I got this far though, which is pretty cool.
Only thing is...it isn't working right.
Basically it should do the following:
1) Toggle ON/OFF
2) When ON, and if the player has enough mana, it should pull the victim's current weapon and add it to the player inventory.
3) It should Subract the mana cost as defined in symbols.
4) It should be EXACTLY like normal pull, except it will "Automatically" activate.
5) It shouldn't activate too often, only if the player has enough mana.
So ANY help in this regard would be great.
Thanks all.
ReT
Code:
# Jedi Knight Cog Script # # FORCE_AUTOPULL.COG # # Auto Pull # Automatically pulls current weapon from victim in POV # if the player has enough force mana. symbols thing player message activated message pulse sound pullSound=ForcePull01.WAV local int victim local int potential local int throwThing local flex cost=50.0 local flex mana local flex dot local flex maxDot local int rank local int type local int retval=0 local vector dir local end # ======================================================================================= code activated: if(toggle) { Print("Auto Pull OFF"); SetPulse(0); toggle = 0; } else { Print("Auto Pull ON"); SetPulse(0.1); toggle = 1; } Return; # ---------------------------------------------------------------------------------------- pulse: targetfound = -1; maxDot = 0; target = FirstThingInView(player, 90, 90, 0x404); while(target != -1) { if(HasLOS(player, target) && (target != player)) { dot = ThingViewDot(player, target); if(dot > maxDot) { targetfound = target; maxDot = dot; } } target = NextThingInView(); } if(targetfound != -1) { mana = GetInv(player, 14); if(mana >= cost) { // Let's do this ChangeInv(player, 14, -cost); jkSetTargetColors(18, 19, 20); jkSetTarget(targetfound); PlayMode(player, 24); PlaySoundThing(pullSound, player, 1.0, -1, -1, 0x80); throwThing = SkillTarget(targetfound, player, 24, 0); SetTimerEx(1.5, 1, throwThing, 0); SetTimerEx(3.5, 2, throwThing, 0); SetTimerEx(3.6, 2, throwThing, 0); } if(IsMulti()) { SetTimerEx(4.0, 3, throwThing, 0); SetTimerEx(4.1, 4, throwThing, 0); } ClearPhysicsFlags(throwThing, 0x1); dir = VectorScale(VectorNorm(VectorSub(GetThingPos(player), GetThingPos(throwThing))), 30); ApplyForce(throwThing, dir); } Return; end
Only thing is...it isn't working right.
Basically it should do the following:
1) Toggle ON/OFF
2) When ON, and if the player has enough mana, it should pull the victim's current weapon and add it to the player inventory.
3) It should Subract the mana cost as defined in symbols.
4) It should be EXACTLY like normal pull, except it will "Automatically" activate.
5) It shouldn't activate too often, only if the player has enough mana.
So ANY help in this regard would be great.
Thanks all.
ReT