Ok because im using a custom projectile in my thermadet cog I need to make a client cog for it so it works in mp. I managed to do it with my other weapons but when i do it with the thermaldet one it just drops to the ground. I want to make it so you can still charge up the thow like normal.
Here is the cog.
And here is the current client cog which is handleing the two weapons ive made so far. Id like it if you could implement it into the same client cog please.
Thanks.
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~Nightfire Mod~
~T3h L0st tut0rialz~
Here is the cog.
Code:
# Jedi Knight Cog Script # # WEAP_THERMDET.COG # # WEAPON 4 Script - Thermal Detonator # # Fun to use and handy for clearing some elbow room. Not recommending # for those with noodle arms. The longer you hold down the fire key # (CTRL/Z) the farther you throw the detonator. # # The primary fire throws the detonator with the 3 second delay, the # secondary makes it explode on impact. # # - Not affected by MagSealed sectors/surfaces. # # [YB & CYW] # # (C) 1997 LucasArts Entertainment Co. All Rights Reserved # ======================================================================================== symbols model povModel=detv.3do local model weaponMesh=detg.3do local keyframe mountAnim=detvmnt.key local keyframe dismountAnim=detvdis.key local keyframe povFireAnim=detvpst1.key local keyframe prePOVThrowAnim=detvpre1.key local #keyframe preThrowAnim=kyrthro0.key local keyframe holsterAnim=kyhlstr.key local template projectile=+therm1 local template projectile1=+therm2 local sound throwSound=ThermalThrow01.wav local sound clickSound=ThermClick01.wav local sound clickSound2=ThermClick02.wav local sound loopSound=ThermLoop01.wav local flex delayTime=1.0 local flex throwWait=0.8 local flex mountWait local flex autoAimFOV=10 local flex autoAimMaxDist=5 local flex holsterWait local thing player local int preThrowTrack local int selectTrack local int prePOVThrowTrack local int mode local int cocked=0 local int holsterTrack local int selectMode=1 local message startup message activated message deactivated message selected message deselected message autoselect message timer message newplayer message splash end # ======================================================================================== code startup: // Setup delays and variables. mountWait = GetKeyLen(mountAnim); preThrowTrack=-1; selectTrack=-1; prePOVThrowTrack=-1; Return; # ........................................................................................ activated: player = GetSourceRef(); mode = GetSenderRef(); if (mode > 1) Return; PlaySoundThing(clickSound[mode], player, 1.0, -1.0, -1.0, 0x80); // Cock arm back for throw. if(preThrowTrack == -1 && prePOVThrowTrack == -1) { prePOVThrowTrack = jkPlayPOVKey(player, prePOVThrowAnim, 1, 0x14); preThrowTrack = PlayMode( player, 38 ); ActivateWeapon(player, 0, mode); } Return; # ........................................................................................ deactivated: player = GetSourceRef(); mode = GetSenderRef(); delayTime = DeactivateWeapon(player, mode); // allow activated messages again. // Make sure both keys are up before continuing. if (GetCurWeaponMode() != -1) Return; // Set maximum scale factor (2 second hold.) if(delayTime > 2) delayTime = 2; // Set minimum scale factor if(mode == 0) { if(delayTime < 0.7) delayTime = 0.7; } else { if(delayTime < 0.25) delayTime = 0.25; } if(preThrowTrack != -1 && prePOVThrowTrack != -1) { jkStopPOVKey(player, prePOVThrowTrack, 0); StopKey(player, preThrowTrack, 0); preThrowTrack = -1; prePOVThrowTrack = -1; } // Throw the appropriate detonator. SetPOVShake('0.0 -.003 0.0', '0.5 0.0 0.0', .05, 40.0); jkPlayPOVKey(player, povfireAnim, 1, 0x38); PlaySoundThing(throwSound, player, 1.0, 0.5, 2.5, 0x80); FireProjectile(player, projectile[mode], -1, 15, '0.05 0 0', '0 0 0', delayTime, 0x1, 0.0, 0.0); ChangeInv(player, 4, -1.0); SetMountWait(player, throwWait); // If out of ammo try to autoswitch to another weapon // if autoswitch is enabled else just switch to fists. if(GetInv(player, 4) < 1) { if(GetAutoSwitch() & 1) { SelectWeapon(player, AutoSelectWeapon(player, 1)); } else { SelectWeapon(player, 1); } } jkSetWaggle(player, '0.0 0.0 0.0', 0); SetTimerEx(throwWait, 0, 0, 0); Return; # ........................................................................................ timer: if (GetSenderId() == 0) { // Start waggling after the throw. jkSetWaggle(player, '10.0 7.0 0.0', 350); } else if (GetSenderId() == 2) { StopKey(player, holsterTrack, 0.0); } Return; # ........................................................................................ selected: player = GetSourceRef(); jkSetWaggle(player, '10.0 7.0 0.0', 350); // Play external mounting animation PlayMode(player, 40); // Setup the meshes and models. jkSetPOVModel(player, povModel); SetArmedMode(player, 0); jkSetWeaponMesh(player, weaponMesh); // Play the animation (NOLOOP + UNIQUE + ENDPAUSE). // The animation is held at the last frame after it is played. selectTrack = jkPlayPOVKey(player, mountAnim, 0, 0x14); SetMountWait(player, GetKeyLen(mountAnim)); // Clear Lightsaber flag, and enable activation messages. jkClearFlags(player, 0x5); SetCurWeapon(player, 4); SetMountWait(player, GetKeyLen(mountAnim)); Return; # ........................................................................................ deselected: player = GetSourceRef(); jkPlayPOVKey(player, dismountAnim, 0, 18); holsterWait = GetKeyLen(holsterAnim); SetMountWait(player, holsterWait); holsterTrack = PlayKey(player, holsterAnim, 1, 0x4); SetTimerEx(holsterWait, 2, 0.0, 0.0); if(selectTrack != -1) { jkStopPOVKey(player, selectTrack, 0); selectTrack = -1; } jkSetWaggle(player, '0.0 0.0 0.0', 0); KillTimerEx(0); if(preThrowTrack != -1 && prePOVThrowTrack != -1) { jkStopPOVKey(player, prePOVThrowTrack, 0); StopKey(player, preThrowTrack, 0); preThrowTrack = -1; prePOVThrowTrack = -1; } Return; # ........................................................................................ autoselect: selectMode = GetSenderRef(); player = GetSourceRef(); // If the player has ammo if(GetInv(player, 4) != 0) { // query for ammo if(selectMode == -1) { ReturnEx(400.0); Return; } if((selectMode == 0) && !(GetAutoPickup() & 2)) { ReturnEx(400.0); Return; } if((selectMode == 1) && !(GetAutoSwitch() & 2)) { ReturnEx(400.0); Return; } if((selectMode == 2) && !(GetAutoPickup() & 2)) { ReturnEx(400.0); Return; } ReturnEx(-2.0); Return; } else { ReturnEx(-1.0); } Return; # ........................................................................................ newplayer: if(preThrowTrack != -1 && prePOVThrowTrack != -1) { jkStopPOVKey(player, prePOVThrowTrack, 0); StopKey(player, preThrowTrack, 0); preThrowTrack = -1; prePOVThrowTrack = -1; } Return; # ........................................................................................ end
And here is the current client cog which is handleing the two weapons ive made so far. Id like it if you could implement it into the same client cog please.
Code:
# Jedi Knight Cog Script # # Client_Rangi.COG # # Description # # # This Cog is Not supported by LucasArts Entertainment Co # This flag makes the cog act locally, no broadcasting, less lag. flags=0x240 symbols flex autoAimFOV=30 local flex autoAimMaxDist=5 local template projectile=+flarebolt local template projectile2=+tribolt local vector randVec local thing player local message trigger end # ======================================================================================== code trigger: // Get random aiming error randVec = VectorSet((Rand()-0.5)*5, (Rand()-0.5)*5, 0.0); randVec2 = VectorSet((Rand()-0.5)*5, (Rand()-0.5)*5, 0.0); randVec3 = VectorSet((Rand()-0.5)*5, (Rand()-0.5)*5, 0.0); if( (GetSourceRef() == 20) || (GetSourceRef() == 21) ) { FireProjectile(GetParam(0), projectile, -1, -1, '0.0135 0.1624 0.0', '0 0 0', 1, 0x20, autoAimFOV, autoAimFOV*2); } else if( (GetSourceRef() == 30) || (GetSourceRef() == 31) ) { FireProjectile(GetParam(0), projectile2, -1, -1, '0.02 0.15 0.0', randVec1, 1.0, 0x20, autoAimFOV, autoAimMaxDist); FireProjectile(GetParam(0), projectile2, -1, -1, '0.02 0.15 0.0', randVec2, 1.0, 0x20, autoAimFOV, autoAimMaxDist); FireProjectile(GetParam(0), projectile2, -1, -1, '0.02 0.15 0.0', randVec3, 1.0, 0x20, autoAimFOV, autoAimMaxDist); } else return; end
Thanks.
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~Nightfire Mod~
~T3h L0st tut0rialz~
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Rangi
Offer expires on 6/6/06. Valid one per customer, per day.
Rangi