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ForumsCog Forum → Actor cogs (weapons this time)
Actor cogs (weapons this time)
2003-01-02, 4:47 AM #1
OK, I'm trying to get this Imperial Commando to shoot the 3 repeater balls in the triangle form, I have this so far in the Actor cog.
Code:
symbols

message          killed
message          skill
message          damaged
message          fire

template         source                  local
template         projecitle=+eball       local
template         powerup=+DRepeaterGun   local
thing            newThing                local
int              bin                     local
int              senderref=-1            local
ai               flee_ai=noweapon.ai     local
int              damage                  local

end

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

code

Fire:
   source = GetSourceRef();
   FireProjectile(source, projectile, -1, -1, '-0.05 0.065 0.014', '0 0 0', 0, 0x0, 0, 0);
   FireProjectile(source, projectile, -1, -1, '-0.05 0.065 0.014', '0 0 0', 0, 0x0, 0, 0);
   FireProjectile(source, projectile, -1, -1, '-0.05 0.065 0.014', '0 0 0', 0, 0x0, 0, 0);
Return;

(^Just the needed stuff, not the whole thing.....)
Now, to get the 3 repeater balls to shoot for the player, the weap_repeater.cog has
Code:
dummy = FireProjectile(player, projectile, fireSound1, 8, fireOffset, '4.0 0 0', 1.0, 0, autoAimFOV, autoAimMaxDist );
      dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-2.5 2.5 0', 1.0, 0, autoAimFOV, autoAimMaxDist );
      dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-2.5 -2.5 0', 1.0, 0, autoAimFOV, autoAimMaxDist );

I can't figure out what to change in the actor cog to make it shoot the 3 repeater balls like the repeater weapon, anyone know how to do this?

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Last week I cudn't evn spel grajuat, but now I is one.

*Takes out his blaster and fires shots at the wall, the blastmarks leave the words "STROOPER WUZ 'ERE!!!"
2003-01-02, 6:19 AM #2
Copy the errorvectors. Replace '0 0 0' in the new FireProjectile commands by the vectors given in the weap_repeater.cog ('4 0 0', '-2.5 2.5 0' and '-2.5 -2.5 0').

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2003-01-02, 8:10 AM #3
Or you could do it so it's the secondary weapon *coughTuskancough* You make 3 templates, the commando fires the first one, that creates the second one, which in turn creates the third one. The templates would be like this -
Code:
+eballs3          +eball             soundclass=none vel=(0/6/4)
+eballs2          +eball             soundclass=none vel=(-2.5/6/-2.5) creatething=+eballs3
+eballs1          +eball             soundclass=none vel=(2.5/6/-2.5) creatething=+eballs2

icommandorpt2     icommando          model3d=icrpt.3do soundclass=icrpt.snd cog=actor_i2.cog weapon=+eball weapon2=+eballs1 aiclass=icreapdefault.ai

Remember, you must put them in that order and the bottem of Master.tpl for use in your levels.

[edit]BTW - My way is better for use in spread bolts in custom levels. If this is for a mod or duel weapons, the way by cog is better[/edit]

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The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

[This message has been edited by Descent_pilot (edited January 02, 2003).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack

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