Hi!
Yes, more COG problems... I thought as I'm waiting for these things to be fixed, I could pass the time by trying new things... But then I get into problems...
The problem is: I can't select this weapon COG!
It replaces weap_conc.cog, so it should be on number 9 after typing in red5.
/Edward
Yes, more COG problems... I thought as I'm waiting for these things to be fixed, I could pass the time by trying new things... But then I get into problems...
The problem is: I can't select this weapon COG!
Code:
# A CANON COG!
#
# By Edward
symbols
message activated
message deactivated
message pulse
message selected
message deselected
model weapmesh=CANON.3DO local
model weapon=CANON.3DO local
keyframe mountAnim=ConVmnt.key local
keyframe dismountAnim=ConVdis.key local
keyframe povfireAnim=ConVpst1.key local
keyframe holsterAnim=kyhlstr.key local
template ball=ball local
sound mountSound=df_rif_ready.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=expl_09.wav local
sound outSound=railchargeattach.wav local
sound warmupSound=16metalcreak02.wav local
int bigsound=1 local
thing player local
int power=0 local
flex autoAimFOV=30 local
flex autoAimMaxDist=5 local
int trackID=-1 local
end
#
code
activated:
player=GetSourceRef();
if(GetThingHealth(player) <= 0) return;
if(GetInv(player, 12) < 1.0)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if(GetAutoSwitch() & 1)
SelectWeapon(player, AutoSelectWeapon(player, 1));
Return;
}
power=0;
SetPulse(0.1);
bigsound=PlaySoundThing(warmupSound,player,0,-1,10,0xC0);
ChangeSoundPitch(bigsound,1.05,1);
ChangeSoundVol(bigsound,1,1);
ActivateWeapon(player, 0, 1);
return;
deactivated:
player=GetSourceRef();
SetPOVShake('0.1 -.05 0.0', '0.5 0.0 0.1', .05, 40.0);
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
FireProjectile(player, ball, fireSound, power, '0.02 0.15 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimMaxDist);
StopSound(bigsound,1);
PlaySoundThing(fireSound,player,1,-1,10,0xC0);
ChangeInv(player, 12, -1.0);
DeactivateWeapon( player, 1 );
return;
pulse:
power=power+1;
If(power>=20) power=20;
SetPOVShake('-0.001 -.001 0.0', '0.001 0.0 0.001', .05, 40.0);
return;
selected:
player = GetSourceRef();
// Play external mounting animation
PlayMode(player, 41);
// Setup the meshes and models.
jkSetPOVModel(player, weapon);
SetArmedMode(player, 1);
jkSetWeaponMesh(player, weapmesh);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
// Play mounting sound.
PlaySoundThing(mountSound, player, 1.0, -1, 10, 0xC0);
// Play the animation (NOLOOP + UNIQUE + ENDPAUSE).
// The animation is held at the last frame after it is played.
trackID=jkPlayPOVKey(player, mountAnim, 0, 20);
SetMountWait(player, GetKeyLen(mountAnim));
// Clear saber flags, and allow activation of the weapon
jkClearFlags(player, 0x5);
SetCurWeapon(player, 9);
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 12) < 1.0)
{
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
if(GetAutoSwitch() & 1)
SelectWeapon(player, AutoSelectWeapon(player, 1));
}
Return;
deselected:
player = GetSourceRef();
PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
jkPlayPOVKey(player, dismountAnim, 0, 18);
SetMountWait(player, 1);
PlayKey(player, holsterAnim, 1, 0x4);
if (trackID != -1)
{
jkStopPOVKey(player, trackID, 0);
trackID = -1;
}
jkSetWaggle(player, '0.0 0.0 0.0', 0);
Return;
endIt replaces weap_conc.cog, so it should be on number 9 after typing in red5.
/Edward