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ForumsCog Forum → I need help as soon as possible!!
I need help as soon as possible!!
2001-06-16, 9:23 AM #1
Please, I have a difficult question, it's about a modificacion, I don't know if it's a cog, but I'll try here anyway:

-I want to make a mp patch that all player coul only use one kind of weapon, something like: I use just the weapon 9, and the other only the saber, or the bryar. But i could in this game only select the weapon 9, and same for the other player.
The ammo for my and his weapon would be infinite, and before or in the star of the game, I could select the only weapon that I would like to use.

Please I need to make this ready till next sunday! If someone here know anything in my "little" question, help me! I will even put your name togheter in the patch!
Thanks [http://forums.massassi.net/html/biggrin.gif]

------------------
Banthalor_JFS
Webmaster and JK editor
Visit: www.jyhadfs.f2s.com -Jyhad Force Squadron Clan
Visit also: http://www.banthalor.cjb.net - Banthalor Technology Center
2001-06-16, 10:43 AM #2
I have an idea:
and if someone here could help me making a cog like this:
=======================
if
(playerskin=ky.3do);
use
(justweapon=2);

================
I know the codes aren't thes, i just made an example for undertanding metods, please, I don't understand cogs very well and I woul need help!

There is a way of making something like this??

------------------
Banthalor_JFS
Webmaster and JK editor
Visit: www.jyhadfs.f2s.com -Jyhad Force Squadron Clan
Visit also: http://www.banthalor.cjb.net - Banthalor Technology Center
2001-06-16, 1:38 PM #3
If you wanted to do it that way it would be something like,
Code:
model = GetThingModel(player); 

If model == something.3do 
{
SetInvAvailable(bleah,bleah,bleah);
}

You'd put setinvavailable for each weapon you want and don't want allowed.

[This message has been edited by Boba Rhett (edited June 16, 2001).]
Gravity isn't MY fault--I voted for velcro.
2001-06-16, 2:22 PM #4
HEY! thanks man! I really needed this!! [http://forums.massassi.net/html/smile.gif]
but... ahn... i don't understand very much cogs... could you or anyone help me a little more here and put the hole cog?
thanks again! [http://forums.massassi.net/html/biggrin.gif]

------------------
Banthalor_JFS
Webmaster and JK editor
Visit: www.jyhadfs.f2s.com -Jyhad Force Squadron Clan
Visit also: http://www.banthalor.cjb.net - Banthalor Technology Center
2001-06-16, 3:09 PM #5
What player models would you want it to check for and what weapons do you want the different models to use?
Gravity isn't MY fault--I voted for velcro.
2001-06-16, 3:37 PM #6
I will make you the whole cog but i want full credit for it in your mod. And i will want to beta it okay?
Code:
# Jedi Knight Cog Script
#
# WEAPONGIVE.COG
#
# The cog for you!
#
# [Han5678] !!WARNING DO NOT CHANGE!!
# This Cog is Not supported by LucasArts Entertainment Co
 
 symbols

 model        model1=mdl1.3do                    local                         
 model        model2=mdl2.3do                    local                         
 model        model3=mdl3.3do                    local                         
 model        model4=mdl4.3do                    local                         
 model        model5=mdl5.3do                    local                         
 model        model6=mdl6.3do                    local                         


 int          curmod                             local                         

 thing        player                             local                         

 message      startup                            local                                                 
 end                                                                           
 #========================================
 code

 startup:
   player = GetLocalPlayerThing();
   curmod = GetThingModel(player);

 	if(curmod == model1)SetInvAvailable(player,bin,int); //put the bin number of the weapon in and int is the
 	if(curmod == model2)SetInvAvailable(player,bin,int); //number u want him to get u can find this stuff in the
 	if(curmod == model3)SetInvAvailable(player,bin,int); //items.dat
 	if(curmod == model4)SetInvAvailable(player,bin,int); //also if u need more just add another line then add 
 	if(curmod == model5)SetInvAvailable(player,bin,int); //another model in the symbols and add 1 number to the model
 	if(curmod == model6)SetInvAvailable(player,bin,int); //IE. u paste (curmod == model6) change it to (curmod == model7
							  	     //then add  model model7=mdl7.3do  local to the symbols

   return;
 end

there ya go have fun
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-06-16, 4:32 PM #7
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Han5678:
I will make you the whole cog but i want full credit for it in your mod.
Code:
</font>


So... Very beautifull atitude. I remember the time when Hideki used to do free cogs for everyone, he stopped cause people didn't give his credits. Now Massassi is becoming a house for Mercenaries???? [http://forums.massassi.net/html/mad.gif] You want to be paid by check ou by money :P Guy here in this forum we have one thing called HONNOR
If I were you I would feel very ashamed. [http://forums.massassi.net/html/mad.gif]
2001-06-16, 4:36 PM #8
Hey, I wouldn't want someone taking credit for one of my cogs either.
2001-06-16, 4:54 PM #9
Well, the fact is that I already said that I would give the SO wanted credits for helping me! I will give you credit,but ok, thanks anyway, I'm desesperated for help...
Well what exatly is that "int" in the code section:
if(curmod == model6)SetInvAvailable(player,bin,int); ?

What I put in place of it?

I want that starting from kyle, in order, each skin have only one weapon and fists, even if during the stage the player pickup another weapon.

Something like:
kyle have only fists and bryar
Krugon have only fists and storm. rifle, got it?

------------------
Banthalor_JFS
Webmaster and JK editor
Visit: www.jyhadfs.f2s.com -Jyhad Force Squadron Clan
Visit also: http://www.banthalor.cjb.net - Banthalor Technology Center

[This message has been edited by Banthalor (edited June 16, 2001).]
2001-06-16, 5:21 PM #10
The int if 1 or o for if he has it or not.

[This message has been edited by Aglar (edited June 16, 2001).]
2001-06-16, 5:39 PM #11
Here you go , free of charge

Code:
                 # Jedi Knight Cog Script
		     #
		     # Created by *_Seifer_*
		     #
                 # This Cog is Not supported by LucasArts Entertainment Co
                  
                  symbols

                  model        model0=ky.3do                    local                         
                  model        model1=krug.3do                    local                         
                  model        model2=jerec.3do                    local                         
                  model        model3=sarris.3do                    local                         
                  model        model4=boba.3do                    local                         
                  model        model5=dude.3do                    local                         
                  int          model                             local                         
                  thing        player                             local    
                     
                  message      startup                            local                                                 
                  end                                                                           
                  #========================================
                  code
                  startup:

                    player = GetLocalPlayerThing();
                    model = GetThingModel(player);
			  SetInv(player, 1, 1.0);

				for(i=1; i<5; i=i+1)
				{
                         if(model == model0) SetInvAvailable(player, i, 1);
				}

                    return;

                  end 
2001-06-17, 10:08 AM #12
seifer is so much nicer than me. i just wanted my name somewhere in the readme thats all. so u want the cog ready to stick in the gob i can do that. I will edit this and put my finished cog in this message soon. Then u can choose between mine or seifers.


here is the cog
Code:
# Jedi Knight Cog Script
#
# WEAPONGIVE.COG
#
# The cog for you!
#
# [Han5678]
# This Cog is Not supported by LucasArts Entertainment Co
 
 symbols

 model        model1=ky.3do                       local                         
 model        model2=kyB3.3do                     local                         
 model        model3=kyC5.3do                     local                         
 model        model4=kyD0.3do                     local                         
 model        model5=kyE6.3do                     local                         
 model        model6=kyF2.3do                     local
 model        model7=kyH4.3do                       local                         
 model        model8=kyG7.3do                     local                         
 model        model9=kyJ1.3do                     local                         
 model        model10=kyK7.3do                    local                         
 model        model11=kyL8.3do                    local                         
 model        model12=kyA9.3do                    local       
 model        model13=kyA10.3do                      local                         
 model        model14=kyA11.3do                    local                         
 model        model15=kyA12.3do                    local                         
 model        model16=kyM13.3do                    local                         
 model        model17=kyI14.3do                    local                         
 model        model18=kyA15.3do                    local       
 model        model19=kyA16.3do                      local                         
 model        model20=kyA17.3do                    local                         
 model        model21=kyA18.3do                    local                         
 model        model22=kyA19.3do                    local                         
 model        model23=kyT0.3do                    local                         
 model        model24=kyU0.3do                    local 
 model        model25=kyV0.3do                    local                         
 model        model26=kyW0.3do                    local                         
 model        model27=kyX0.3do                    local     
 model        model28=kyY0.3do                    local                             


 int          curmod                             local                         

 thing        player                             local                         

 message      startup                            local                                                 
 end                                                                           
 #========================================
 code

 startup:
   player = GetLocalPlayerThing();
   curmod = GetThingModel(player);

 	if(curmod == model1)SetInvAvailable(player, 2, 1.0);
 	if(curmod == model2)SetInvAvailable(player, 3, 1.0); 
 	if(curmod == model3)SetInvAvailable(player, 4, 1.0); 
 	if(curmod == model4)SetInvAvailable(player, 5, 1.0); 
 	if(curmod == model5)SetInvAvailable(player, 6, 1.0); 
 	if(curmod == model6)SetInvAvailable(player, 7, 1.0); 
 	if(curmod == model7)SetInvAvailable(player, 8, 1.0);
 	if(curmod == model8)SetInvAvailable(player, 9, 1.0); 
 	if(curmod == model9)SetInvAvailable(player, 10, 1.0); 
 	if(curmod == model10)SetInvAvailable(player, 2, 1.0); 
 	if(curmod == model11)SetInvAvailable(player, 3, 1.0); 
 	if(curmod == model12)SetInvAvailable(player, 4, 1.0); 
 	if(curmod == model13)SetInvAvailable(player, 5, 1.0);
 	if(curmod == model14)SetInvAvailable(player, 6, 1.0); 
 	if(curmod == model15)SetInvAvailable(player, 7, 1.0); 
 	if(curmod == model16)SetInvAvailable(player, 8, 1.0); 
 	if(curmod == model17)SetInvAvailable(player, 9, 1.0); 
 	if(curmod == model18)SetInvAvailable(player, 10, 1.0); 
 	if(curmod == model19)SetInvAvailable(player, 2, 1.0);
 	if(curmod == model20)SetInvAvailable(player, 3, 1.0); 
 	if(curmod == model21)SetInvAvailable(player, 4, 1.0); 
 	if(curmod == model22)SetInvAvailable(player, 5, 1.0); 
 	if(curmod == model23)SetInvAvailable(player, 6, 1.0); 
 	if(curmod == model24)SetInvAvailable(player, 7, 1.0); 
 	if(curmod == model25)SetInvAvailable(player, 2, 1.0); 
 	if(curmod == model26)SetInvAvailable(player, 3, 1.0); 
 	if(curmod == model27)SetInvAvailable(player, 4, 1.0); 
 	if(curmod == model28)SetInvAvailable(player, 5, 1.0); 

							  	     

   return;
 end


it will start at kyle and go through each different model. kyle will get a bryar, next guy a stroop rifle and so on. And each person will have fists since thats in the items.dat
if u want a skin to get a different weapon find the skin and replace the middle number with the one u want here are the weapon numbers.

fists 1
bryar_pistol 2
stormtrooper_rifle 3
thermal_detonator 4
tusken_prod 5
repeater 6
rail_detonator 7
sequencer_charge 8
concussion_rifle 9
lightsaber 10

there ya go everthing u need to know about this cog i guess if u need anymore explaining just ask


[This message has been edited by Han5678 (edited June 17, 2001).]
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-06-17, 10:43 AM #13
siefer he wanted it for all the mp models so after a while your code would start handing out items and ammo and stuff, even though your way is much cooler and more ingenious, or maybe i just didin't look at it enough

[This message has been edited by Han5678 (edited June 17, 2001).]
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-06-17, 10:15 PM #14
Indeed , Here's the updated cog then.

Code:
                # Jedi Knight Cog Script
                                      #
                                      # Created by *_Seifer_*
                                      #
                                  # This Cog is Not supported by LucasArts Entertainment Co
                                   
                                   symbols
                  model        model1=ky.3do                       local                         
                  model        model2=kyB3.3do                     local                         
                  model        model3=kyC5.3do                     local                         
                  model        model4=kyD0.3do                     local                         
                  model        model5=kyE6.3do                     local                         
                  model        model6=kyF2.3do                     local
                  model        model7=kyH4.3do                       local                         
                  model        model8=kyG7.3do                     local                         
                  model        model9=kyJ1.3do                     local                         
                  model        model10=kyK7.3do                    local                         
                  model        model11=kyL8.3do                    local                         
                  model        model12=kyA9.3do                    local       
                  model        model13=kyA10.3do                      local                         
                  model        model14=kyA11.3do                    local                         
                  model        model15=kyA12.3do                    local                         
                  model        model16=kyM13.3do                    local                         
                  model        model17=kyI14.3do                    local                         
                  model        model18=kyA15.3do                    local       
                  model        model19=kyA16.3do                      local                         
                  model        model20=kyA17.3do                    local                         
                  model        model21=kyA18.3do                    local                         
                  model        model22=kyA19.3do                    local                         
                  model        model23=kyT0.3do                    local                         
                  model        model24=kyU0.3do                    local 
                  model        model25=kyV0.3do                    local                         
                  model        model26=kyW0.3do                    local                         
                  model        model27=kyX0.3do                    local     
                  model        model28=kyY0.3do                    local          
						int		num=1						local                  
                                   int          model                             local                         
                                   thing        player                             local    
                                      
                                   message      startup                            local                                                 
                                   end                                                                           
                                   #========================================
                                   code
                                   startup:
                                     player = GetLocalPlayerThing();
                                     model = GetThingModel(player);
                                           SetInv(player, 1, 1.0);
                                                 for(i=1; i<28; i=i+1)
                                                 {
							num=num+1;
							if(num == 11) num=2;
                                          if(model == model0) SetInvAvailable(player, num, 1);
                                                 }
                                     return;
                                   end
2001-06-18, 4:16 PM #15
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Aglar:
Hey, I wouldn't want someone taking credit for one of my cogs either.</font>

One thing is the credit by the COG another is by the MOD.
2001-06-19, 1:13 AM #16
Quote:
<font face="Verdana, Arial" size="2">I will make you the whole cog but i want full credit for it in your mod.</font>

Now, maybe I misread that, but it looks to me that he is saying he wants credit for the cog to be listed in the mod readme.

[This message has been edited by Aglar (edited June 19, 2001).]
2001-06-20, 3:47 PM #17
yes in the readme, but i think u will probably be using seifers code
roses are red, violets are blue, I am schizophrenic, and I am too!
2001-06-21, 1:13 AM #18
Hey wait a minute!!!

Maragato, stop giving wrong information around!

I never said I stopped because I never got credit for my help!
It's I had no time, and the guys who were helping on it left.

Gee, wait a sec down there.

------------------
http://millennium.massassi.net/ - Millennium
2001-06-22, 9:03 AM #19
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hideki:
Hey wait a minute!!!

Maragato, stop giving wrong information around!

I never said I stopped because I never got credit for my help!
It's I had no time, and the guys who were helping on it left.

</font>

Sorry Hideki I did'nt wanted to offend you. But LOTS of guys used your cogs and didn't
credit it.

------------------
2001-06-22, 2:51 PM #20
That didn't link on closing the service.

And honestly I don't care people using my codes as long as they come up with great mods, but usually won't be too popular right?

------------------
http://millennium.massassi.net/ - Millennium
2001-06-24, 7:00 AM #21
You guys need to learn a few things about cog, though.

First, Seifer's way is more.. elegant.
However, it may not be the most efficient.

What I would recommend for Seifer's method is to escape the loop after the model is found.

change:
"if(model == model0) SetInvAvailable(player, num, 1);"
to:
if(model == model0)
{
SetInvAvailable(player, num, 1);"
return;
}


Second, Han's method is very uneffecient, and clunky.

How to correct this?

Han, if you used simply an "else" before all but the first of the if() statements, it would be MUCH more effecient.

It depends on the compiler, as I'm not quite sure of how it works, but I have a hunch Han's method (with the more effecient "else" statements in front of all but the first if statement) would be more effecient than Seifer's.

When you deal with something large, and these cogs approach it, you need to start thinking about performance, and optimization.

[This message has been edited by Evil_Greven (edited June 24, 2001).]
2001-06-24, 8:37 PM #22
Umm putting a Return; in the middle of the for statment would do absoltly nothing.

Indeed i forgot about shutting off the statment ... allow me ..

if(model == model0)
{
SetInvAvailable(player, num, 1);"
i=28;
}
2001-06-25, 6:31 AM #23
Seifer: that would do virtually the same thing as just putting a Return; instead of the i=28. Return is an escape command for cog messages.
2001-06-26, 7:30 AM #24
HEY!!
Thanks everyone for beeing so prestative here!

I'll put your names at my readme! [http://forums.massassi.net/html/biggrin.gif]

well, what I need exactly is this:
-I made some skins and pickup some of the jk game:
-------REBELS-------------------
Rebel Soldier -1
Rebel Commando -2
Endor Commando -3

--------Imperials---------------
Snow Trooper -1
Sand Trooper -1
Death Squad Comando -2
Death Star Gunner -3
-----Mercenaries-------------
Karrde -1
Dash Rendar -2
Bobba Fett -3
------------------------------------------------
light attack infantary:1- weapons 2, 3 & 4
Strike team:2- weapons 5, 6 & 8
heavy attack trooper:3 - weapons 7 & 9

-I would like to know if I could add the cog lines on the kyle.cog, or I put it as a new cog and add it as a bin in the models.dat?

I first tryed putting a similar version of Han's, of course, whit his names on the credits

just that besides of putting just one wapon for skin, I put the weapons just as I said upper in this message, with the right skins.
Just like this:
Code:
# Jedi Knight Cog Script

symbols 

int             skin                 local

model           model1=reb.3do       local
model           model2=rebcom.3do    local
model           model3=endor.3do     local
model           model4=snow.3do      local
model           model5=troop.3do     local
model           model6=ds.3do        local
model           model7=gunner.3do    local
model           model8=kyI14.3do     local
model           model9=karrde.3do    local
model           model10=dash.3do     local
model           model11=fett.3do     local

message      startup          
message      killed         
message      newplayer
message      timer
message      blocked         
message      skill
message      damaged     
message      splash
message      user0
                                             
end                                                                           

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

code

startup:
   player = GetLocalPlayerThing();
skin = GetThingModel(player);

//.........rest of the startup message......

//now on the init_kyle I put the skins stuff
# ........................................................................................

init_kyle:
//......beginning of the cog......

   // When player starts, give him fists.

skin = GetThingModel(player);

SetInv(player, 1, 1.0);
SetInv(player, 2, 1.0);
SetInv(player, 3, 1.0);
SetInv(player, 4, 0.0);
SetInv(player, 5, 0.0);
SetInv(player, 6, 0.0);
SetInv(player, 7, 0.0);
SetInv(player, 8, 0.0);
SetInv(player, 9, 0.0);
SetInv(player, 10, 0.0);

If ((skin == model1) || (skin == model4) || (skin == model5) || (skin == model8) || (skin == model9))                 
   {   SetInv(player, 11, 250.0);
   SetInv(player, 12, 250.0);
   SetInv(player, 15, 250.0);
   SetInv(player, 1, 1.0);
   SetInv(player, 2, 1.0);
   SetInv(player, 3, 1.0);
   SetInv(player, 4, 50.0);
   SetInv(player, 5, 0.0);
   SetInv(player, 6, 0.0);
   SetInv(player, 7, 0.0);
   SetInv(player, 8, 0.0);
   SetInv(player, 9, 0.0);
   SetInv(player, 10, 0.0);
SetInvAvailable(player, 1, 1.0);
SetInvAvailable(player, 2, 1.0);
SetInvAvailable(player, 3, 1.0);
SetInvAvailable(player, 4, 50.0);
SetInvAvailable(player, 5, 0);
SetInvAvailable(player, 6, 0);
SetInvAvailable(player, 7, 0);
SetInvAvailable(player, 8, 0);
SetInvAvailable(player, 9, 0);
SetInvAvailable(player, 10, 0);

Return;}
                         
If ((skin == model2) || (skin == model6) || (skin == model10))
   {   SetInv(player, 11, 250.0);
   SetInv(player, 12, 250.0);
   SetInv(player, 15, 250.0);
   SetInv(player, 1, 1.0);
   SetInv(player, 2, 0.0);
   SetInv(player, 3, 0.0);
   SetInv(player, 4, 0.0);
   SetInv(player, 5, 1.0);
   SetInv(player, 6, 1.0);
   SetInv(player, 7, 0.0);
   SetInv(player, 8, 50.0);
   SetInv(player, 9, 0.0);
   SetInv(player, 10, 0.0);
SetInvAvailable(player, 1, 1.0);
SetInvAvailable(player, 2, 0);
SetInvAvailable(player, 3, 0);
SetInvAvailable(player, 4, 0.0);
SetInvAvailable(player, 5, 1.0);
SetInvAvailable(player, 6, 1.0);
SetInvAvailable(player, 7, 0);
SetInvAvailable(player, 8, 50.0);
SetInvAvailable(player, 9, 0);
SetInvAvailable(player, 10, 0);
Return;}

If ((skin == model3) || (skin == model6) || (skin == model11))
   {   SetInv(player, 11, 250.0);
   SetInv(player, 12, 250.0);
   SetInv(player, 15, 250.0);
   SetInv(player, 1, 1.0);
   SetInv(player, 2, 0.0);
   SetInv(player, 3, 0.0);
   SetInv(player, 4, 0.0);
   SetInv(player, 5, 0.0);
   SetInv(player, 6, 0.0);
   SetInv(player, 7, 1.0);
   SetInv(player, 8, 0.0);
   SetInv(player, 9, 1.0);
   SetInv(player, 10, 0.0);
SetInvAvailable(player, 1, 1.0);
SetInvAvailable(player, 2, 0);
SetInvAvailable(player, 3, 0);
SetInvAvailable(player, 4, 0.0);
SetInvAvailable(player, 5, 0);
SetInvAvailable(player, 6, 0);
SetInvAvailable(player, 7, 1.0);
SetInvAvailable(player, 8, 0.0);
SetInvAvailable(player, 9, 1.0);
SetInvAvailable(player, 10, 0);
Return;}


//the same on the init_multi_kyle:


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

init_multi_kyle:

   // Set Weapons

skin = GetThingModel(player);

SetInv(player, 1, 1.0);
SetInv(player, 2, 1.0);
SetInv(player, 3, 1.0);
SetInv(player, 4, 0.0);
SetInv(player, 5, 0.0);
SetInv(player, 6, 0.0);
SetInv(player, 7, 0.0);
SetInv(player, 8, 0.0);
SetInv(player, 9, 0.0);
SetInv(player, 10, 1.0);

If ((skin == model1) || (skin == model4) || (skin == model5) || (skin == model8) || (skin == model9))                 
   {   SetInv(player, 11, 250.0);
   SetInv(player, 12, 250.0);
   SetInv(player, 15, 250.0);
   SetInv(player, 1, 1.0);
   SetInv(player, 2, 1.0);
   SetInv(player, 3, 1.0);
   SetInv(player, 4, 50.0);
   SetInv(player, 5, 0.0);
   SetInv(player, 6, 0.0);
   SetInv(player, 7, 0.0);
   SetInv(player, 8, 0.0);
   SetInv(player, 9, 0.0);
   SetInv(player, 10, 0.0);
SetInvAvailable(player, 1, 1.0);
SetInvAvailable(player, 2, 1.0);
SetInvAvailable(player, 3, 1.0);
SetInvAvailable(player, 4, 50.0);
SetInvAvailable(player, 5, 0);
SetInvAvailable(player, 6, 0);
SetInvAvailable(player, 7, 0);
SetInvAvailable(player, 8, 0);
SetInvAvailable(player, 9, 0);
SetInvAvailable(player, 10, 0);

Return;}
                         
If ((skin == model2) || (skin == model6) || (skin == model10))
   {   SetInv(player, 11, 250.0);
   SetInv(player, 12, 250.0);
   SetInv(player, 15, 250.0);
   SetInv(player, 1, 1.0);
   SetInv(player, 2, 0.0);
   SetInv(player, 3, 0.0);
   SetInv(player, 4, 0.0);
   SetInv(player, 5, 1.0);
   SetInv(player, 6, 1.0);
   SetInv(player, 7, 0.0);
   SetInv(player, 8, 50.0);
   SetInv(player, 9, 0.0);
   SetInv(player, 10, 0.0);
SetInvAvailable(player, 1, 1.0);
SetInvAvailable(player, 2, 0);
SetInvAvailable(player, 3, 0);
SetInvAvailable(player, 4, 0.0);
SetInvAvailable(player, 5, 1.0);
SetInvAvailable(player, 6, 1.0);
SetInvAvailable(player, 7, 0);
SetInvAvailable(player, 8, 50.0);
SetInvAvailable(player, 9, 0);
SetInvAvailable(player, 10, 0);
Return;}

If ((skin == model3) || (skin == model6) || (skin == model11))
   {   SetInv(player, 11, 250.0);
   SetInv(player, 12, 250.0);
   SetInv(player, 15, 250.0);
   SetInv(player, 1, 1.0);
   SetInv(player, 2, 0.0);
   SetInv(player, 3, 0.0);
   SetInv(player, 4, 0.0);
   SetInv(player, 5, 0.0);
   SetInv(player, 6, 0.0);
   SetInv(player, 7, 1.0);
   SetInv(player, 8, 0.0);
   SetInv(player, 9, 1.0);
   SetInv(player, 10, 0.0);
SetInvAvailable(player, 1, 1.0);
SetInvAvailable(player, 2, 0);
SetInvAvailable(player, 3, 0);
SetInvAvailable(player, 4, 0.0);
SetInvAvailable(player, 5, 0);
SetInvAvailable(player, 6, 0);
SetInvAvailable(player, 7, 1.0);
SetInvAvailable(player, 8, 0.0);
SetInvAvailable(player, 9, 1.0);
SetInvAvailable(player, 10, 0);
Return;}

   // Set Ammo
   SetInv(player, 11, 250.0);
   SetInv(player, 12, 250.0);
   SetInv(player, 15, 250.0);


//rest of the section...

Return;
end


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

well, the error of this stuff that I put on the kyle.cog is that it only works on the first respawn of the player I mean all the players starts only with fists, bryar and storm rifle, then, if the player dies and come back again, the skin's weapon stuff start to work.
And during the mp game, when someone join the section, jk automatically go shutdown!!


Well... I would really apreciate any more help, even because this patch is really important for me. Thanks for everyone here again!!!! [http://forums.massassi.net/html/smile.gif]


------------------
Banthalor_JFS
Webmaster and JK editor
Visit: www.jyhadfs.f2s.com -Jyhad Force Squadron Clan
Visit also: http://www.banthalor.cjb.net - Banthalor Technology Center

[This message has been edited by Banthalor (edited June 29, 2001).]
2001-06-29, 3:47 PM #25
Could someone help me?
please! [http://forums.massassi.net/html/biggrin.gif]
2001-06-29, 5:18 PM #26
Yea, I encountered that problem with TIE Conversion as well..

Actually, download my TIE Conversion mod, open up the kyle.cog and look around a bit.. you might find that this is a way to do it.

http://www.massassi.net/levels/files/695.shtml

Consider putting the lines in the SP call for kyle.. its possible that JK doesnt go to the MP call until the player dies once.
2001-06-29, 6:35 PM #27
One possibility (and a slightly more klunky method) would be to have spawn sectors like in CTF. I've been trying to do classes myself, and this is what I came up with; put all the charecters in a spawn room, and when they go through the sector, change the stats and teleport them to the level! The only problem with this is obviously that you can't put it in a mod. It has to be built into each level to use it. I have no idea if this will help, just fyi...
Cynic (sin'ik) n. One of a sect of ancient Greek philosophers who held that virtue is the ultimate goal of life, their doctrine gradually coming to symbolize insolent self-righteousness.

Drink So-Be, and play longer!
2001-06-30, 1:38 PM #28
Hrm, I tried out my idea in a new version of SWF, but it failed to work.. I wonder if Newplayer doesnt work the first time... hmm.. perhaps Join..
2001-07-02, 2:39 PM #29
Well, thanks to all here who helped me, I made all the progress I needed, the only problem it's the spawn stuff, it didn't work putting the codes in another parts of the kyle.cog
I think only whit thw ctf like stages...

Well, thanks for everyone here for helping me, without you, I could never finish this, soon I will put the patch for download. [http://forums.massassi.net/html/smile.gif]
2001-07-03, 12:28 AM #30
Just put the code under Newplayer. It should run everytime the person respawns including the first. If it doesn't do it the first time then just copy and paste it back up under Startup.

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