Hi, I need somebody to help me with the following cog, what I need is for the Force Power 3 to be Deadky Sight, instead of Pull.
And just so you know, this is not a hack, but is for a new Dark Jedi for my single player level im making.![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
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Forget years of training and commitment!
I found a lightsaber in a garage and that makes me a Jedi! - DCM JK Special Edition
Code:
symbols
message startup
message newplayer
message damaged
message killed
message user0
message user1
message pulse
message timer
message skill
thing darkjedi mask=0xfff
material tip_mat=saberred0.mat local
material side_mat=saberred1.mat local
template tpl_wall=+ssparks_wall local
template tpl_blood=+ssparks_blood local
template tpl_saber=+ssparks_saber local
int victim local
int forcepower local
int forcepulse local
int count local
int limit local
int dummy local
template lightning=+force_lightning local
sound lightningSound=ForceLightnin01.wav local
template destProj=+force_dest_p4 local
sound destSound=ForceDestruct01.wav local
flex autoAimFOV=10 local
flex autoAimMaxDist=5 local
sound pullSound=ForcePull01.WAV local
template tpl=BryarPistol local
template tpl1=BryarPistol local
template tpl2=BryarPistol local
template tpl3=STrifle local
template tpl4=SingleDetonator local
template tpl5=Crossbow local
template tpl6=RepeaterGun local
template tpl7=RailGun local
template tpl8=SingleSeqCharge local
template tpl9=ConcRifle local
int PulledWeapon local
int okay local
end
# ========================================================================================
code
startup:
newplayer:
jkSetSaberInfo(darkjedi, side_mat, tip_mat, 0.003, 0.001, 0.101, tpl_wall, tpl_blood, tpl_saber);
jkSetFlags(darkjedi, 0x5);
Return;
# ........................................................................................
killed:
SetPulse(0);
jkSetFlags(darkjedi, 0x8);
Return;
# ........................................................................................
damaged:
damage = GetParam(0);
damageType = GetParam(1);
if(damageType & 1) // IMPACT
damage = damage / 2;
else
if(damageType & 2) // ENERGY
damage = damage / 2;
else
if(damageType & 4) // FIRE
damage = damage / 10;
else
if(damageType & 8) // FORCE
damage = damage;
else
if(damageType & 16) // SABER
damage = damage;
ReturnEx(damage);
Return;
# ........................................................................................
user0:
// Don't start using force powers until message is received
if(okay == 0) return;
victim = GetParam(0);
forcepower = GetParam(1);
if(forcepower == 1)
{
// Print("Force Power 1 : FORCE LIGHTNING...");
FireProjectile(darkjedi, lightning, lightningSound, 35, '0 0 0', '0 0 0', 1.0, 0, autoAimFOV, autoAimMaxDist);
}
else
if(forcepower == 2)
{
// Print("Force Power 2 : FORCE DESTRUCTION");
AddDynamicTint(victim, 0.3, 0.0, 0.15);
FireProjectile(darkjedi, destProj, destSound, 24, '0 0 0', '0 0 0', 1.0, 0, autoAimFOV, autoAimMaxDist );
}
else
if(forcepower == 3)
{
// Print("Force Power 3 : FORCE PULL");
if(!IsInvActivated(victim, 28))
{
forcepulse = 4;
SetPulse(0.1);
}
}
Return;
# ........................................................................................
pulse:
if(forcepulse == 4) // FORCE PULL
{
SetPulse(0);
if(GetHealth(victim) > 0)
{
if((GetCurWeapon(victim) != 1) && (GetCurWeapon(victim) != 10))
{
PlayMode(darkjedi, 36);
Sleep(0.3);
PlaySoundThing(pullSound, victim, 1.0, -1, -1, 0x80);
// Create a powerup corresponding to the current weapon
PulledWeapon = CreateThingAtPos(tpl[GetCurWeapon(victim)], GetThingSector(victim), GetThingPos(victim), '0 0 0');
// Set the created powerup to no collide for now...
SetCollideType(PulledWeapon, 0);
// ...and set a timer to make it collide again later
SetTimerEx(0.3, 1, PulledWeapon, 0);
// Throw the powerup at the DJ
ApplyForce(PulledWeapon, VectorScale(VectorNorm(VectorSub(GetThingPos(darkjedi), GetThingPos(victim))), 30));
// Remove the weapon from the player
ChangeInv(victim, GetCurWeapon(victim), -1);
SelectWeapon(victim, 1);
}
}
}
Return;
# ........................................................................................
timer:
if(GetSenderId() == 1) // Pull
{
// A pulled weapon must be made takeable again
SetCollideType(GetParam(0), 1);
// Set gravity to them so they don't float around
SetPhysicsFlags(GetParam(0), 1);
// Make the powerup last hours
SetLifeLeft(GetParam(0), 36000);
}
Return;
# ........................................................................................
skill:
bin = GetParam(0);
if(bin == 31) // Force Grip
{
ReturnEx(10);
Return;
}
else
if(bin == 34) // Deadly Sight
{
ReturnEx(5);
Return;
}
ReturnEx(-1);
Return;
end
And just so you know, this is not a hack, but is for a new Dark Jedi for my single player level im making.
![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
------------------
Forget years of training and commitment!
I found a lightsaber in a garage and that makes me a Jedi! - DCM JK Special Edition
Dont ask me how it works, it just does.