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ForumsCog Forum → projectile damage....
projectile damage....
2002-02-26, 2:05 PM #1
is there anyway to up the damage on a projectile useing a simple cog bound to a level? cause a while ago i made a mod named CIA mod(alternate personality listed as creator) where one shot killed, or most of the time it did... well anywho. i've been wanting to upgrade it and do it right(in CIA mod i just made the weapon fire 10 shots to kill you instantly, and it caused lots of bugs, crashing games ect ect.)

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I'm a leezard, honor my scales.
I'm a leezard, honor my scales.
2002-02-26, 2:39 PM #2
putting a simple damage message and returning a high value should do it

Code:
symbols

thing        player                                                           
flex         damage=500                                                              

message      damaged                                                          

end                                                                           

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

code

damaged:
	player = GetSenderRef();
	ReturnEx(damage);
	Return;

end

that should do the trick
roses are red, violets are blue, I am schizophrenic, and I am too!
2002-02-26, 3:26 PM #3
i'm not an expert, but that cog doesn't look like it reffers to the projectile, or is that not nessessary?

maybe it could be done by useing the weap_something.cog file, but also. i admit, i dont know how to impliment the cog ya gave me, sorry(i'm stupid, i know)

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I'm a leezard, honor my scales.
I'm a leezard, honor my scales.
2002-02-27, 2:15 AM #4
sorry i wasn't thinking the way i originally thought of doing i didn't explain well and is a little overkill. why don't you just go into the static.jkl and set the damage really high?
roses are red, violets are blue, I am schizophrenic, and I am too!
2002-02-27, 11:30 AM #5
actually, i tried that once. did nothing for me.... might just be me.

------------------
I'm a leezard, honor my scales.
I'm a leezard, honor my scales.
2002-02-27, 1:46 PM #6
ok use ParseArg(dummy,"damage=10000"); or something to that effect
roses are red, violets are blue, I am schizophrenic, and I am too!
2002-02-28, 5:09 AM #7
Quote:
<font face="Verdana, Arial" size="2">useing a simple cog bound to a level?</font>


So this is for a level? In that case, modify the projectile's template. Up the damage setting in the template to what you need.

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Author of the Jedi Knight DataMaster.
Visit Saber's Domain.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2002-02-28, 9:01 AM #8
maybe i'm not saying this right.

1.) I'm a newbie editor and frankly cant understand half the stuff other people say.

2.) I think i missworded my first post, I want way to make one-shot kills, the bullet should do about 100 damage, (sheilds are non existent.)

3.) if i am to use static.jkl and name the projectile +bullet, what should go after it?

P.S. I was newbieish a year ago. then i quit, just getting back into things so consider me braindead.

------------------
I'm a leezard, honor my scales.
I'm a leezard, honor my scales.

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