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ForumsCog Forum → Crossbow charging
Crossbow charging
2003-01-11, 6:32 AM #1
Erm, yeah, the secondary fire of the crossbow charging, could someone possibly explain how it works? [http://forums.massassi.net/html/smile.gif]

Cheers
…and then Jack chopped down the beanstalk, adding murder and ecological vandalism to the theft, enticement and trespass charges already mentioned…

-System Override

Head of the AliensTC

Proud rebel against the evil AC empire
2003-01-11, 10:14 AM #2
erm... Templete Creator / edit crosborow COG file... hard work..
2003-01-11, 10:20 AM #3
The main difference between the charging of the crossbow and regular weapons is the actual firing occurs in the deactivated message instead of the fire message. The deactivated message will check for how long the button was held and store it in a variable. (delay time I think) Then it fires a different amount of bolts based on a simple variable test. The fire message actually does little more than change the sound pitch of the charging sound channel.
2003-01-12, 2:25 AM #4
K, cheers [http://forums.massassi.net/html/smile.gif]
…and then Jack chopped down the beanstalk, adding murder and ecological vandalism to the theft, enticement and trespass charges already mentioned…

-System Override

Head of the AliensTC

Proud rebel against the evil AC empire
2003-01-12, 10:53 AM #5
It's really simple.

In activated:
change the activateweapon line to say "Activateweapon(player, 0, mode);"

in Deactivated:, put "Delaytime=deactivateweapon(player, mode);" and delaytime will be a flex of how long the button was held.
2003-01-12, 11:02 AM #6
What else does it need if i was usign it in another weapon cog?

Cheers
…and then Jack chopped down the beanstalk, adding murder and ecological vandalism to the theft, enticement and trespass charges already mentioned…

-System Override

Head of the AliensTC

Proud rebel against the evil AC empire
2003-01-12, 9:41 PM #7
Just make stuff depend on delaytime, it's pretty easy.

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