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ForumsCog Forum → Strange weapon problem...
Strange weapon problem...
2003-03-12, 3:09 PM #1
OK, I'm making a new type of detonator without replacing the other one in JK.
I've got everything working except for this. The cog won't activate because of this part of the cog (it will be selected and show the weapon models, it just won't activate)
Code:
selected:
   player = GetSourceRef();
   Print("selected");

   jkSetWaggle(player, '10.0 7.0 0.0', 350);

   // Play external mounting animation
   PlayMode(player, 40);

   // Setup the meshes and models.
   jkSetPOVModel(player, povModel);
   SetArmedMode(player, 0);
   jkSetWeaponMesh(player, weaponMesh);

   // Play the animation (NOLOOP + UNIQUE + ENDPAUSE).
   // The animation is held at the last frame after it is played.
   selectTrack = jkPlayPOVKey(player, mountAnim, 0, 0x14);
   SetMountWait(player, GetKeyLen(mountAnim));

   // Clear Lightsaber flag, and enable activation messages.
   jkClearFlags(player, 0x5);
   SetCurWeapon(player, 116);
   SetMountWait(player, GetKeyLen(mountAnim));

   Return;

but if I change 'SetCurWeapon(player, 116);' to 'SetCurWeapon(player, 4);' it will work fine except it will throw a regular thermal detonator instead of the new one I made.
Does anyone see something wrong with this? Can weapons only have certain bins? And yes, I have it defined in the items.dat file.

------------------
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!!!"
2003-03-13, 2:14 PM #2
Try SetCurWeapon(player, 11); otherwise you might have to splice it with the other thermal cog.

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2003-03-14, 1:56 PM #3
Does bin 116 have the weapon flags in items.dat? Also, I'm not sure if you can have weapons past the lightsaber, might be wrong....

------------------
-Hell Raiser
Remember kiddies, trial and error.
Without struggles there is no progress
DBZ: The Destruction is Real
-Hell Raiser
2003-03-15, 3:59 AM #4
I also doubt it. Or why would people like SavageX use a complicated hotkey system to be able to switch between weapons that use the same cog/bin? But I might be wrong, as I always am.

------------------
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2003-03-16, 4:52 PM #5
Ok, changing 'SetCurWeapon(player, 116);' to 'SetCurWeapon(player, 11);' worked, but it won't display the number of detonators left in the Hud on the botom right of the screen ( it just has the three dashes instead of a number, like when the fists or lighsaber are selected). Any ideas?

------------------
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!!!"

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