first i'll post a cog file and then i'll explain
# Jedi Knight Missions Cog Script
#
# POW_BLASTECH_M.COG
#
# POWERUP Script - Blastech Pistol pickup
#
# [YB & CYW] + [RF]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
thing powerup local
thing player local
"int bin=12 " local
int ammobin=11 local
sound pickupsnd=thrmlpu2.wav local
sound respawnsnd=Activate01.wav local
flex amount local
int bin_contents=0 local
int autopickup=0 local
int autoselect_weapon=-1 local
message touched
message taken
message respawn
end
# ========================================================================================
code
touched:
player = GetSourceRef();
if (GetThingType(player) == 10) // Can only be taken by players.
{
if(IsMulti() || (GetInv(player, GetWeaponBin(bin)) == 0) || (GetInv(player, ammobin) < GetInvMax(player, ammobin)))
{
TakeItem(GetSenderRef(), -1);
call taken;
}
}
Return;
# ........................................................................................
taken:
player = GetSourceRef();
powerup = GetSenderRef();
// Do effects.
PlaySoundLocal(pickupsnd, 1, 0, 0);
AddDynamicTint(player, 0.0, 0.0, 0.2);
if(GetInv(player, GetWeaponBin(bin)) == 0)
{
// Pickup gun and ammo.
// Print("Bryar Pistol");
jkPrintUNIString(player, GetWeaponBin(bin));
" ChangeInv(player, GetWeaponBin(bin), 1.0);"
// store the old bin contents
bin_contents = GetInv(player, ammobin);
ChangeInv(player, ammobin, 10.0);
// Check for Auto Pickup
autopickup = GetAutoPickup();
if(autopickup & 1)
{
if(!((autopickup & 4) && (GetWeaponPriority(player, GetWeaponBin(GetCurWeapon(player)), 0) >= GetWeaponPriority(player, GetWeaponBin(bin), 0))))
{
if(!((autopickup & 8) && (GetWeaponBin(GetCurWeapon(player)) == jkGetMultiParam(1))))
{
SelectWeapon(player, GetWeaponBin(bin));
Return;
}
}
}
// Check for Auto Reload
if(GetAutoReload() & 1)
{
if(!bin_contents)
{
if(!((GetAutoReload() & 2) && (GetWeaponBin(GetCurWeapon(player)) == jkGetMultiParam(1))))
{
// Try to autoselect and see if the best weapon is an energy cell weapon
autoselect_weapon = AutoSelectWeapon(player, 2);
if((autoselect_weapon == 2) || (autoselect_weapon == 12) || (autoselect_weapon == 3) || (autoselect_weapon == 13))
SelectWeapon(player, autoselect_weapon);
}
}
}
}
else
if(GetInv(player, ammobin) < GetInvMax(player, ammobin))
{
// Pickup ammo only.
// Print("Energy Cells");
jkPrintUNIString(player, ammobin);
// store the old bin contents
bin_contents = GetInv(player, ammobin);
ChangeInv(player, ammobin, 10.0);
// Check for Auto Reload
if(GetAutoReload() & 1)
{
if(!bin_contents)
{
if(!((GetAutoReload() & 2) && (GetCurWeapon(player) == jkGetMultiParam(1))))
{
// Try to autoselect and see if the best weapon is an energy cell weapon
autoselect_weapon = AutoSelectWeapon(player, 2);
if((autoselect_weapon == 2) || (autoselect_weapon == 12) || (autoselect_weapon == 3) || (autoselect_weapon == 13))
SelectWeapon(player, autoselect_weapon);
}
}
}
}
Return;
# ........................................................................................
respawn:
PlaySoundThingLocal(respawnsnd, GetSenderRef(), 0.6, 5.0, 10.0, 0);
Return;
end
#==========================================
if you look at the cog file you should see the "changeinv(player, GetWeaponBin(bin), 1.0);
now the "bin" part, is that telling the function what bin to look for and return with or what? and if so why is the "blastech" gun using bin 12? the same bin used for bowcaster,repeater rifle,and concussion rifle power? NOTE-similar occurrences have ben found in flashbomb, scope, and mots sequencer cogs!
------------------
I lost a mine! do you have it?(BOOM!)
# Jedi Knight Missions Cog Script
#
# POW_BLASTECH_M.COG
#
# POWERUP Script - Blastech Pistol pickup
#
# [YB & CYW] + [RF]
#
# (C) 1997 LucasArts Entertainment Co. All Rights Reserved
symbols
thing powerup local
thing player local
"int bin=12 " local
int ammobin=11 local
sound pickupsnd=thrmlpu2.wav local
sound respawnsnd=Activate01.wav local
flex amount local
int bin_contents=0 local
int autopickup=0 local
int autoselect_weapon=-1 local
message touched
message taken
message respawn
end
# ========================================================================================
code
touched:
player = GetSourceRef();
if (GetThingType(player) == 10) // Can only be taken by players.
{
if(IsMulti() || (GetInv(player, GetWeaponBin(bin)) == 0) || (GetInv(player, ammobin) < GetInvMax(player, ammobin)))
{
TakeItem(GetSenderRef(), -1);
call taken;
}
}
Return;
# ........................................................................................
taken:
player = GetSourceRef();
powerup = GetSenderRef();
// Do effects.
PlaySoundLocal(pickupsnd, 1, 0, 0);
AddDynamicTint(player, 0.0, 0.0, 0.2);
if(GetInv(player, GetWeaponBin(bin)) == 0)
{
// Pickup gun and ammo.
// Print("Bryar Pistol");
jkPrintUNIString(player, GetWeaponBin(bin));
" ChangeInv(player, GetWeaponBin(bin), 1.0);"
// store the old bin contents
bin_contents = GetInv(player, ammobin);
ChangeInv(player, ammobin, 10.0);
// Check for Auto Pickup
autopickup = GetAutoPickup();
if(autopickup & 1)
{
if(!((autopickup & 4) && (GetWeaponPriority(player, GetWeaponBin(GetCurWeapon(player)), 0) >= GetWeaponPriority(player, GetWeaponBin(bin), 0))))
{
if(!((autopickup & 8) && (GetWeaponBin(GetCurWeapon(player)) == jkGetMultiParam(1))))
{
SelectWeapon(player, GetWeaponBin(bin));
Return;
}
}
}
// Check for Auto Reload
if(GetAutoReload() & 1)
{
if(!bin_contents)
{
if(!((GetAutoReload() & 2) && (GetWeaponBin(GetCurWeapon(player)) == jkGetMultiParam(1))))
{
// Try to autoselect and see if the best weapon is an energy cell weapon
autoselect_weapon = AutoSelectWeapon(player, 2);
if((autoselect_weapon == 2) || (autoselect_weapon == 12) || (autoselect_weapon == 3) || (autoselect_weapon == 13))
SelectWeapon(player, autoselect_weapon);
}
}
}
}
else
if(GetInv(player, ammobin) < GetInvMax(player, ammobin))
{
// Pickup ammo only.
// Print("Energy Cells");
jkPrintUNIString(player, ammobin);
// store the old bin contents
bin_contents = GetInv(player, ammobin);
ChangeInv(player, ammobin, 10.0);
// Check for Auto Reload
if(GetAutoReload() & 1)
{
if(!bin_contents)
{
if(!((GetAutoReload() & 2) && (GetCurWeapon(player) == jkGetMultiParam(1))))
{
// Try to autoselect and see if the best weapon is an energy cell weapon
autoselect_weapon = AutoSelectWeapon(player, 2);
if((autoselect_weapon == 2) || (autoselect_weapon == 12) || (autoselect_weapon == 3) || (autoselect_weapon == 13))
SelectWeapon(player, autoselect_weapon);
}
}
}
}
Return;
# ........................................................................................
respawn:
PlaySoundThingLocal(respawnsnd, GetSenderRef(), 0.6, 5.0, 10.0, 0);
Return;
end
#==========================================
if you look at the cog file you should see the "changeinv(player, GetWeaponBin(bin), 1.0);
now the "bin" part, is that telling the function what bin to look for and return with or what? and if so why is the "blastech" gun using bin 12? the same bin used for bowcaster,repeater rifle,and concussion rifle power? NOTE-similar occurrences have ben found in flashbomb, scope, and mots sequencer cogs!
------------------
I lost a mine! do you have it?(BOOM!)
I droped a trip mine around here, could you help me look for it?