I have a SP, JK actor with a weapon that I want to act as a scattergun(shotgunish).
I have tweaked this basic code countless times but no success [the fire message]: (the following is its actor cog.)
But it still shoots the only one weapon tpl I have designated it in the master.tpl
Any ideas? I tried looking at such cogs from SS3 but those are too complex with weapon modes, etc.
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nil nip nada zip zero naught lip zil
I have tweaked this basic code countless times but no success [the fire message]: (the following is its actor cog.)
Code:
# Jedi Knight Cog Script
#
# ENEMY2.COG
#
# ACTOR Script - Enemy with scattergun
#
# Is modified from actor_s3.cog
#
# [F_Body]
#
# This Cog is Not supported by LucasArts Entertainment Co.
symbols
message damaged
message skill
message fire
thing guy local
template projectile=+ebolt local
ai flee_ai=noweapon.ai local
int bin local
int senderref=-1 local
int dummy local
int damage local
end
# ========================================================================================
code
fire:
guy = GetSourceRef();
if(GetThingHealth(guy) <= 0)
{
Return;
}
dummy = FireProjectile(guy, projectile, -1, -1, '0.0098 0.057 0.01', '0 0 0', 1.0, 0x60, autoAimZFOV, autoAimXFOV);
dummy = FireProjectile(guy, projectile, -1, -1, '0.0098 0.057 0.01', '0 0 0', 1.0, 0x60, autoAimZFOV, autoAimXFOV);
dummy = FireProjectile(guy, projectile, -1, -1, '0.0098 0.057 0.01', '0 0 0', 1.0, 0x60, autoAimZFOV, autoAimXFOV);
dummy = FireProjectile(guy, projectile, -1, -1, '0.0098 0.057 0.01', '0 0 0', 1.0, 0x60, autoAimZFOV, autoAimXFOV);
dummy = FireProjectile(guy, projectile, -1, -1, '0.0098 0.057 0.01', '0 0 0', 1.0, 0x60, autoAimZFOV, autoAimXFOV);
return;
# ........................................................................................
damaged:
damage = GetParam(0);
ReturnEx(damage);
return;
# ........................................................................................
skill:
bin = GetParam(0);
if (bin == 24) // Force Pull
{
senderref = GetSenderRef();
AISetClass(senderref, flee_ai);
AIFlee(senderref, GetLocalPlayerThing());
Return;
}
else
if (bin == 31) // Force Grip
{
ReturnEx(10); // return base damage that is taken by this actor.
Return;
}
else
if (bin == 34) // Deadly Sight
{
ReturnEx(5); // return base damage that is taken by this actor.
Return;
}
ReturnEx(-1);
return;
# ........................................................................................
end
But it still shoots the only one weapon tpl I have designated it in the master.tpl
Any ideas? I tried looking at such cogs from SS3 but those are too complex with weapon modes, etc.
------------------
nil nip nada zip zero naught lip zil
This is retarded, and I mean drooling at the mouth