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ForumsCog Forum → Hmmm... how to "parsearg"...
Hmmm... how to "parsearg"...
2005-06-03, 9:09 PM #1
How to parsearg the walkplayer template's "fov" in order to increase saberblocking radius...?
I think the following would be the correct syntax... but where to put it in the weap_saber.COG...? Or should it be put in the kyle.COG...?

Player = GetLocalPlayerThing;
ParseArg(player, "fov=1.0")

Any help muchly appreciated...

Thanx,

_K_
2005-06-03, 9:22 PM #2
I'd put it in the startup: message in kyle.cog and see if that works...

Also, don't forget what's in green :) :
Player = GetLocalPlayerThing () ;
ParseArg(player, "fov=1.0") ;
May the mass times acceleration be with you.
2005-06-03, 9:31 PM #3
Oooof.... That sure did'nt work... the Jedi blocked _nothing_ after adding "Player = GetLocalPlayerThing();
ParseArg(player, "fov=1.0");" to the kyle.COG startup...

Hmmm...

_K_
2005-06-03, 9:39 PM #4
Oh, fov is measured in degrees... heh, the player will have a hard time blocking anything within a 1 degree fov :p
May the mass times acceleration be with you.
2005-06-03, 10:28 PM #5
LoL...! a one degree fov ("field of view") for blocking projectiles...! OOOPs...!

Thanx, D Slaw...!

_K_
2005-06-03, 10:48 PM #6
Okay, really getting this to go somewhere... but what syntax to use to increase ability by level...? observe the following:

level = GetInv(player, 20);
player = GetLocalPlayerThing();

if(level == 0)
{
ParseArg(player, "fov=1.0");
}

else

if(level == 1)
{
ParseArg(player, "fov=90.0");
}

else

{
ParseArg(player, "fov=180.0");
}

the above syntax doesn't seem to work.
What would the correct format be?

_K_

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