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:
------------------
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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
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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*
<EL3CTRO> EXCAUSE ME MISTAR CAERV BUT I LIEK MY PHORUMPHS!
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*
<EL3CTRO> EXCAUSE ME MISTAR CAERV BUT I LIEK MY PHORUMPHS!