K, Well I made the shotgun fine, and I started the supershotgun, it works great, but with one problem..When it fires it makes a sound like I'm under water 8 times over. Heres the cog
[edit] fixed the code tags.![http://forums.massassi.net/html/wink.gif [http://forums.massassi.net/html/wink.gif]](http://forums.massassi.net/html/wink.gif)
Can anyone help? Nothing turns up on syntax checking
------------------
Ping (peeng) n. The number of milliseconds it takes between the time my conc bullet has blown you to hell and the time you realize it.
[This message has been edited by SaberMaster (edited July 25, 2003).]
Code:
symbols model povModel=BowV.3do local model weaponMesh=BowG.3do local keyframe mountAnim=BowVmnt.key local keyframe dismountAnim=BowVdis.key local keyframe povfireAnim=BowVpst1.key local keyframe holsterAnim=kyhlstr.key local sound mountSound=df_bry_ready.wav local sound dismountSound=PutWeaponAway01.wav local sound chargeSound=BCChargeUp.wav local sound fireSound1=BCFire01.wav local sound fireSound2=BCFire02.wav local sound outSound=trprout.wav local template projectile=+crossbowbolt local template projectile2=+crossbowbolt2 local template projectile3=+crossbowbolt3 local flex fireWait=0.6 local flex delayTime local flex error local flex autoAimFOV=30 local flex autoAimMaxDist=10 local flex powerBoost local flex holsterWait local vector fireOffset local vector adjOffset local vector shakePos local vector shakeAngle local thing player local int trackID=-1 local int channel=-1 local int holsterTrack local message startup message activated message deactivated message selected message deselected message newplayer message autoselect message fire message killed message timer end # ======================================================================================== code startup: player = GetLocalPlayerThing(); Return; # ........................................................................................ activated: mode = GetSenderRef(); jkSetWaggle(player, '0.0 0.0 0.0', 0); // Check Ammo - If we are out, autoselect best weapon. if(GetInv(player, 12) < 2.0) { if((GetAutoSwitch() & 1)) SelectWeapon(player, AutoSelectWeapon(player, 1)); else PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80); Return; } if(mode == 0) { ActivateWeapon(player, 0, mode); if(channel == -1) { channel = PlaySoundThing(chargeSound, player, 0.0, -1, -1, 0x181); if(channel != -1) { ChangeSoundPitch(channel, 0.3, 0.01); Sleep(0.03); // looks stupid... but if the user taps quickly deactivated: // gets called during the sleep, and channel becomes invalid ! if(channel != -1) { ChangeSoundVol(channel, 1.0, 0.6); ChangeSoundPitch(channel, 1.0, 1.2); } } } } else { powerBoost = GetInv(player, 63); ActivateWeapon( player, fireWait/powerBoost, mode); } Return; # ........................................................................................ fire: // Check that the player is still alive. if(GetThingHealth(player) <= 0) Return; // Check Ammo - If we are out, autoselect best weapon. if(GetInv(player, 12) < 2.0) { SelectWeapon(player, AutoSelectWeapon(player, 1)); Return; } SetPOVShake('0.0 -.01 0.0', '2.0 0.0 0.0', .05, 80.0); dummy = FireProjectile(player, projectile3, fireSound, 8, fireOffset, '3.5 3.0 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile3, -1, 8, fireOffset, '3.0 3.4 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile3, -1, 8, fireOffset, '2.0 2.5. 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile3, -1, 8, fireOffset, '2.5 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile3, -1, 8, fireOffset, '1.8 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile3, -1, 8, fireOffset, '-1.0 3.4 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile3, -1, 8, fireOffset, '-1.5.0 2.5. 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile3, -1, 8, fireOffset, '-0.5.5 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile3, -1, 8, fireOffset, '-0.0 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); ChangeInv(player, 12, -2.0); jkPlayPOVKey(player, povfireAnim, 1, 0x38); powerBoost = GetInv(player, 63); ChangeFireRate(player, fireWait/powerBoost); Return; # ........................................................................................ deactivated: mode = GetSenderRef(); jkSetWaggle(player, '10.0 7.0 0.0', 350); if(mode == 0) { delayTime = DeactivateWeapon(player, mode); if(channel != -1) { StopSound(channel, 0); channel = -1; } // Set a delay, even if we don't fire here. SetMountWait(player, fireWait/powerBoost); // Make sure both keys are up before continuing. if (GetCurWeaponMode() != -1) Return; // make sure we still have ammo if(GetInv(player, 12) < 2.0) Return; // Always fire one projectile straight-ahead SetPOVShake('0.0 -.01 0.0', '2.0 0.0 0.0', .05, 80.0); FireProjectile(player, projectile, fireSound2, 18, '0.0207 0.0888 0.00', '0 0 0', 0, 0, autoAimFOV, autoAimFOV*2); ChangeInv(player, 12, -2.0); if(delayTime > 0.0) { if(GetInv(player, 12) > 0.0) { dummy = FireProjectile(player, projectile, fireSound, 8, fireOffset, '3.5 3.0 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '3.0 3.4 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '2.0 2.5. 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '2.5 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '1.8 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-1.0 3.4 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-1.5 2.5. 0', 2.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-0.5 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-0.0 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); } } if(delayTime > 1.2) { if(GetInv(player, 12) > 0.0) { dummy = FireProjectile(player, projectile, fireSound, 8, fireOffset, '3.5 3.0 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '3.0 3.4 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '2.0 2.5. 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '2.5 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '1.8 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-1.0 3.4 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-1.5 2.5. 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-0.5 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); dummy = FireProjectile(player, projectile, -1, 8, fireOffset, '-0.0 3.1 0', 1.0, 0, autoAimFOV, autoAimMaxDist ); } } // Play animation and set delay. jkPlayPOVKey(player, povfireAnim, 1, 0x38); powerBoost = GetInv(player, 63); } else { DeactivateWeapon(player, mode); } Return; # ........................................................................................ selected: // Play external animation PlayMode(player, 41); // Set up meshes and models. jkSetPOVModel(player, povModel); SetArmedMode(player, 1); jkSetWeaponMesh(player, weaponMesh); jkSetWaggle(player, '10.0 7.0 0.0', 350); // Play sound and animation. PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80); trackID = jkPlayPOVKey(player, mountAnim, 0, 20); SetMountWait(player, GetKeyLen(mountAnim)); // Set flags, etc. jkClearFlags(player, 0x5); SetCurWeapon(player, 5); // Check Ammo - If we are out, autoselect best weapon. if(GetInv(player, 12) < 2.0) { if((GetAutoSwitch() & 1)) SelectWeapon(player, AutoSelectWeapon(player, 1)); } Return; # ........................................................................................ deselected: PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80); jkPlayPOVKey(player, dismountAnim, 0, 18);
[edit] fixed the code tags.
![http://forums.massassi.net/html/wink.gif [http://forums.massassi.net/html/wink.gif]](http://forums.massassi.net/html/wink.gif)
Can anyone help? Nothing turns up on syntax checking
------------------
Ping (peeng) n. The number of milliseconds it takes between the time my conc bullet has blown you to hell and the time you realize it.
[This message has been edited by SaberMaster (edited July 25, 2003).]