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ForumsCog Forum → Weapon Cog Help
Weapon Cog Help
2001-05-15, 2:37 AM #1
Ok, i had this cog, working as weap_bryar.cog shooting a custom porjectile. It worked fine, but i wanted the weapon as the rail det. I re-named the cog to weap_raildet.cog and now when i use it, it shoots bryar bolts instead of the custom projectile.

How can i fix this? I think it might be something to do with bin numbers, but i havent gotta clue where to start.

Here is the cog:
Code:
# Jedi Knight Cog Script
#
# WEAP_BRYAR.COG
#
# WEAPON 2 Script - Bryar Pistol
#
# The trusty weapon of Kyle Katarn. This is actually an older modified rifle
# that has been cut down to more of a pistol size. It is very accurate but
# somewhat of a low power weapon. This weapon has only one type of fire.
#
# - Affected by MagSealed sectors/surfaces.
#
# [YB & CYW]
#
# [Edited by Cave_Demon]
# [Edited by EL3CTRO for the spinning plade weapon]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved


symbols

model       povModel=ripv.3do                   local
model       weaponMesh=ripg.3do                 local

keyframe    mountAnim=takerip.key               local
keyframe    dismountAnim=remrip.key            local
keyframe    povfireAnim=riipfire.key             local
keyframe    holsterAnim=kyhlstr.key             local

sound       outSound=pistout1.wav               local
sound       mountSound=df_bry_ready.wav         local
sound       dismountSound=PutWeaponAway01.wav   local
sound       fireSound=pistol-1.wav              local

template    projectile=+disc              local

thing       player                              local
thing       victim                              local
thing       potential                           local

flex        dot                                 local
flex        maxDot                              local

flex        fireWait=0.5                        local
flex        holsterWait                         local
flex        fireDelay=0.6                       local
flex        powerBoost                          local
flex        autoAimFOV=30                       local
flex        autoAimMaxDist=5                    local

int         weaponIndex                         local
int         trackID=-1                          local
int         dummy=0                             local
int         mode                                local
int         holsterTrack                        local

message     activated
message     deactivated
message     selected
message     deselected
message     autoselect
message     fire
message     timer

end

# ========================================================================================

code

fire:
   player = GetSourceRef();

   // Check that the player is still alive.
   if(GetThingHealth(player) <= 0)
   {
      Return;
   }

   // Check Ammo - If we are out, autoselect best weapon.
   if(GetInv(player, 11) < 1.0)
   {
      PlaySoundThing(outSound, player, 1.0, -1.0, -1.0, 0x80);
      if(GetAutoSwitch() & 1)
         SelectWeapon(player, AutoSelectWeapon(player, 1));
      Return;
   }

   SetPOVShake('0.0 -.003 0.0', '1.0 0.0 0.0', .05, 80.0);
 dummy = FireProjectile(player, projectile, -1, -1, '0.0135 0.1624 0.0', '0 0 0', 1, 0x20, autoAimFOV, autoAimFOV*2);
 PlaySoundThing(fireSound, player, 1, -1, -1, 0x80);
  ChangeInv(player, 11, -1.0);
   jkPlayPOVKey(player, povfireAnim, 1, 0x38);

   powerBoost = GetInv(player, 63);
   ChangeFireRate(player, fireWait/powerBoost);

   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();
   mode = GetSenderRef();

   jkSetWaggle(player, '10.0 7.0 0.0', 350);
   DeactivateWeapon( player, mode );
   Return;

# ........................................................................................

selected:
   player = GetSourceRef();

   // Setup the meshes and models.
   jkSetPOVModel(player, povModel);
   jkSetWeaponMesh(player, weaponMesh);
   SetArmedMode(player, 1);

   // Play mounting sound.
   PlayMode(player, 41);
   PlaySoundThing(mountSound, player, 1.0, -1.0, -1.0, 0x80);

   // Play the animation (NOLOOP + UNIQUE + ENDPAUSE).
   // The animation is held at the last frame after it is played.
   trackID = jkPlayPOVKey(player, mountAnim, 0, 0x14);
   jkSetWaggle(player, '10.0 7.0 0.0', 350);

   // Clear saber flags, and allow activation of the weapon
   jkClearFlags(player, 0x5);
   SetCurWeapon(player, 2);
   SetMountWait(player, GetKeyLen(mountAnim));

   Return;

# ........................................................................................

deselected:
   player = GetSourceRef();
   weaponIndex = GetSenderRef();
   
   PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
   jkPlayPOVKey(player, dismountAnim, 0, 0x18);
   
   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, 2) != 0.0)
   {
      // If the player has ammo
      if(GetInv(player, 11) != 0.0)
      {
         ReturnEx(500.0);
      }
      else
      {
         ReturnEx(-1.0);
      }
   }
   else
   {
      ReturnEx(-1.0);
   }

   Return;

# ........................................................................................

timer:
   StopKey(player, holsterTrack, 0.0);
   Return;

end


------------------
Generating Electro Vibes™ for the masses on Massassi
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or
DEEPMATRIX
Generating Electro Vibes™ for the masses on Massassi
Go To: BiTsToRm Forums or L3CY's Topsites
Boba Jules: You ever read the bible TK-421?
TK-421: No?
Boba Jules: Oh, ok...
*BLAM BLAM BLAM BLAM*
&lt;EL3CTRO&gt; EXCAUSE ME MISTAR CAERV BUT I LIEK MY PHORUMPHS!
2001-05-15, 6:24 AM #2
Try replacing the selected and autoselect messages with the original messages from weap_raildet.

------------------
The enemy is in front of us, behind us, to the left, and to the right. This time they won't get away.

[This message has been edited by SaberMaster (edited May 15, 2001).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2001-05-15, 7:40 AM #3
ya thanks, that worked
Generating Electro Vibes™ for the masses on Massassi
Go To: BiTsToRm Forums or L3CY's Topsites
Boba Jules: You ever read the bible TK-421?
TK-421: No?
Boba Jules: Oh, ok...
*BLAM BLAM BLAM BLAM*
&lt;EL3CTRO&gt; EXCAUSE ME MISTAR CAERV BUT I LIEK MY PHORUMPHS!

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