Hi!
I have this thermal det cog but this real odd thing happens in it. In some levels the thermal doesnt throw. It does everything but fire the projectiles. and its always in particular levels like level 3,6,9 and 10. I only went as far as 10 so I assume there are others it doesnt work in.
The only thing I can think of is some levels have something conflicting with it, or something is missing from the levels.
And the client cog.
Can anyone see what it is?
Thanks.
------------------
~Nightfire Mod~
~T3h L0st tut0rialz~
I have this thermal det cog but this real odd thing happens in it. In some levels the thermal doesnt throw. It does everything but fire the projectiles. and its always in particular levels like level 3,6,9 and 10. I only went as far as 10 so I assume there are others it doesnt work in.
The only thing I can think of is some levels have something conflicting with it, or something is missing from the levels.
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
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);
SendTrigger(-1, 40+mode, player, 0, 0, delaytime);
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;
# ........................................................................................
endAnd the client cog.
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
template projectile3=+529kaboom1 local
template projectile4=+529kaboom2 local
template projectile5=+airbolt local
template projectile6=+rippershot local
template projectile7=+rippershot2 local
vector randVec local
thing player local
flex ThrowForce 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);
ThrowForce = GetParam(3);
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
if(GetSourceRef() == 40)
{
FireProjectile(player, projectile3, -1, 15, '0.05 0 0', '0 0 0', ThrowForce, 0x1, 0.0, 0.0);
}
else
if(GetSourceRef() == 41)
{
FireProjectile(player, projectile4, -1, 15, '0.05 0 0', '0 0 0', ThrowForce, 0x1, 0.0, 0.0);
}
else
if(GetSourceRef() == 51)
{
FireProjectile(GetParam(0), projectile5, -1, -1, '0.0207 0.0888 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
}
else
if(GetSourceRef() == 2591)
{
FireProjectile(GetParam(0), projectile5, -1, -1, '0.0207 0.0888 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
}
else
if(GetSourceRef() == 2592)
{
FireProjectile(GetParam(0), projectile5, -1, -1, '0.0207 0.0888 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
FireProjectile(GetParam(0), projectile5, -1, -1, '0.0207 0.0888 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
}
else
if(GetSourceRef() == 2593)
{
FireProjectile(GetParam(0), projectile5, -1, -1, '0.0207 0.0888 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
FireProjectile(GetParam(0), projectile5, -1, -1, '0.0207 0.0888 0.00', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
}
else
if(GetSourceRef() == 60)
{
FireProjectile(GetParam(0), projectile6, -1, -1, fireOffset, '0 0 0', 1.0, 0x30, autoAimFOV, autoAimFOV*2 );
}
else
if(GetSourceRef() == 5911)
{
FireProjectile(GetParam(0), projectile7, -1, -1, fireOffset, '0 0 0', 1.0, 0x30, autoAimFOV, autoAimFOV*2 );
}
return;
end
Can anyone see what it is?
Thanks.
------------------
~Nightfire Mod~
~T3h L0st tut0rialz~
Spoting an error in post will result in a $100 reward.
Offer expires on 6/6/06. Valid one per customer, per day.
Rangi
Offer expires on 6/6/06. Valid one per customer, per day.
Rangi
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