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ForumsCog Forum → Absorbing Blaster bolts and etc
Absorbing Blaster bolts and etc
2001-05-21, 10:56 AM #1
How could i get it so a any weapon's shot.. if you have a force power on, only takes away 1 health point and you absorb it to use as another force power which only becomes available after you have absorbed so much. I.E. You cant use grip, jump, pull, or throw
Untill you have absorbed enough energy (replaces blinding) or force energy (usual absorb). ALSO: How do you make kyle run faster?

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Why, I do believe they think I am some sort of god.
-C3PO

Here, everyone's plugging their JK TC websites in their sigs, so I thought... "get with the times" Visit http://warp9.to/GURU <--home of the NJO Mod:The Yuuzhan Vong
Why, I do believe they think I am some sort of god.
-C3PO
2001-05-21, 6:48 PM #2
Making kyle run faster = ParseArg(player, "maxthrust=10.000");

As for the other cog it can be done but I don't have time to rwrite it our right now sorry
2001-05-22, 1:18 AM #3
Using SetActorExtraSpeed(); is much better than ParseArg.

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Together we stand.
Divided we fall.
2001-05-22, 1:41 AM #4
Thanks guys.. but can i get some help w/ the other one?


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Why, I do believe they think I am some sort of god.
-C3PO

Here, everyone's plugging their JK TC websites in their sigs, so I thought... "get with the times" Visit http://warp9.to/GURU <--home of the NJO Mod:The Yuuzhan Vong
Why, I do believe they think I am some sort of god.
-C3PO
2001-05-22, 3:20 AM #5
Aglar, why is it better?
I'm using ParseArg in a cog right now, should I replace it?
2001-05-22, 8:59 AM #6
It is normaly advised to avoid ParseArg like the plague. Most common uses for it already have verbs meant to do the same thing anyway, such as a model change. You could use: ParseArg(player, "model=newmodel.3do"); or use the verb meant for it: SetThingModel(player, newmodel); Why is ParseArg to be avoided? I'll quote the JKSpecs:
Quote:
<font face="Verdana, Arial" size="2">Note: The testing of the function showed that it is very erratic and many template changes could not be changed dynamically.</font>

It's really rather unstable, and as I said, you can most often just use a different verb. However there are certain things that require a ParseArg, such as a change of puppet files.


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Together we stand.
Divided we fall.
2001-05-22, 9:32 AM #7
I see.

Thanks.
2001-05-22, 10:51 AM #8
besides being unstable and prone to crashes, parsearg is also local only, which makes things a pain in the *** - of course, I am making fairly extensive use of it [http://forums.massassi.net/html/smile.gif]
2001-05-22, 9:46 PM #9
For one the maxthrust should not crash , setting a player model using ParseArg is just plain stuiped ....

Also you can't minus the players speed using SetActorSpeed either.
2001-05-23, 1:14 AM #10
Yes, you can. SetActorExtraSpeed(player,-1.75); slows the player greatly. Pretty much and number between 0 and -2 slows. Anything lower than that reverses movement.

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Together we stand.
Divided we fall.
2001-05-24, 5:42 AM #11
Well discussed [http://forums.massassi.net/html/biggrin.gif]

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http://millennium.massassi.net/ - Millennium
2001-05-24, 6:37 AM #12
No one discussed my main question... [http://forums.massassi.net/html/confused.gif]



------------------
Why, I do believe they think I am some sort of god.
-C3PO

Here, everyone's plugging their JK TC websites in their sigs, so I thought... "get with the times" Visit http://warp9.to/GURU <--home of the NJO Mod:The Yuuzhan Vong
Why, I do believe they think I am some sort of god.
-C3PO
2001-05-24, 5:19 PM #13
I don't understand your first question.
As for the second, I think it's already discussed.

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http://millennium.massassi.net/ - Millennium

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