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ForumsCog Forum → New weapon help (2 part)
New weapon help (2 part)
2003-06-02, 5:31 AM #1
Edit - I'm working on a new Mod, called the Spaceship Battle Pack, and I might need a lot of help with it. Please post answers to my cog questions here. (For example, how do you get rid of the health HUD and make the health number a self-hits counter and the shields number a target-hits-over-misses?

Edit - The non-cog part of this post is at http://forums.massassi.net/html/Forum2/HTML/010747.html

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI#:  None
SPR: None
TPL: Medium
PAR: None
WAV: High
SFT: None
BM: Low
CMP: Low


Skills last updated:
Monday, June 2, 2003

[This message has been edited by Laserjolt (edited June 02, 2003).]

[This message has been edited by Laserjolt (edited June 05, 2003).]
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-02, 5:40 AM #2
Oh, and can you moderators keep this post open untill I finish my mod?

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI#: None
SPR: None
TPL: Medium
PAR: None
WAV: High
SFT: None
BM:  Low
CMP: Low


Skills last updated:
Monday, June 2, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-02, 6:40 AM #3
As I said in the non-cog section, here goes nothing...

Question 1: How do you get rid of the health HUD and make the health number a self-hits counter and the shields number a target-hits-over-misses? (from example question)

Question 2: How do you get rid of all the weapons? when I do that it glithches and plays the selected KEY repeatedly, then stops at a wierd position...

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY FOR PAINTBALL MOD

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI#: None
SPR: None
TPL: Medium
PAR: None
WAV: High
SFT: None
BM:  Low
CMP: Low


Skills last updated:
Monday, June 2, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-04, 9:27 AM #4
OK, I'm going to do something I swore I'd never do... 'Paintball' is my codename for my REAL project, the Spaceship Battle pack, which will let you control ships in outer space with a radar(which is done) and turret guns & torpedoes. All these questions are really about how to do what I wanted to do..

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY FOR PAINTBALL MOD

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI#: None
SPR: None
TPL: Medium
PAR: None
WAV: High
SFT: None
BM:  Low
CMP: Low


Skills last updated:
Monday, June 2, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-04, 10:51 AM #5
IMPORTANT QUESTION! How can you make it so you can switch characters in Single Player like they did in MOTS? I want to make a SP version of SBP too...

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY FOR PAINTBALL MOD

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: None
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: None
DLL: None
AI#: None
SPR: None
TPL: Medium
PAR: None
WAV: High
SFT: None
BM:  Low
CMP: Low


Skills last updated:
Monday, June 2, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-04, 11:15 AM #6
How do you make something fly? (like the eriamjh, in cog, but you move much slower)

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY FOR SBP MOD!!!

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: Low
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: Low
DLL: None
AI#: Low
SPR: Medium
TPL: Medium
PAR: Low
WAV: High
SFT: None
BM:  None
CMP: None


Skills last updated:
Wednesday, June 4, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-04, 2:56 PM #7
1- i dont know how to change the health HUD the way you want it. it would probably take some bm editing and some cogging.
to completely get rid of the HUD you would have to do this in a cog:
Code:
### To Get Rid Of The Players HUD...
//-Set Flag For No HUD...
SetActorFlags(player, 0x800000);
#----------
//-Restore HUD, Clear Flag...
ClearActorFlags(player, 0x800000);

that gets rid of the health/shield and ammo/force HUD.

2- to get rid of the weapons you can either try editing the 'items.dat' so that the max you can have of any weapon is 0.0 (i'd leave the fists part as is though), or you can edit the kyle cog so that the player doesnt get any weapons except fists when he respawns. the kyle cog would probably be the best.
these are the parts of it you would have to edit:
Code:
### To Make The Player Have NO WEAPONS...
//-Edit the kyle cog so that it only gives the player FISTS
//-For SINGLE Player You only have to edit the "init_kyle" part...
init_kyle:
  SetActorFlags(player, 8);
  SetTimerEx(1.50, 1, player, 0);
  //-Set Health to full
  SetThingHealth(player, 100);
  //-Set Mana to full
  SetInv(player, 14, GetInv(player, 20) * 50);
  //-Set Shields to 100 minimum
  if(GetInv(player, 60) < 100) SetInv(player, 60, 100);
  //-Set Battery to 100 minimum
  if(GetInv(player, 13) < 100) SetInv(player, 13, 100);
  //-Set the power boost to 1.0
  SetInv(player, 63, 1.0);
  //-When player starts, give him fists.
  SetInv(player, 1, 1.0);
/////////
//-Change The Stuff Below Here To Make The Player
//-Not Have Any Weapons/Ammo/Items When He Starts...
/////////
  //-Make it so the player doesnt get the bryar...
  SetInv(player, 2, 0.0);
  // Give 50 energy minimum
  if(GetInv(player, 11) < 50) SetInv(player, 11, 50.0);
  // Bacta
  if(GetInv(player, 40) == 0)
    SetInvAvailable(player, 40, 0);
  else
    SetInvAvailable(player, 40, 1);
   // IR Goggles
  if(GetInv(player, 41))
    SetInvAvailable(player, 41, 1);
  else
    SetInvAvailable(player, 41, 0);
  SetInvActivated(player, 41, 0);
  // Field Light
  SetInv(player, 42, 1);
  SetInvAvailable(player, 42, 1);
  SetInvActivated(player, 42, 0);
  ClearActorFlags(player, 4);
  jkEndTarget();
return;
#---------------
//-For MULTI PLAYER You Have To Edit the "init_multi_kyle" Message...
init_multi_kyle:
  // Set Weapons
  SetInv(player, 1, 1.0);
  SetInv(player, 2, 0.0);
  SetInv(player, 3, 0.0);
  SetInv(player, 4, 0.0);
  SetInv(player, 5, 0.0);
  SetInv(player, 6, 0.0);
  SetInv(player, 7, 0.0);
  SetInv(player, 8, 0.0);
  SetInv(player, 9, 0.0);
  SetInv(player, 10, 0.0);
  // Set Ammo
  SetInv(player, 11, 50.0);
  SetInv(player, 12, 0.0);
  SetInv(player, 15, 0.0);
  // Remove bacta tank and IR goggles
  SetInv(player, 40, 0);
  SetInv(player, 41, 0);
  SetInvAvailable(player, 40, 0);
  SetInvAvailable(player, 41, 0);
  // Set shields to 100
  SetInv(player, 60, 100);
  // Do respawn effects
  dummy = CreateThingAtPos(teleport_particles, GetThingSector(player), GetThingPos(player), '0 0 0');
  dummy = PlaySoundThing(teleportsnd, player, 1.0, -1, -1, 0x180);
  SetFireWait(player, -1);
  SetMountWait(player, 0);
  SetCurInvWeapon(player, 0);
  SelectWeapon(player, AutoSelectWeapon(player, 1));
return;

those are the whole sections of the cog. all you have to do is edit whats above then put it in the kyle.cog replaceing the original stuff. some of it i changed already so the player wont start with any weapons.

3- this is how to change the players model in single player. it should also work in MP too.
Code:
### To Change The Players CHARACTER..
//-Chane the players MODEL
SetThingModel(player, new_model);

new_model is the 3do that you want to change the players model to.

4- to make a thing fly like the cheat go like this:
Code:
### To Make Something FLY...
//--Make things fly...
//-Clear the HAS GRAVITY flag...
ClearPhysicsFlags(thing, 0x1);
//-Set the CAN FLY flag...
SetPhysicsFlags(thing, 0x2000);
#----------
//--Stop the flying effect...
//-Set The HAS GRAVITY flag...
SetPhysicsFlags(thing, 0x1);
//-Clear The CAN FLY flag...
ClearPhysicsFlags(thing, 0x2000);

im not sure how you would control the speed of somthing flying. you would probably have to use some kind of 'SetThingVel' in you cog.

since you didnt say wich this was for JK or MotS.
all this is JK info.
MotS might have some different things you would need to mess with in the kyle cog part, all the rest i think will work for both.

hope that helps.

------------------
Famous last words - "It seemed like a good idea at the time."
Famous last words - "It seemed like a good idea at the time."
2003-06-05, 8:59 AM #8
It's for JK, and thanks. You answered almost all of the questions with exactly the answers I was having trouble with. Now my only problem is this: How do you make a new weapon 3do appear and be in the right place on a ship twice the size of the normal Kyle?

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY FOR SBP MOD!!!

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: Low
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: Low
DLL: None
AI#: Low
SPR: Medium
TPL: Medium
PAR: Low
WAV: High
SFT: None
BM:  None
CMP: None


Skills last updated:
Wednesday, June 4, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-05, 9:02 AM #9
Also, how do you change the max shields/health for each individual ship?

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY FOR SBP MOD!!!

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: Low
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: Low
DLL: None
AI#: Low
SPR: Medium
TPL: Medium
PAR: Low
WAV: High
SFT: None
BM:  None
CMP: None


Skills last updated:
Wednesday, June 4, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-05, 9:16 AM #10
Two questions:

#1: Is there a way to completely remove the weapons you don't want from the game on items.dat? I mean, if you just delete their lines, won't it screw up when you type in red5 and it tries to give you more ammo than you can have or to a weapon that doesn't exist?

#2: Can you block or edit the cheat codes to prevent cheat codes that would be redundant, such as the flying code since it would make you fall when you turned it off, and the red5 code since you can only have 2 weapons?

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY FOR SBP MOD!!!

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: Low
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: Low
DLL: None
AI#: Low
SPR: Medium
TPL: Medium
PAR: Low
WAV: High
SFT: None
BM:  None
CMP: None


Skills last updated:
Wednesday, June 4, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-05, 9:42 AM #11
And now, for the hardest part, which I REALLY don't want to ask about... I need to change the way Kyle moves, so he can completely flip around, like barrell rolls and stuff... I need an expert editor to volunteer to do this, since it is WAY above my skill level... but all I have to offer as a reward is their name in the credits of the finished product...

------------------
- Laserjolt
(The below is in code tags for obvious space reasons)
Code:
Projects:
ALL HAVE BEEN POSTPONED INDEFINITELY FOR SBP MOD!!!

Editing Abilities/Skills: (In code tags for obvious space reasons)
COG: Medium
KEY: Low
PUP: Low
SND: None
3DO: Medium
MAT: Medium
UNI: Low
DAT: Low
DLL: None
AI#: Low
SPR: Medium
TPL: Medium
PAR: Low
WAV: High
SFT: None
BM:  None
CMP: None


Skills last updated:
Wednesday, June 4, 2003
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-06, 2:53 AM #12
you = need someone to make KEY files....

i will help you do this but only under on condituon...

your A, go to the tutors area and read MY (oh i love saying that) yes, My keys tutorial.
then get Pjedi and have a go yourself. (to change the used keys you open KY.PUP as it explains.

if after that you still belive its beyond you. send me a e-mail at pokejoyboy@aol.com

------------------
I am pjb.
Another post......
another moment of my life wasted.....
at least i made a level.
PJB's JK page's

-the PJB jedi rule book-
rule one, "never trust a bartender with bad grammar"-kyle katarn in JO

Rule Two, "Gravity is a crule misstress" -kyle katarn in MotS, and the alternatior MK I in AJTD
I am Darth PJB!
well, go on, run away!

i have a plastic lightsaber and a jedi cape.. am i a nerd?

If gravity is a crule mistress, and bar tenders with bad grammar are untrustworthy, what is air?
2003-06-09, 6:14 AM #13
I can't get realistic looking keys, which is one of the reasons I'm just going to change the whole idea (it's still ships but easier to make)

I'll explain when I finish, but I'll still ask questions here.
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-09, 9:58 AM #14
OK, I need someone to do a cog for me. It's a bit complicated, but I need it for the docking ship (it's hard to explain).

Specs Checklist:
- Must have 4 things (switches)
- Must move in the direction the button says
- Must start moving the first time you press the button
- Must stop moving the second time you push the button
- Must only move in one direction at a time
- *Must stop when it hits something that is not a person, powerup, or bullet (when it hits a structure)

Basically, it must be like a troop transport that goes 4 ways.

* Or it stops when it gets to a certain X or Y position

Edit - And I need it finished before I can go on to the next thing

[This message has been edited by Laserjolt (edited June 09, 2003).]
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-09, 11:22 AM #15
I'll be working on the level itself while I'm waiting for someone to offer to do it.

Edit - No sig

[This message has been edited by Laserjolt (edited June 09, 2003).]
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05
2003-06-19, 6:35 PM #16
Sorry, all mods have been postponed since I'm working on another project now...
Folder: LucasArts
Size: 7.41 GB (7,957,329,759 bytes)
Size on Disk: 5.16 GB (5,544,473,484 bytes)
Contains: 28,807 Files, 1187 Folders
Last Updated: 3/29/05

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