fusing elements of conc rifle, strifle and saber, well amazingly enough it didnea work.
Before I added the create saber bit it was fine:
its a long one, please help![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
model povModel=scmv.3do local
model weaponMesh=scmg.3do local
keyframe mountAnim=scmvmnt.key local
keyframe dismountAnim=scmvdis.key local
keyframe povfireAnim=scmvhit1.key local
keyframe povfireAnim2=scmvhit2.key local
keyframe holsterAnim=kyhlstr.key local
keyframe sideslash=kysabrr1.key local
keyframe dblslash=simhit.key local
sound mountSound=scimitar.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=SwingFist01.wav local
sound outSound=.wav local
template projectile=+punch local
template projectile2=+punch local
flex damage local
flex bladeLen local
flex holsterWait local
thing player local
thing antagonist local
vector ppos local
vector apos local
vector diff local
vector thrust local
flex damage local
flex type local
flex dot local
thing player local
vector randVec local
flex fireWait=0.8 local
flex holsterWait local
flex powerBoost local
flex autoAimFOV=25 local
flex autoAimMaxDist=5 local
int dummy local
int trackID=-1 local
int fireChannel=-1 local
int holsterTrack local
int mode local
message activated
message deactivated
message selected
message deselected
message autoselect
message fire
message timer
message pulse
message killed
end
# ========================================================================================
code
fire:
player = GetSourceRef();
mode = GetSenderRef();
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 12) < 40.0)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if(GetAutoSwitch() & 1)
SelectWeapon(player, AutoSelectWeapon(player, 1));
Return;
}
SetPOVShake('0.0 -.03 0.0', '4.0 0.0 0.0', .05, 80.0);
if(mode == 0)
{
jkEnableSaber( player, 160, 0.3, 1.2 );
shakePos = VectorScale(RandVec(),.001);
shakeAngle = VectorScale(RandVec(),.5);
jkPlayPOVKey(player, povfireAnim2, 1, 0x38);
PlayKey(player, dblslash, 1, 0x38);
ChangeInv(player, 11, -30.0);
ChangeFireRate(player, fireWait/powerBoost);
}
else
{
jkEnableSaber( player, 40, 0.15, 0.25 );
shakePos = VectorScale(RandVec(),.001);
shakeAngle = VectorScale(RandVec(),.5);
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
PlayKey(player, sideslash, 1, 0x38);
ChangeInv(player, 11, -15.0);
}
// Provide a kick backwards
ApplyForce(player, VectorScale(GetThingLVec(player), 0));
powerBoost = GetInv(player, 63);
ChangeFireRate(player, fireWait2/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();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
DeactivateWeapon(player, mode);
Return;
# ........................................................................................
selected:
player = GetSourceRef();
PlayMode(player, 42);
PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80);
jkSetPOVModel(player, povModel);
SetArmedMode(player, 1);
jkSetWeaponMesh(player, weaponMesh);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
SetMountWait(player, GetKeyLen(mountAnim));
jkClearFlags(player, 0x5);
SetCurWeapon(player, 3);
SetPulse(0.05);
SetActorFlags(player, 0x2000);
jkDisableSaber(player);
Return;
# ........................................................................................
deselected:
player = GetSourceRef();
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);
SetPulse(0);
ClearActorFlags(player, 0x2000);
jkDisableSaber(player);
Return;
# ........................................................................................
autoselect:
player = GetSourceRef();
// If the player has the weapon
if(GetInv(player, 3) != 0.0)
{
// If the player has ammo
if(GetInv(player, 11) != 0.0)
{
ReturnEx(600.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
# ........................................................................................
timer:
StopKey(player, holsterTrack, 0.0);
Return;
# ........................................................................................
pulse:
ChangeInv(player, 11, 20.0);
Return;
#...........................................................................................
killed:
SetPulse(0);
Return;
end
------------------
We are the oldest of the clans, far older than the fools of the Camarilla...
Anna Ismy Hashshan Ibn Khayyin, Anna Assamite
Before I added the create saber bit it was fine:
its a long one, please help
![http://forums.massassi.net/html/smile.gif [http://forums.massassi.net/html/smile.gif]](http://forums.massassi.net/html/smile.gif)
model povModel=scmv.3do local
model weaponMesh=scmg.3do local
keyframe mountAnim=scmvmnt.key local
keyframe dismountAnim=scmvdis.key local
keyframe povfireAnim=scmvhit1.key local
keyframe povfireAnim2=scmvhit2.key local
keyframe holsterAnim=kyhlstr.key local
keyframe sideslash=kysabrr1.key local
keyframe dblslash=simhit.key local
sound mountSound=scimitar.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=SwingFist01.wav local
sound outSound=.wav local
template projectile=+punch local
template projectile2=+punch local
flex damage local
flex bladeLen local
flex holsterWait local
thing player local
thing antagonist local
vector ppos local
vector apos local
vector diff local
vector thrust local
flex damage local
flex type local
flex dot local
thing player local
vector randVec local
flex fireWait=0.8 local
flex holsterWait local
flex powerBoost local
flex autoAimFOV=25 local
flex autoAimMaxDist=5 local
int dummy local
int trackID=-1 local
int fireChannel=-1 local
int holsterTrack local
int mode local
message activated
message deactivated
message selected
message deselected
message autoselect
message fire
message timer
message pulse
message killed
end
# ========================================================================================
code
fire:
player = GetSourceRef();
mode = GetSenderRef();
// Check that the player is still alive.
if(GetThingHealth(player) <= 0)
{
Return;
}
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 12) < 40.0)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if(GetAutoSwitch() & 1)
SelectWeapon(player, AutoSelectWeapon(player, 1));
Return;
}
SetPOVShake('0.0 -.03 0.0', '4.0 0.0 0.0', .05, 80.0);
if(mode == 0)
{
jkEnableSaber( player, 160, 0.3, 1.2 );
shakePos = VectorScale(RandVec(),.001);
shakeAngle = VectorScale(RandVec(),.5);
jkPlayPOVKey(player, povfireAnim2, 1, 0x38);
PlayKey(player, dblslash, 1, 0x38);
ChangeInv(player, 11, -30.0);
ChangeFireRate(player, fireWait/powerBoost);
}
else
{
jkEnableSaber( player, 40, 0.15, 0.25 );
shakePos = VectorScale(RandVec(),.001);
shakeAngle = VectorScale(RandVec(),.5);
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
PlayKey(player, sideslash, 1, 0x38);
ChangeInv(player, 11, -15.0);
}
// Provide a kick backwards
ApplyForce(player, VectorScale(GetThingLVec(player), 0));
powerBoost = GetInv(player, 63);
ChangeFireRate(player, fireWait2/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();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
DeactivateWeapon(player, mode);
Return;
# ........................................................................................
selected:
player = GetSourceRef();
PlayMode(player, 42);
PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80);
jkSetPOVModel(player, povModel);
SetArmedMode(player, 1);
jkSetWeaponMesh(player, weaponMesh);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
SetMountWait(player, GetKeyLen(mountAnim));
jkClearFlags(player, 0x5);
SetCurWeapon(player, 3);
SetPulse(0.05);
SetActorFlags(player, 0x2000);
jkDisableSaber(player);
Return;
# ........................................................................................
deselected:
player = GetSourceRef();
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);
SetPulse(0);
ClearActorFlags(player, 0x2000);
jkDisableSaber(player);
Return;
# ........................................................................................
autoselect:
player = GetSourceRef();
// If the player has the weapon
if(GetInv(player, 3) != 0.0)
{
// If the player has ammo
if(GetInv(player, 11) != 0.0)
{
ReturnEx(600.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
# ........................................................................................
timer:
StopKey(player, holsterTrack, 0.0);
Return;
# ........................................................................................
pulse:
ChangeInv(player, 11, 20.0);
Return;
#...........................................................................................
killed:
SetPulse(0);
Return;
end
------------------
We are the oldest of the clans, far older than the fools of the Camarilla...
Anna Ismy Hashshan Ibn Khayyin, Anna Assamite
Code:
if(getThingFlags(source) & 0x8){ do her} elseif(getThingFlags(source) & 0x4){ do other babe} else{ do a dude}