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ForumsCog Forum → Making a weapon change your .pup...
Making a weapon change your .pup...
2001-04-20, 6:47 PM #1
Here's the problem:
I have a weapon that changes the .pup file when activated, but when someone switches away to any other weapon in MP, everyone else sees them still using the old .pup.

Wierd?
You can see yourself using the right .pup, but when you watch other people switch away, their .pup doesn't change.

So I ask you: Is there some simple line of cog I can add to all the other weapons to make sure they use the normal ky.pup?

I don't know much about cog, but I put "puppet=tieky.pup" under the "keyframes" section of the lightsaber cog, and it didn't help.

Help is appreciated as always,
Thanks!

-TIE
2001-04-20, 8:49 PM #2
No no no no no!
it's ParseArg("pup=whatever.pup");
If it doesn't work try changing "pup" to "puppet"

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WHAT?
2001-04-20, 8:50 PM #3
Oh, and you don't need the symbol "puppet=tieky.pup"
Remove it from symbols section

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Best file compression around: 'DEL *.*' = 100% compression
--
Also, visit my homepage, the Cave
WHAT?
2001-04-21, 9:11 AM #4
Thanks alot Cave_Demon,
Just one more question then...where in the cog do I put that?


Thanks again!
-TIE
2001-04-23, 9:24 AM #5
Is this weapon the lightsaber? If it is, then you can look at one of the saber_toggle cogs that have been created. If not, then you'd have to post the code.

I'm not sure about this, but if you use ParseArg, it won't work in multi. It might work, though, if you had the right flag in the symbols section. -I'm just not sure.

So go ahead and post the code, and maybe someone who knows more about this will help.

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2001-04-23, 12:14 PM #6
It is the lightsaber cog that's showing the wrong .pup in MP, but it's just the regular lightsaber cog.
It's when I switch from a weapon using a different .pup TO the lightsaber .cog that it doesn't work.


-TIE
2001-04-23, 1:08 PM #7
what not i the deactivated message or whatever that resembles that in a weapon cog just put ParseArg("pup=oldpup.pup"); so that way all the puppet changes take place in one cog, or will that not work?

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