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ForumsCog Forum → Repeater Cog
Repeater Cog
2001-12-22, 12:12 PM #1
Can someone modify the Repeater cog so that there is no damage rom the bullet and that it has infinite ammo?

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"Nac Mac Feegle weyhey!"
Battle cry of the Nac Mac Feegle.
"Nac Mac Feegle weyhey!"
Battle cry of the Nac Mac Feegle.
2001-12-23, 5:03 AM #2
That is nearly impossible to do in a cog. First off, you have to edit the +repeaterball in the static.jkl file to make it do no damage. Second, you have to edit the items.dat file to make it shoot infinite ammo.
"The world is neither black nor white but differing shades of gray."
-By me.
2001-12-23, 7:32 AM #3
No, you can make it use no ammo in the cog. You could parsearg the damage, but that's usually a bad idea, damage is best done in the template.
2001-12-23, 9:42 AM #4
thanks

------------------
"Nac Mac Feegle weyhey!"
Battle cry of the Nac Mac Feegle.
"Nac Mac Feegle weyhey!"
Battle cry of the Nac Mac Feegle.
2001-12-23, 11:03 AM #5
how do i implement it? should I just add it like any other JED cog (doors, elevators, etc) or should i do it another way?

------------------
"Nac Mac Feegle weyhey!"
Battle cry of the Nac Mac Feegle.
"Nac Mac Feegle weyhey!"
Battle cry of the Nac Mac Feegle.
2001-12-23, 11:31 AM #6
Under JK/Resource/, create a new directory. Call it 'Cog'. Place your cog in that directory. Be sure to preserve the original filename.

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Success is the inverse relationship between effort, gain, and loss.
And when the moment is right, I'm gonna fly a kite.
2001-12-25, 4:12 AM #7
If you don't intend it to be played in multiplayer, (like a single player mod) you can just place this in the fire message.

firedProj = FireProjectile(original blahs...)
ParseArg(firedProj, "damage=0");

For the ammo
ChangeInv(ammobin, -1);
to
ChangeInv(ammobin, 0);
or just delete the entire line.

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

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