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ForumsCog Forum → Two weapons, one number key, in JK
Two weapons, one number key, in JK
2003-09-12, 11:44 AM #1
I've been trying to come up with a way to allow for 2 weapons on one key like in MotS. The closest thing I've come up with is the TD/Grenade Launcher that is in Hideki's Enhancement Pack 2.1, but I'd like to have it set up to push the same number key like in MotS, instead of a tertiary fire key. I thought of having an independent cog bound to the selected key that switched back and forth, but I thought that would create problems with how to fire the weapon. I'm not even sure where to start. The last time I coded was over a year ago, when I was creating "Jawa Tag" (basically KFY for JK) which never got released. Other than that I coded a lot of stuff in Rogue Squadron CTF, which was back in '99. I'm trying to resurrect RSCTF, and this is one of my obstacles.

Okay, I apologize for the long explination, but if you have a sec, here's my plans:

-Resurrect the simple Domination mod that SavageX did. I'm not really going to add all that much, just more levels from here at Massassi, and change the control point 3do

-Resurrect Detention Center. This mod by RonDu was great, but his levels skills were not up to his coding skills by any means. Basic plan is to implement CTF modified levels for now.

-Find code (or code myself) an Assault mode. This was my absolute favorite way to play UT, and JK has the power to do this fairly easily. Infiltrate! will be a great way to start the process.

-Roaming King of the Hill mode ala Perfect Dark -- very low on the priority list, but basically the hill will be a transparent 3do with an 'emitter' that will teleport itself to a random ghost location upon each 30 second capture. Perfect Dark rules apply here.

-Level packs -- I know Massassians are the only ones who really play MP JK anymore, and I think we'd benefit from combining some levels into packs, with all possible cogs set up c/s.

-As far as permissions go, I know I have about 30 emails to send. In the meantime, I'd like to get what I can done so that as the replys come in, I can roll along steadily from project to project.

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-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

-Tazz
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

Tazz
2003-09-13, 11:10 PM #2
I've got two ideas:

1 - If I created two more bins in items.dat, & flagged them as weapons, then I could use the original slot for a master cog. It would control which weapon is selected (with a 0 or 1) after checking to see if the weapon is in their inventory. Then use a bunch of SendTriggers under each message to control firing.

2 - Use Hideki's 'tertiary fire' tutorial and modify it so that when tertiary is pressed, it changes weapons -- here's the idea I had:

Code:
user0: //tertiary fire message recieved
if((weapon_switch) == 0) 
   {
     weapon_switch = 1;
   }
else weapon_switch = 0;
   }


then under the fire message:

Code:
fire:
blah blah blah
If (mode == 0)
  {
     FireProjectile(blah, blah, projectile0[weapon_switch], 3, 2, 1, contact);
  }
else
     FireProjectile(blah, blah, projectile0[weapon_switch] + 2, 3, 2, 1, contact);
  }


In the messages section, Projectile0 and Projectile2 are the first weapon, and 1 and 3 are the second weapon -- thus making an easy change.

and as for changing the models:
Code:
selected:
SetThingPOVModel(player, model0[weapon_switch], blah, blah);


I think the latter idea would be much easier. What do you all think?

------------------
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

-Tazz
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

Tazz
2003-09-14, 4:28 AM #3
I have a way of trapping weapon keys, but the problem is, when you have the current weapon out, JK system has it that you don't call the autoselect of the current weapon. I wish they could have been kind enough to do a return statement in the autoselect that passes if the current weapon is equal to the weapon cog. Would allow things like this to happen. They way I'd suggest doing it, is the 3rd fire key, in which it switches within the current weapon. Sorry I wasn't that helpful.

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The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

The 2 riddle!

[This message has been edited by Descent_pilot (edited September 14, 2003).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2003-09-14, 9:35 AM #4
The easier way would be to use a switch weapon hotkey, though it wouldn't be the same as MotS.

The other idea of adding two more weapons bins for each weapon number would work fine, but your ammo display won't work because JK won't let you set a weapon bin's ammo bin.

I'd go with the easy method...

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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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