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ForumsCog Forum → My little FireProjectile Dilema...
My little FireProjectile Dilema...
2003-07-11, 6:07 AM #1
I recently created a jetpack, and to fire the flames, I used FireProjectile because it was supposed to be based on the player's torso's look vector. However, the verb is acting just like CreateThingAtPos. I can look in any direction, but the vector where the sparks (soon to be flames) are created doesn't change. Any suggestions?

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"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------
Catloaf, meet mouseloaf.
My music
2003-07-11, 6:05 PM #2
I figured out the obvious solution. The type of the projectile (in the template) has to be "weapon".

[http://forums.massassi.net/html/redface.gif]

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"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------
Catloaf, meet mouseloaf.
My music
2003-07-11, 9:46 PM #3
No, the created thing's type can be anything. That wasn't the problem.

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-07-12, 6:43 AM #4
I just realized that since it's not working right again.

Help!

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------
Catloaf, meet mouseloaf.
My music
2003-07-12, 7:54 PM #5
Might help if you post the fireprojectile line and the template entry.

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Brutally honest since 1998
2003-07-18, 9:07 PM #6
Code:
dummy = FireProjectile(player, flame, -1, -1, '0.011476 -0.057297 -0.006664', '0 0 0', 1.0, 0x20, 0, 0); //r
dummy = FireProjectile(player, flame, -1, -1, '-0.011476 -0.057297 -0.006664', '0 0 0', 1.0, 0x20, 0, 0);  //l
and the template:
Code:
+Fireball         _weapon            size=0.0001 movesize=0.0001 sprite=Fireball.spr typeflags=0x810d damage=0 timer=0.5 explode=+Fireball_exp TrailThing=+smoke_jp1 Thingflags=0x8000000


------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------

[This message has been edited by DogSRoOL (edited July 19, 2003).]
Catloaf, meet mouseloaf.
My music
2003-07-19, 4:12 AM #7
Try removing the 0x20 flag.

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-07-19, 1:35 PM #8
No change.

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------
Catloaf, meet mouseloaf.
My music
2003-07-19, 9:06 PM #9
Just tested your template and code, no problems. That is, no problems that would
cause FireProjectile() not to make the new projectile look in the right direction, but
there are others...

For the template: I see you're using 0x8000 to create trailthings, but you don't have
0x2000 or 0x10000 so it's pretty useless. And the 0x100 flag is also useless because the
weapon will be destroyed a few milliseconds after its creation - no need to worry about a
timer.

You have no elementsize setting. Without that, JK will assume zero, and freeze as it
tries to create trailthings along the projectile's path in increments of zero. Caps
should not be used in templates - shouldn't be a problem, but templates are always
assumed to be in lowercase.

The template has no range setting. Since your weapon is going to create trailthings as soon
as it's created, it needs to have an endpoint. Without a range, it may assume zero
or infinity - I'm not sure which, but you really should have this in your template.

There's no fleshhit template setting. So if your weapon hit an actor, it would not explode.

For the FireProjectile() line: Take out the 0x20 flag because it's for SP auto-aim and
you aren't using that. And change the seventh param (1.0) to 0. If dummy isn't being used,
take that out too.

Is this the same template that you're using for the Jetpack flame? Because if this is
supposed to be a flame created behind the player, why not use particles or sprites
instead of a ranged projectile?

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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 20, 2003).]
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-07-20, 1:28 PM #10
Changed the typeflags to 0xa00d and added range - system froze. So I changed to 0x800d - worked, but explosion template wasn't working, so finally I removed the TrailThing altogether (since I wasn't using it). So the updated template looks like this:

+Fireball _weapon size=0.0001 movesize=0.0001 sprite=Fireball.spr typeflags=0x10d damage=0 timer=0.5 explode=+Fireball_exp Thingflags=0x8000000

Also, I changed the fireprojectile 7th parameter to 0 and removed dummy, which I had used previously, but now don't need. Still doesn't work right, though.

------------------
"The Just shall live by faith." - Galatians 3:11
To edit is human... To COG is divine!!

pegasus_1984: Stop bushing that dang suck button.
guitarofgold: NOOOOOOOOO!!!!
-------[end post]-------
Catloaf, meet mouseloaf.
My music
2003-07-20, 7:02 PM #11
Quote:
<font face="Verdana, Arial" size="2">Changed the typeflags to 0xa00d and added range - system froze.</font>


As I just said it would - use elementsize and range.

So what is it that doesn't work? The projectile still doesn't go in the right direction? Send me the patch, and I'll test it.

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

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