bunch of sts and reeyees variations down. Probably be ready for level 1 by the day after tommorrow.

jh
2001-04-03, 3:38 PM #70
this is THE longest cog thread i have ever seen.

------------------
"The Answer to everything...Life, the Universe, and Everything, is...42!"
--Deep Thought
Hitchhiker's Guide to the Galaxy

Project Leader of RemRan Productions
"The Answer to everything...Life, the Universe, and Everything, is...42!"
--Deep Thought
Hitchhiker's Guide to the Galaxy

Project Leader of RemRan Productions
2001-04-03, 4:17 PM #71
Is that why nobody wants to beta test? Oh. Well, I think that I shall make a new topic specificly about beta testing and the JK version.

jh
2001-04-04, 12:07 AM #72
Starts going to the discussion forum maybe?

------------------
http://millennium.massassi.net/ - Millennium
2001-04-04, 2:36 AM #73
Sounds reasonable. Expect to hear from me(in a different post) from time to time.

jh
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