I know, I know, the Cog Forum is a bit of a crutch for me, and I really should download ParSec (I will SOMEDAY), but hey,
you're here for a reason. And you may launch your tomatoes.... now.
The wise *snicker* sage *double snicker* Grismath had the equally... err... 'wise' idea of adding more than MotS' "twelve or whatever" weapon slots would easily allow.
It was thus that, with the advice of Bel Iblis, the following COG concept was drafted:
A system, basically much like that used in Max Payne, in which the player first selects a class of weapons (i.e. Swords, Bludgeons, Tools) and then the invidual weapon (i.e. Short Sword, Mace, Pitchfork). Meaning that they would for instance hit [1] for the unarmed combat category, and then [2] for Gauntlets.
I decided that a playeraction cog was thus in order, and this is what I've coded so far:
And, here's a part of the items.dat, as I feel that the problem may also lie within this as well.
I GOOed it all (it's for MotS), and tested it, but it didn't do anything at all.

The wise *snicker* sage *double snicker* Grismath had the equally... err... 'wise' idea of adding more than MotS' "twelve or whatever" weapon slots would easily allow.
It was thus that, with the advice of Bel Iblis, the following COG concept was drafted:
A system, basically much like that used in Max Payne, in which the player first selects a class of weapons (i.e. Swords, Bludgeons, Tools) and then the invidual weapon (i.e. Short Sword, Mace, Pitchfork). Meaning that they would for instance hit [1] for the unarmed combat category, and then [2] for Gauntlets.
I decided that a playeraction cog was thus in order, and this is what I've coded so far:
Code:
# Rites of Xanthus TC Cog Script # # WEAPLIST.COG # 5.25.02 # -by Lord_Grismath (GrismathDynasty@Hotmail.com) # # Description # # This allows the player to have a theoretically # limitless number of weapons (bins permitting) # and not governed by the default weapon slots. # # WORK IN PROGRESS # # SendMessage(converse01_cog, user0); # # This Cog is Not supported by LucasArts Entertainment Co symbols message startup message playeraction int input=-1 local cog weap_saber_m_cog=0 end # ======================================================================================== code startup: SetActionCog(GetSelfCog(), 0x80); input=0; return; playeraction: if(GetParam(0) == 7.0) { if(input == -1) { if(GetParam(2) == 13.0) { input=1; print("Unarmed"); // Unarmed } if(GetParam(2) == 14.0) { input=2; print("Daggers"); // Daggers } if(GetParam(2) == 15.0) { input=3; print("Swords"); // Swords } if(GetParam(2) == 16.0) { input=4; print("Bludgeons"); // Bludgeons } if(GetParam(2) == 17.0) { input=5; print("Ranged Weapons"); // Ranged Weapons } if(GetParam(2) == 18.0) { input=6; print("Heavy Weapons"); // Heavy Weapons } if(GetParam(2) == 19.0) { input=7; print("Staves"); // Staves } if(GetParam(2) == 20.0) { input=8; print("Mystic Weapons"); // Mystic Weapons } if(GetParam(2) == 21.0) { input=9; print("Tools"); // Tools } if(GetParam(2) == 22.0) { input=0; print("Miscellaneous"); // Miscellaneous } } if(input == 1) { if(GetParam(2) == 13.0) { input=-1; print("Bare Fists"); // Bare Fists } if(GetParam(2) == 14.0) { input=-1; print("Gauntlets"); // Gauntlets } } } if(input == 2) { if(GetParam(2) == 13.0) { input=-1; print("Knife"); SendMessage(weap_saber_m_cog, selected); // Knife } if(GetParam(2) == 14.0) { input=-1; print("Poinard"); // Poniard } } ReturnEx(0.0); Return; #==================================================================================== end
And, here's a part of the items.dat, as I feel that the problem may also lie within this as well.
Code:
########### # Weapons # ########### # ======================================================================================== none 120 0 0 0x004 fists 121 1 1 0x024 cog=weap_fists_m.cog gauntlets 144 1 1 0x024 cog=weap_gaunts_m.cog knife 131 0 8 0x0a4 cog=weap_saber_m.cog poinard 145 0 8 0x0a4 cog=weap_poinard_m.cog shortsword 148 0 1 0x0a4 cog=weap_shsword_m.cog two_shortswords 149 0 2 0x0a4 cog=weap_2short_m.cog bryar_pistol 122 0 1 0x0a4 cog=weap_bryar_m.cog blastech 132 0 1 0x0a4 cog=weap_blastech_m.cog two_handed 146 0 1 0x0a4 cog=weap_2hand_m.cog greatsword 147 0 1 0x0a4 cog=weap_grsword_m.cog club 151 0 1 0x0a4 cog=weap_club_m.cog mace 134 0 1 0x0a4 cog=weap_flash_m.cog longbow 124 0 30 0x0a4 cog=weap_thermdet_m.cog throwing_axe 152 0 10 0x0a4 cog=weap_axethrow_m.cog javelin 153 0 3 0x0a4 cog=weap_javelin_m.cog ugrosh 154 0 1 0x0a4 cog=weap_ugrosh_m.cog # incomplete from here on stormtrooper_rifle 123 0 1 0x0a4 cog=weap_strifle_m.cog para_EWEB 125 0 0 0x0a4 cog=weap_empty_m.cog repeater 126 0 1 0x0a4 cog=weap_repeater_m.cog rail_detonator 127 0 1 0x0a4 cog=weap_raildet_m.cog sequencer_charge 128 0 1 0x0a4 cog=weap_seqcharge_m.cog concussion_rifle 129 0 0 0x0a4 cog=weap_concrifle_m.cog EWEB 130 0 32000 0x0b4 cog=weap_EWEB_m.cog stormtrooper_scope 133 0 0 0x0a4 cog=weap_empty_m.cog tusken_prod 135 0 1 0x0a4 cog=weap_crossbow_m.cog para_repeater 136 0 0 0x0a4 cog=weap_empty_m.cog rail_seeker 137 0 1 0x0a4 cog=weap_railseek_m.cog manual_sequencer 138 0 30 0x0a4 cog=weap_manseq_m.cog para_concussion 139 0 0 0x0a4 cog=weap_concrifle_m.cog carbo_gun 140 0 0 0x0a4 cog=weap_carbgun_m.cog weaponweight 141 1 1 0x000 cog=weaponweight.cog cameracycle 142 1 1 0x000 cog=camera.cog weaponlist 143 1 1 0x000 cog=weaplist.cog # ========================================================================================
I GOOed it all (it's for MotS), and tested it, but it didn't do anything at all.
