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ForumsCog Forum → Weapons Mod
Weapons Mod
2003-07-14, 8:59 AM #1
Hi!
I've been thinking of starting a MOD for JK. And I'll be needing a little help...

1. Is it possible to do a key combination, like Ctrl+C or Alt+Shift+B?
2. How do I set a new Bindable action? Like at the end of the Keyboards list, a new action is available. Like a Grappling hook.
3. How do I do so that, when this new key is pressed, the view will shift between player and weapon, and when weapon fired, the view will be stuck on the bolt until it explodes. I tried to do make something like it but it crashed as soon as the bolt became -1...
4. How do I add a new skin?
5. How do I add a new weapon? Not replace 0-9 but just keep on clicking Next and they will come. Would be nice if I could add them to the Key controls...

Help please?

/Edward
Edward's Cognative Hazards
2003-07-14, 9:06 AM #2
Oh, could someone give me the Bin list?

Bin, as in Binary, as in the number for the item/weapon/etc.


[This message has been edited by Edward (edited July 14, 2003).]
Edward's Cognative Hazards
2003-07-14, 6:44 PM #3
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Edward:
Oh, could someone give me the Bin list?

Bin, as in Binary, as in the number for the item/weapon/etc.
</font>


What? You want item numbers in binary?

1) No.

2) Hotkey Tutorial.

3)
Quote:
<font face="Verdana, Arial" size="2"> How do I do so that, when this new key is pressed, the view will shift between player and weapon, and when weapon fired, the view will be stuck on the bolt until it explodes. I tried to do make something like it but it crashed as soon as the bolt became -1...</font>

I take it you want the camera to follow a projectile when your player fires. You need to use SetCameraFocus() to set the focus to a projectile, and you need to use it again in the removed message of the projectile to set it back to the player before JK crashes. To receive the removed message, capture the projectile after you fire it in your weapon cog. And in the removed message, check to make sure the sender is not the player. BTW, when the bolt is removed, any variable in the cog that was assigned to it (e.g., bolt=FireProjectile()) will *not* be set to -1.

4) For the player? Modify one of the originals, add model and mats to your resource or patch dir. Also take the models.dat and jkstrings.uni and create their respective folders in the resource folder. Add an entry in models.dat for your new player model. Go to line 966 in the jkstrings.uni and add an entry there for the name that will appear ingame. Make sure the file name is in caps.

5) Add a new weapon bin in the items.dat (the bin's flags make it a weapon). Assign your weapon cog to it, and make sure the weapon cog's selected and autoselect messages have the right bin number. You will need to use SetCurInvWeapon() instead of SetCurWeapon(), because SetCurWeapon() will only work with the normal weapon bins, not with anything above 1010 (that's 10 for everyone who reads in decimal).

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.

[This message has been edited by SaberMaster (edited July 14, 2003).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-07-15, 11:13 AM #4
Dude, the items.dat has basically everything to do with the bins written in it...

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